Design Step 1 + Technical Drawings
Design Step 1:
Evidence of Work:
Before we chose our capstone groups and started the main project, the class did some background work that helped us to understand the concepts of engineering. For example, we learned how to create conceptual sketches and how to fill our engineering notebooks. We also did a small project called "Break it Apart" where we broke down small objects and created both a conceptual sketch and a presentation.
During the first step of the capstone project, we first needed to recognize what was needed in the industry we chose. In other words, we needed to define the problem. In the biomedical field, tools to better the distribution of medicine is in high demand. After brainstorming and narrowing down options, we decided that a major problem in medicine is vaccines. Many people refuse vaccinations, and we wanted to pinpoint why.
Next we did lots of research on vaccinations. We decided that a major reason for the fear of shots is the pain or the needles. We researched ways that doctors have tried to eliminate this. We found that there are many small solutions, but not many are fully implemented or widely spread. For example, shot blockers are meant to distract from the needles pain, and the nasal vaccine is a spray into the nasal cavities.
Next we brainstormed what we could engineer that would solve the problem and come out better than previous products. We decided that a vaccine patch is what we wanted to design. The requirements that our product needed to meet were painless, cheap, and easy to administer.
Our overall goal was to lessen the pain of vaccines in hopes to get more clientele, and to make the vaccines accessible to other places where hospitals and nurses trained to sterilize and give shots are not available. To get an idea of how others would like our products and what customers might want, we created a survey and sent it to students. This gave us data that could better our product.
The next step in our design process was to get approval from a mentor. We reached out to a biomedical engineer in the area, and are working to set up a meeting to discuss our plan and ask for approval.
The next step is to start prototyping our product, making sure that the problem we met at the beginning of the process is solved. We will start this step after approval from both our teacher and mentor.
Before we chose our capstone groups and started the main project, the class did some background work that helped us to understand the concepts of engineering. For example, we learned how to create conceptual sketches and how to fill our engineering notebooks. We also did a small project called "Break it Apart" where we broke down small objects and created both a conceptual sketch and a presentation.
During the first step of the capstone project, we first needed to recognize what was needed in the industry we chose. In other words, we needed to define the problem. In the biomedical field, tools to better the distribution of medicine is in high demand. After brainstorming and narrowing down options, we decided that a major problem in medicine is vaccines. Many people refuse vaccinations, and we wanted to pinpoint why.
Next we did lots of research on vaccinations. We decided that a major reason for the fear of shots is the pain or the needles. We researched ways that doctors have tried to eliminate this. We found that there are many small solutions, but not many are fully implemented or widely spread. For example, shot blockers are meant to distract from the needles pain, and the nasal vaccine is a spray into the nasal cavities.
Next we brainstormed what we could engineer that would solve the problem and come out better than previous products. We decided that a vaccine patch is what we wanted to design. The requirements that our product needed to meet were painless, cheap, and easy to administer.
Our overall goal was to lessen the pain of vaccines in hopes to get more clientele, and to make the vaccines accessible to other places where hospitals and nurses trained to sterilize and give shots are not available. To get an idea of how others would like our products and what customers might want, we created a survey and sent it to students. This gave us data that could better our product.
The next step in our design process was to get approval from a mentor. We reached out to a biomedical engineer in the area, and are working to set up a meeting to discuss our plan and ask for approval.
The next step is to start prototyping our product, making sure that the problem we met at the beginning of the process is solved. We will start this step after approval from both our teacher and mentor.
Content:
After breaking apart our items, my group and I created a presentation. We compared our findings, and found similarities between all of our objects. This project also allowed us to develop an understanding of who we work best with.
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Once the capstone teams were chosen, we needed to organize our thoughts and brainstorming. To do so, we signed up for a site called Padlet, where we can do exactly that. A screenshot of the site with all of our brainstorming for the project on it is shown to the left.
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Technical Drawings
In this project, we learned how to create technical drawings and conceptual sketches. We learned about perspective, scaffolding, curve sketches, and much more. This information was taught to us through video tutorials. In order to "learn by doing", we took notes on the videos and practiced the sketching techniques taught to us on separate sheets of paper. The vocabulary learned through these videos is listed below, and under that are the images of my notes and drawings.
Sketching vocabulary:
2D curve: a curve restricted to a flat two-dimensional plane such as a circle.
3D curve: a curve that moves across two or more planes, such as the handrail on a spiral staircase.
arc: a part of the circumference of a circle or other curve.
bird’s-eye view: the view of an object from above (the eye of the flying bird) typically resulting in three-point perspective.
canonical view: a standard or preferred way of viewing (or recalling) an object.
Cartesian coordinate system: a coordinate system that locates unique points on a set of planes using a pair of numerical coordinates that correspond to the distance from the origin (0,0,0).
center line: the line (projected) that cuts through the center of a plane, surface, or form.
circle: a round plane figure whose boundary (the circumference) consists of points equidistant from a fixed point (the center).
compound curve (3-D curve): a curve unbounded by a single flat (two-dimensional plane/surface) moving freely across multiple planes in space; an example of a compound curve is the handrail of a spiral staircase.
compound curved surface: a curving surface that moves simultaneously in two or more directions; an example is the “skin” of an intertube (torus).
computer-aided design (CAD): a software for creating three-dimensional forms using standard geometry to create a large range of surface types.
contour line: a line on a map joining points of equal height above or below sea level.
cone of vision: the visual region (cone) resulting from normal human perception without peripheral vision; the area comprising the human visual field.
convergence: two or more lines coming together at a single point.
curve: a line or outline that gradually deviates from being straight for some or all of its length.
curved surface: a nonflat surface; there are two basic types of curved surfaces: a single curved surface such as a regular cylinder and a compound curved surface such as an intertube (torus).
cylinder: a solid geometric figure with straight parallel sides and a circular or oval section.
cube: a symmetrical three-dimensional form defined by three sets of parallel faces or planes joined together to enclose space; a cube has six faces or planes, eight vertices, and twelve edges.
depth cue: cues that “trick” the human vision system into perceiving depth whether in a photograph or a sketch; these include relative size of objects on the page or screen as well as the occurrence of converging lines that move together toward single points on the horizon line.
edge: the outside limit of an object, area, or surface.
ellipse: a regular oval shape positioned symmetrically along a major and minor axis; an ellipse results when a cone is cut by an oblique (angled) plane that does not intersect with the base.
foreshortening: portraying an object or scene as closer than it is or as having less depth or distance; an effect of perspective.
front view: in orthographic projection, front view is one of six standard views (front, back, left side, right side, top, and bottom).
ghost line: a very light and provisional line sketched lightly on paper or screen to help demarcate edges,centerlines, surfaces, planes, and contours.
ground line: the line where the picture plane and ground plane intersect.
ground plane: the plane the viewer (station point) typically stands on when viewing an object in space; the plane on which grounded objects lie.
horizon line: the line at which the earth’s surface and the sky appear to meet.
hatch line: one of the primary line types used in sketching as infill to suggest shade and shadow.
interior contour line: a light line that does not exist in reality but assists the viewer in seeing and understanding the form of an object or figure; interior contour lines are those positioned inside the object, form, or figure, such as those that define the nostrils in a figure drawing.
isometric projection: one of the primary projection methods used to represent three-dimensional objects and spaces; in isometric projection, lines parallel remain parallel unlike the converging lines of perspective.
line: the shortest distance between two points and the physical mark that connects the points; lines have length but no breadth.
line weight: the relative thickness and lightness or darkness of a line.
line of sight: the imaginary line connecting a viewer’s eyes to a particular object or space.
major axis: the longer axis of an ellipse that passes through the center point or foci and intersects the minor axis.
minor axis: the shorter axis of an ellipse that passes through the center point or foci and intersects the major axis.
orthographic: a method of projection in which objects or spaces are depicted or a topographic surface is mapped using parallel lines to project its shape onto a flat plane.
orthogonal: of or involving right angles; at right angles.
origin: the point where something originates; most often used in sketching to refer to that point where the three primary Cartesian planes—top, front, and side—intersect.
outline: a line and/or curve used to enclose a flat shape or three-dimensional form; a silhouette is a filled outline.
parallel: a condition between lines, planes/surfaces, and objects whereby they remain consistently the same distance apart in space.
parting line: the physical edge (often a line) that demarcates where the two halves of a mold come together to form a fully closed product, such as the two halves of a hand drill that house a motor assembly.
perpendicular: at an angle of 90° to a given line, plane, or surface—dormers and gables that extend perpendicular to the main roofline.
perspective: the process of drawing or sketching three-dimensional objects on a flat two-dimensional surface, so as to give a realistic impression of their height, width, depth, and position in relation to each other when viewed from a particular point (station point).
picture plane: in perspective, the imaginary plane corresponding to the surface of a picture, perpendicular to the viewer’s line of sight; the picture plane can be thought of as a glass window on which could be sketched the outside world on the opposite side of the glass.
plane: a flat surface defined by a minimum of three or more joined or connected lines or curves on which a straight line could lie.
point: something having position but not spatial extent, magnitude, dimension, or direction; for example, the intersection of two lines creates a point—also referred to as a vertex (plural: vertices).
polygon: a plane figure (shape) with a minimum of three straight sides and angles, and typically five or more; a triangle, square, or pentagon are examples of polygons.
polyhedra: a three-dimensional solid (form) that consists of a collection of polygons, usually joined at their edges and enclosing space. The word derives from the Greek “poly” (many) and th Indo-European “hedron” (seat).
projection: the process of sketching lines back to vanishing points to recreate the illusion of a three-dimensional image on the flat sheet of paper; an actor is trained to project his or her voice into a room to be heard in the back seats.
projection line: the lines used to create perspectival images on flat surfaces; projection lines tend to be sketched lightly as part of the sketching process.
pyramid: a geometric polyhedron consisting of a base plane polygon of any number of sides, and the other faces are triangles with a common vertex—a three-sided pyramid.
rotated plan method: a projection system that relies on two orthographic views (plan and side elevation) to create an accurate two-point perspective drawing.
section: the viewable geometry resulting from the process of visually cutting through a solid object; a typical section cut is created along the latitude or longitude of a three-dimensional object or space, but a section cut may be at any angle to the object or space.
shade: the relative darkness (or coolness) caused by shelter from direct sunlight; in sketching, shading occurs on surfaces directly out of line with the sun or light source.
shadow: a dark area or shape projected onto the ground plane on which an object sits, or on the surface of the object itself, produced by the intersection of the plane and the form (outlines) of the object and generated by a light source; shadows are flattened and skewed shapes in perspectival space of the object casting them.
side view: in orthographic projection, side view is one of six standard views (front, back, left side, right side, top, and bottom).
station point: the single point from which an object is viewed; generally considered the viewer’s eyes from which every vertex of an object converges on the retina of the viewer.
surface: the outer most “skin” of an three-dimensional object, whether the flat planes of a cube or the curving surfaces of a cylinder or torus (intertube).
tangency: a straight line or plane that touches a curve or curved surface at a specific point while never intersecting with the curve or curved surface; tangent points are transitions between lines and curves that appear seamless.
top view: in orthographic projection, top view is one of six standard views (front, back, left side, right side, top, and bottom).
trapezium: a quadrilateral (four-sided figure or shape) with no sides that are parallel.
transversal: a line that passes through two lines in the same plane at two distinct points.
vanishing point (1, 2, 3): the point (or points) on the picture plane to which all projection lines converge on the horizon. One-point perspective occurs when the viewer or station point is positioned parallel to one of the primary faces of the object or space; two-point perspective results when the station point is positioned such to see at least two or more faces; and three-point perspective occurs when the station point is positioned high above or below two visible faces of the object or space.
viewpoint: the specific orientation resulting from the position of the station point (viewer) in relation to the object or space.
vantage point: the particular angle from which an object or space is viewed; related to the point of view or view point and station point.
vertex: a single point or the point of intersection between two or more lines or curves (plural of vertex is vertices).
vignette: a frame sketched in such a way as to appear behind a sketched object or product; the vignette works to provide a depth cue in a design sketch.
weight: the relative lightness or darkness of lines in a design sketch; outlines and vignette lines tend to be among the darkest lines, whereas “ghost lines” are very light provisional lines sketched to assist the designer in constructing form.
worm’s-eye view: the view of an object from the surface of the ground (the eye of the worm) typically resulting in three-point perspective.
2D curve: a curve restricted to a flat two-dimensional plane such as a circle.
3D curve: a curve that moves across two or more planes, such as the handrail on a spiral staircase.
arc: a part of the circumference of a circle or other curve.
bird’s-eye view: the view of an object from above (the eye of the flying bird) typically resulting in three-point perspective.
canonical view: a standard or preferred way of viewing (or recalling) an object.
Cartesian coordinate system: a coordinate system that locates unique points on a set of planes using a pair of numerical coordinates that correspond to the distance from the origin (0,0,0).
center line: the line (projected) that cuts through the center of a plane, surface, or form.
circle: a round plane figure whose boundary (the circumference) consists of points equidistant from a fixed point (the center).
compound curve (3-D curve): a curve unbounded by a single flat (two-dimensional plane/surface) moving freely across multiple planes in space; an example of a compound curve is the handrail of a spiral staircase.
compound curved surface: a curving surface that moves simultaneously in two or more directions; an example is the “skin” of an intertube (torus).
computer-aided design (CAD): a software for creating three-dimensional forms using standard geometry to create a large range of surface types.
contour line: a line on a map joining points of equal height above or below sea level.
cone of vision: the visual region (cone) resulting from normal human perception without peripheral vision; the area comprising the human visual field.
convergence: two or more lines coming together at a single point.
curve: a line or outline that gradually deviates from being straight for some or all of its length.
curved surface: a nonflat surface; there are two basic types of curved surfaces: a single curved surface such as a regular cylinder and a compound curved surface such as an intertube (torus).
cylinder: a solid geometric figure with straight parallel sides and a circular or oval section.
cube: a symmetrical three-dimensional form defined by three sets of parallel faces or planes joined together to enclose space; a cube has six faces or planes, eight vertices, and twelve edges.
depth cue: cues that “trick” the human vision system into perceiving depth whether in a photograph or a sketch; these include relative size of objects on the page or screen as well as the occurrence of converging lines that move together toward single points on the horizon line.
edge: the outside limit of an object, area, or surface.
ellipse: a regular oval shape positioned symmetrically along a major and minor axis; an ellipse results when a cone is cut by an oblique (angled) plane that does not intersect with the base.
foreshortening: portraying an object or scene as closer than it is or as having less depth or distance; an effect of perspective.
front view: in orthographic projection, front view is one of six standard views (front, back, left side, right side, top, and bottom).
ghost line: a very light and provisional line sketched lightly on paper or screen to help demarcate edges,centerlines, surfaces, planes, and contours.
ground line: the line where the picture plane and ground plane intersect.
ground plane: the plane the viewer (station point) typically stands on when viewing an object in space; the plane on which grounded objects lie.
horizon line: the line at which the earth’s surface and the sky appear to meet.
hatch line: one of the primary line types used in sketching as infill to suggest shade and shadow.
interior contour line: a light line that does not exist in reality but assists the viewer in seeing and understanding the form of an object or figure; interior contour lines are those positioned inside the object, form, or figure, such as those that define the nostrils in a figure drawing.
isometric projection: one of the primary projection methods used to represent three-dimensional objects and spaces; in isometric projection, lines parallel remain parallel unlike the converging lines of perspective.
line: the shortest distance between two points and the physical mark that connects the points; lines have length but no breadth.
line weight: the relative thickness and lightness or darkness of a line.
line of sight: the imaginary line connecting a viewer’s eyes to a particular object or space.
major axis: the longer axis of an ellipse that passes through the center point or foci and intersects the minor axis.
minor axis: the shorter axis of an ellipse that passes through the center point or foci and intersects the major axis.
orthographic: a method of projection in which objects or spaces are depicted or a topographic surface is mapped using parallel lines to project its shape onto a flat plane.
orthogonal: of or involving right angles; at right angles.
origin: the point where something originates; most often used in sketching to refer to that point where the three primary Cartesian planes—top, front, and side—intersect.
outline: a line and/or curve used to enclose a flat shape or three-dimensional form; a silhouette is a filled outline.
parallel: a condition between lines, planes/surfaces, and objects whereby they remain consistently the same distance apart in space.
parting line: the physical edge (often a line) that demarcates where the two halves of a mold come together to form a fully closed product, such as the two halves of a hand drill that house a motor assembly.
perpendicular: at an angle of 90° to a given line, plane, or surface—dormers and gables that extend perpendicular to the main roofline.
perspective: the process of drawing or sketching three-dimensional objects on a flat two-dimensional surface, so as to give a realistic impression of their height, width, depth, and position in relation to each other when viewed from a particular point (station point).
picture plane: in perspective, the imaginary plane corresponding to the surface of a picture, perpendicular to the viewer’s line of sight; the picture plane can be thought of as a glass window on which could be sketched the outside world on the opposite side of the glass.
plane: a flat surface defined by a minimum of three or more joined or connected lines or curves on which a straight line could lie.
point: something having position but not spatial extent, magnitude, dimension, or direction; for example, the intersection of two lines creates a point—also referred to as a vertex (plural: vertices).
polygon: a plane figure (shape) with a minimum of three straight sides and angles, and typically five or more; a triangle, square, or pentagon are examples of polygons.
polyhedra: a three-dimensional solid (form) that consists of a collection of polygons, usually joined at their edges and enclosing space. The word derives from the Greek “poly” (many) and th Indo-European “hedron” (seat).
projection: the process of sketching lines back to vanishing points to recreate the illusion of a three-dimensional image on the flat sheet of paper; an actor is trained to project his or her voice into a room to be heard in the back seats.
projection line: the lines used to create perspectival images on flat surfaces; projection lines tend to be sketched lightly as part of the sketching process.
pyramid: a geometric polyhedron consisting of a base plane polygon of any number of sides, and the other faces are triangles with a common vertex—a three-sided pyramid.
rotated plan method: a projection system that relies on two orthographic views (plan and side elevation) to create an accurate two-point perspective drawing.
section: the viewable geometry resulting from the process of visually cutting through a solid object; a typical section cut is created along the latitude or longitude of a three-dimensional object or space, but a section cut may be at any angle to the object or space.
shade: the relative darkness (or coolness) caused by shelter from direct sunlight; in sketching, shading occurs on surfaces directly out of line with the sun or light source.
shadow: a dark area or shape projected onto the ground plane on which an object sits, or on the surface of the object itself, produced by the intersection of the plane and the form (outlines) of the object and generated by a light source; shadows are flattened and skewed shapes in perspectival space of the object casting them.
side view: in orthographic projection, side view is one of six standard views (front, back, left side, right side, top, and bottom).
station point: the single point from which an object is viewed; generally considered the viewer’s eyes from which every vertex of an object converges on the retina of the viewer.
surface: the outer most “skin” of an three-dimensional object, whether the flat planes of a cube or the curving surfaces of a cylinder or torus (intertube).
tangency: a straight line or plane that touches a curve or curved surface at a specific point while never intersecting with the curve or curved surface; tangent points are transitions between lines and curves that appear seamless.
top view: in orthographic projection, top view is one of six standard views (front, back, left side, right side, top, and bottom).
trapezium: a quadrilateral (four-sided figure or shape) with no sides that are parallel.
transversal: a line that passes through two lines in the same plane at two distinct points.
vanishing point (1, 2, 3): the point (or points) on the picture plane to which all projection lines converge on the horizon. One-point perspective occurs when the viewer or station point is positioned parallel to one of the primary faces of the object or space; two-point perspective results when the station point is positioned such to see at least two or more faces; and three-point perspective occurs when the station point is positioned high above or below two visible faces of the object or space.
viewpoint: the specific orientation resulting from the position of the station point (viewer) in relation to the object or space.
vantage point: the particular angle from which an object or space is viewed; related to the point of view or view point and station point.
vertex: a single point or the point of intersection between two or more lines or curves (plural of vertex is vertices).
vignette: a frame sketched in such a way as to appear behind a sketched object or product; the vignette works to provide a depth cue in a design sketch.
weight: the relative lightness or darkness of lines in a design sketch; outlines and vignette lines tend to be among the darkest lines, whereas “ghost lines” are very light provisional lines sketched to assist the designer in constructing form.
worm’s-eye view: the view of an object from the surface of the ground (the eye of the worm) typically resulting in three-point perspective.