Lessons learned

Training: Certain training classes should be mandatory. The point of placing a label on a class or set of classes is to impress on students that the specific subject material is important. Students who legitimately cannot make the established date will be given an opportunity to make it up. This should prevent cases where instructors who are making a special effort to help the team are not “stood up” thereby wasting their time. To drive home the point of training classes, material and the schedule of classes should be devised in such a way as to demonstrate a direct connection to the robot and anything else the team produces.

KoP Inspection and use: the KoP should be inspected by veteran members with at least a year of experience on the team. This obviously must be done in an efficient manner to expedite replacement parts, obtain missing parts, etc.

Design phase: More mentor involvement with the design phase. Once the robot's gameplay features are established, the design team should explore implementation details with the help of the mentors. Explore the possibility of extending the design phase. Since the manipulator is key to the successful execution of the team’s agreed upon gameplay strategy, emphasis should be on its design and implementation. Base chassis and drive mechanism are, at this point, well executed, IMHO. Consider spending more time designing the manipulator or have a parallel effort during design. Consider having junior members concentrate on chassis/drive with mentor guidance.

Execution/build phase: Make more efficient use of time. Use the shop facility as often as possible to reduce time spent between rooms.

Pro/E: Model fasteners! Model electrical components, use this opportunity to train new team members. Build a library of reusable parts.


Page last modified on October 02, 2007, at 01:17 PM