(engineering design: a project-based introduction, dym & little)
Students need to learn the art of asking good questions in a variety of venues, particularly as it relates to defining design problems. Encourage them to write out their questions and categorize them. More questions will result in a better-defined problem. In a real-world scenario, there will typically be a client for whom the design is being created. A significant portion of the questions will be directed to the client. It is also beneficial to direct questions to those who will ultimately be using the device.
The answers to all of these questions help define the “design space” – the boundaries within which the design must live. In terms of BEST, it is imperative that students read all of the rules thoroughly. The information contained within the generic and game specific rules are essentially equivalent to the information that a client could provide…actually, it’s probably a lot more detailed than what a client would provide.
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Understandable!