Difference between revisions of "Prototyping Best Practices"
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==Prototyping Steps== | ==Prototyping Steps== | ||
+ | ''"You don’t need to prototype everything, just the things you want to work."'' -- John V-Neun, Head Mentor FRC148, IFI Director of Product Development<br><br> | ||
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;<big>Developing your experiment</big> | ;<big>Developing your experiment</big> | ||
#How will the device fit into your game strategy? What will it have to do? | #How will the device fit into your game strategy? What will it have to do? |
Latest revision as of 05:47, 30 December 2012
Prototyping Steps
"You don’t need to prototype everything, just the things you want to work." -- John V-Neun, Head Mentor FRC148, IFI Director of Product Development
- Developing your experiment
- How will the device fit into your game strategy? What will it have to do?
- What tests will determine if/when the device is successful? How should experimental conditions mimic match play?
- What dependent variables indicate a successful test? How will you measure and record them?
- Which independent variables should you change? Over what ranges?
- Forming your rig
- Keep experimental conditions (control variables) constant
- Adjust independent variables consistently
- Measure independent and dependent variables accurately
- Prototyping Construction Requirements
- Work as fast as you can, and no faster
- Make it as simple as possible, and no simpler
- Minimize $$, time and resource cost - use available (preferably used) materials
- Measure twice, modify once - minimize permanent modifications, use smallest possible pieces
- Remember you'll disassemble and reuse these!
Alpha versus Beta prototypes
Alpha
Beta
|
Devices that don't need Alphas
Devices that don't need prototypes
|
Walkthroughs
Construction Examples
Use these after you develop your experiment. They can help form your rig, but remember you have different games, goals, skills and resources.
Acquisition
Ball Intakes
Devices that bring game pieces into the robot. May include lifting.
See also: |
Ball Possessors
Devices that possess game pieces without bringing them into the robot.
See also: |
Roller Claws
Claws with roller(s) to acquire game pieces of many shapes. May include scoring via shooting.
See also: |
Other Claws
Alpha - outside (manual) | Beta - inside (motor) | See also: |
Manipulation
Game Piece Lifts
Moving (and storing) game pieces within the robot primarily single-file. May include intakes.
See also: |
Hoppers
Storing and moving game pieces within the robot with several pieces on the same 'tier' (not single-file). May include intakes.
Alpha - sorting test | Alpha - spiral | See also: |
Arms
Single and multi-joint rotary arms, may include hurdling (e.g. catapulting)
Double joint (genius!) | Single joint | See also: |
Mechanism Elevators
Vertical lifts for robot mechanisms (e.g. claws, rather than game pieces themselves). Single and double [bar] and box refer to the cross-section shape. May include claws.
Beta - double nested | Alpha with control - double nested | See also: |
Scoring
Shooters
Devices that launch carried game pieces, likely one at a time.
Beta - adjustable (explanation) | Beta - mobile hurdling | See also: |
Dumpers
Devices that release (with a lower horizontal velocity than shooters) carried game pieces.
Alpha - multiple | Alpha - single file vertical | See also: |
Kickers
Single-contact (non-through action) momentum transfers. May include possessors.
See also: |
Moving
Drivetrains, particularly for negotiating obstacles. May include assistive mechanisms (wedges, articulators, bridge manipulators).
Slanted Bump Crossing - multiple | 90deg Barrier Crossing - skid arm | See also: |