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Design cycle. Define the new problem. Examine the possibilities. Design a solution. Create the design. Test the design. Exit with solution. Define the new problem. When starting to create a new competition robot Spend time understanding the game and develop your game plan
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Design cycle Define the new problem Examine the possibilities Design a solution Create the design Test the design Exit with solution
Define the new problem When starting to create a new competition robot Spend time understanding the game and develop your game plan Spend time reviewing the game rules and robot rules When a design tests fails Be careful to define the new problem (for example it could be something as simple as a low battery)
Examine the possibilities For a new competition design Consider offensive play Consider defensive play Look at past robot designs Brainstorm and rate possibilities For working on the solution to improve design Analyze what the issue is Look for the obvious Use the process of elimination
Design a solution Hand sketches Computer assisted design packages such as Autodesk Inventor or Solid works, Most VEX parts have part files already on the VEX site. Paper, cardboard, or project board models Use actual game pieces Build life-size mockup of field elements Keep in mind things need to be repaired quickly during competitions – it is easy to bury key components (such as nuts and motor screws) Focus on the simple – score consistently and quickly, don't focus on the wow factor Be sure to follow game/robot rules
Create the design Divide up tasks between team members Make a time line (general rule: ¼ drive system, ¼ manipulators, ¼ programming, ¼ practice) Test the design continually, do not wait until complete entire design (you do not want to complete your drive system and discover you installed a bad motor or a servo in place of a motor.)
Test the design Test on same surface as playing field Test with actual game pieces If possible test with other robots to interact with Test on same dimension field as playing field
Exit to solution One of the hardest things is to exit the design/create phase Teams have a tendency to design/create until they ruin a good design Teams have a tendency to stay in the design/create phase “ to just improve it” at the cost of programming and practice time. Remember some of the most competitive robots are many times the ones the operators are well practiced and not over-designed!