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Project Learning

Project Learning. Senior Capstone Design. What is “Project Learning”?. IT. Project Learning is Part of a Process. Product development is the process Great results don’t happen by accident Accidents happen without a process. Goals for Project Learning.

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Project Learning

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  1. Project Learning Senior Capstone Design

  2. What is “Project Learning”? IT

  3. Project Learning is Part of a Process • Product development is the process • Great results don’t happen by accident • Accidents happen without a process

  4. Goals for Project Learning • Clear picture and shared consensus of project outcome • Clearly and specifically know when project is done and good • Create the knowledge and skills required to produce a design that is done and good You Are Here!

  5. Importance of Project Learning Opportunity to be Innovative Cost of Change (Mistakes) Project Timeline

  6. Keys to Customer Satisfaction Positive Customer Satisfaction Negative Customer Satisfaction Project learning adds value (Jain and Sobek, Atman) Detailed design Design refinement • Broadly defined project • Idea generation • Problem definition • High level engineering analysis Experts Spend a Lot of Time Here!

  7. Three Areas of Project Learning

  8. Identify Stakeholders and Experts • People • Stakeholders have interest in new product creation • Identify these people early • Tap into their knowledge • Jump into their shoes • Experts have specific knowledge • Ask them about products, processes, and technologies • Identify what help you need • Identify where to focus efforts Who are your stakeholders?

  9. Interview Stakeholders • People • Groups to individuals • Focus on needs and constraints • Find out “what” not “how” • Interviewees focus on solutions and experiences • You will have to tease out the needs

  10. Teasing Out the Needs • People The 5 Whys Root Cause Analysis My car won’t start. The battery is dead. Alternator doesn’t work. Belt is broken. Belt is old. Car has not been maintained regularly. • The “problem”. • Why? • Why? • Why? • Why? • Why? Root Cause!

  11. Interview Guidelines • People • Watch for things that aren’t said. • A simple requirement can be overlooked • Watch for things that are said. • Is it clear? • Communicate back to customer • Watch for priorities. • Must do, should do, would be nice • Prioritize complete needs list • Let the user/client talk. • Follow up for clarification  5 whys? • Be prepared with a list of questions. Do you have a list of at least 20 good questions for your client?

  12. Areas of Need • People • Functional performance • Human factors/interface • Physical requirements • Reliability • Life-cycle use • Manufacturing requirements What needs does your project have in each of these areas?

  13. Conduct an Observation • People • People often do not • realize opportunities, • realize their problems, or • communicate all needs • Apply anthropological techniques • Document activities • Characterize user types • Characterize value to user

  14. Observe the Process First Hand • People

  15. Empathetic Activities • People • First-hand experience is a great way to grow understanding • Use the product • Perform the process • Experience the hardship! • “Ride-along” How will you interact with and understand your client’s concerns?

  16. Comparable Products • Teardown competitive products • Learn all you can about the pieces and parts • Establish benchmark of performance • Estimate competitors cost • Product Who is your competition? What are their strengths? What are their weaknesses?

  17. Marketplace Acceptance • Know how your competitor is viewed • Know how your customer makes decisions • What is important? • What is not important? • What unique value do you bring? • Product Every project has a customer. Who is yours? What do they value?

  18. Technology “…if … it would be possible to practice by the hour instead of by the second there would be hope of advancing the solution of a very difficult problem…and without any serious danger.” – Wilber and Oroville Wright • Technology The Wright brothers predecessors and peers were spending many hours designing and about 2 seconds testing.

  19. Experimentation and modeling • Gain clarity in… • relevant physical phenomenon • create math models • relate them to experiments • Determine what can be validated • And test, test, test What simple test or math model can you use today to learn more about your project? • Technology

  20. Research • Identify core technologies • What potential directions exist for a solution • Conduct web searches, patent searches, existing documentation • Scan vendor catalogs for enabling technology • Technology What don’t you know?

  21. Become familiar with relevant codes/standards • Understand governing standards • Consult with experts to get a handle on relevant codes • Summarize relevant material in a manner that is easily digestible by teammates • Technology

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