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| Mark Angelov '98 listens as Carolin Varughese explains the three concepts she has developed for possible toys. She has selected her idea that has an ant, Charlie, looking for other ants to build a colony. |
The goal was to find a vehicle that would introduce
engineering design to
all first-year engineering students, motivating and educating students
who have little or no technical background, diverse abilities and diverse
interests. The answer was as easy as child's play: toy design.
The toy design course is the brainchild of Anthony
Renshaw, assistant
professor of mechanical engineering, and Mark Angelov '98, a graduate
student in mechanical engineering. Mark helped redesign the required
computer course based on his own experiences at the School. He had taken
it as a first year student when the Botwinick Gateway lab first opened in
1994 and the course consisted initially of making web pages, doing
three-dimensional graphics, and using computer programs such as Mathematica.
"When I was a teaching assistant during my senior
year, students
complained that the course was just disjointed mathematical ideas that
they would never use," said Mark, "so I tried to think of a way to teach
the design process more painlessly. I picked toy design because toys are
fun and everybody who comes here has had 17 or 18 years of experience
with toys."
Dr. Renshaw's contacts with designers in the toy
industry led to a
working relationship with a local New Jersey company. They have provided
examples of designs, some that have been successful and others that have
failed to be marketable. At the end of each semester, the principals of
the company critique the students' work, giving them feedback about their
projects.
"This course lets our students create 'gee-whiz'
things instead of
'ho-hum' things," said Dr. Renshaw. "It makes them evaluate their ideas,
refine a design and then try to sell it to real toy makers."
No matter what a student eventually majors in,
design uses the same
technique, the same method of thinking through a problem and developing
critical thinking skills that can be transferred from one discipline to
another. "This course is like 'one size fits all' because it can apply
no matter what the student's major might be: electrical, mechanical,
civil, IEOR," said Mark. "It is no longer just a mathematics exercise but
a more fun way of learning the basic formula for the process of design, a
skill that all engineers need," he said.
Several sets of skills are developed in this
class, according to Dr.
Renshaw. The first is computer based--a quick review of how to surf the
'Net, e-mail, and create a home page before being plunged into using
Alias, a large computer design program, to learn the elements of design.
(Alias is the computer program that made the realistic tyrannosaurs,
sauropods and velociraptors that stomped through Jurassic Park. The
Botwinick Gateway Lab now also has Maya, the latest and most powerful
version of the software.)
The other skills learned are less concrete but no
less important: how to
think about problems, analyze the needs, wants and features to make a
product attractive, how to choose the best idea, how to design the final
product, how to package the product, and how to sell it to a
manufacturer. Evaluation and communication skills come into play through
each step of the process of toy development.
Teaching a sophisticated computer program such as
Alias to a class
that has a wide range of computer experience levels is challenging, but
manageable, because of the subject matter. "I thought I was fairly good
on computers until I saw these," said Sam Williams from Austin, Texas,
about the Silicon Graphics O2 machines in the Botwinick Gateway
Laboratory. "Alias is a cool program." Sam now feels comfortable enough
to illustrate for the class how to extrude handles on a vase using the
Alias program.
"I was not exposed to Silicon Graphics
machines or the program Alias
before," said Carolin Varughese from Bergen County, New Jersey, "but I'm
getting the hang of it and I'm looking forward to what comes next."
What comes next is the midterm project, creating a
toy that uses the
basic elements of the popular Japanese toy, the Tamagotchi pet, which was
introduced into the United States in late 1997. The Tamagotchi consists
of three buttons, a low-resolution LCD and a programmable microchip. It
is a cyber-pet that needs to be fed, cleaned and nurtured to grow. If the
pet is neglected, it flies back to its home planet. Students focus on
creating a similar electronic toy with an appealing storyboard.
"Design is easier for some students than others,
it is creative work
and depends on the strengths of the students," said Mark. "To help the
process, we ask for multiple preliminary concepts and urge the student to
keep an open mind, explore possibilities and not take a single track."
Design is done on-line and there is peer review and evaluation in several
categories. Suggestions from fellow students are usually seen as
objective and so the student designers listen to their peers, make
modifications and end up with a better product.
"With design, there are no right answers, but
there are definitely better
and worse answers," said Dr. Renshaw. "In the simplest context, it is
learning how to make choices with certain goals in mind. Even if a
student feels he will never actually design anything during his career,
it is important that he has an understanding of the process. There is a
need to know the fundamentals of what the work is like so that you can be
a better manager or leader of your company. Exposure to the process will
be invaluable for every student, no matter what his major," he said.
Just as students learn to modify their designs to
meet their goals, the
framers of the toy design course have modified their curriculum. This
semester, the final project will be a more sophisticated toy that uses
sensors and feedback for interaction with the user. It is similar in
concept to the bass fishing toys on the market where the toy itself is
moved in a casting motion to throw out the line and the reel is used to
bring in the fish.
"The potential is there to develop a new, hot
toy," said Dr. Renshaw,
"The mechanism is in place, the students are talented, and the toy
manufacturer is waiting for the ideas."