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DPM Final Presentation P10005. Rochelle Perry May 13 th , 2009. Project Outline. Project Name Balance Training Video-Game Project Number P10005 Project Family Assistive Devices Project Track Biomedical Systems and Technologies Start Term Fall 2009 End Term Winter 2009 Faculty Guide
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DPM Final PresentationP10005 Rochelle Perry May 13th, 2009
Project Outline • Project Name • Balance Training Video-Game • Project Number • P10005 • Project Family • Assistive Devices • Project Track • Biomedical Systems and Technologies • Start Term • Fall 2009 • End Term • Winter 2009 • Faculty Guide • Dr. Beth DeBartolo (ME) • Faculty Consultant • Professor Slack (EE) • TBD (CE) • Technical Guide • Ed Hanzlik • Primary Customer • National Science Foundation/ Dr. Beth DeBartolo • Nazareth Teaching Clinic-J.J. Mowder-Tinney PT, MS, NCS, CWS • Secondary Customers • RIT (Multidisciplinary Senior Design, Classes building spin-off projects), &Research) • Patients at the Clinic
http://wiifitguide.com/images/wii-fit-balance.jpg Mission Statement Provide a product for physical therapy patients at Nazareth Teaching Clinic that will increase their quality of life by providing a balance training video game. This product will meet customer expectations by providing a product for wheel chair bound patients who require a stimulating balance training tool that makes rehabilitation more exciting to do. Nefitco.com
Allocating Resources & Budget Faculty Environment Resources
Affinity Diagram • Variable Speeds • Variable difficulty(ball to flat surface) • Fit different surfaces(Hard or Soft) • Variable Required Reaction time • Must fit wide range of patients • Fit patients who are between weight of a small child to weight of a 220 pound man • Fit patients who are wheel chair bound Adjustability • Does not require patient to move beyond safe motion • Safety for Physical Therapist • Does not use hazardous materials • Can be cleansed/sterilized Safety • Fits within budget • Does not require expensive maintenance or repairs Cost Compatibility • Follow Road map idea of having attributes that can be applied other projects • Other level of difficulty classes could develop other games and applications • Communicate easily with Physical Therapist • Simple adjustments • Users Manual • Feedback to patient • Lightweight • Durable • Easily Repairable • Modular design for disassembly Ease of Use Training/Rehab • Engaging Patient with stimulating game • Recognizes correct movements • Recognizes amount of force • Does not inhibit patients willingness to rehabilitate • Trains correct movements
Objective Tree Nazareth Teaching Clinic would like a balance training video game because they have a need for a rehabilitate balance training device for patients who are unable to stand or sit on a bicycle. Balance Training Video Game Cost Associated Provide Safe Rehabilitation Within Budget Little Maintenance Calibration Cleansed and Sterilized Safety of PT Safe for Patient No extreme movements Provide Adjustable Rehabilitation Robust design Fun and Stimulating Children Speed Difficulty Size Range Engaging Correct Capturing Modular Lightweight Adults
Function Tree The Engineer would like to design and build a balance training video game that will train all the appropriate aspects of balance requirements while keeping the patients interest by providing an engaging video game experience for the customer. Develop a balance training video game Video Game (Software) Pressure Pad Input (Act as joystick for game) Stimulating Activity Reads movement multiple direction Multiple Game capability Reads accurate pressures Fits various sixes Pressure Limit/Reqmt Hardware Safety/Training Reads pressures accurately Low Cost Reproducible Small/Light User Friendly Within Safe Movement Safe Materials Denotes Function applicable to Roadmap
Target Specifications (Part 1) 3= High 2=Moderate 1=Low
Risk Management Table (Team Risks)
Risk Management Table (Project Specific Risks) More detail available on Edge and all risks will be assessed as project becomes more solidified
Action Plan • Customer Needs Importance –Based on Email Response • First Cut QFD and Target Specifications-Based on Email Response • Update Resources and Reserve Senior Design Space • Post more benchmark products on website • First Meeting Agenda-Based on WBS posted on EDGE MSD I • Look over benchmark products on home node, review customer needs and Roadmap • Assign team member roles and agree on Team Values and Norms • Sketch Rough concept design • Finalize customer needs • Meeting with Customer(Early in the week) • Determine schedule of deliverables • Determine design goals based on quantified consumer needs • Research capabilities of technologies to be incorporated in Design Week 3 Week 2 Week 1 • Share research with team • Review specifications with customer • Generate design concepts for key components of design • Concept Evaluation • Move forward with new established deliverables
Factors of Success • Product simulates movements of patients and projects it through a video game. • Video Game keeps patient’s attention longer than balance master or non-interactive rehabilitation. • Moderately difficult and easy projects tracks have a fulfilling project to be exposed to engineering and be introduced to Assistive Device development