PLTW Unit 3 Vocab - NOTES

Ace your homework & exams now with Quizwiz!

Primary Source

*3.1.1 Reverse Engineer a Product* Immediate, first-hand accounts of a topic, from people who had a direct connection with it. Examples of it include statistical data or interview transcripts.

WHAT TO DO: 1. Evaluate each source for CRAAP. 2. Use multiple sources to validate your findings. 3. Cite all sources using APA style or other styles. WHAT NOT TO DO: 1. Using sources that are NOT current, NOT relevant, NOT authoritative, NOT accurate, or were created for a purpose that may introduce bias or misrepresent information. 2. Using a single source. 3. Plagiarize.

*3.1.1 Reverse Engineer a Product* List the Source Evaluation Criteria. (3 to-dos and 3 not-to-dos)

Secondary Source

*3.1.1 Reverse Engineer a Product* One step removed from primary sources, though they often quote or otherwise use primary sources. They can cover the same topic but add a layer of interpretation and analysis. Examples of it include articles, reviews, or academic textbooks.

Relevance

*3.1.1 Reverse Engineer a Product* The importance of the information for your needs.

Purpose

*3.1.1 Reverse Engineer a Product* The reason the information exists.

Accuracy

*3.1.1 Reverse Engineer a Product* The reliability, truthfulness, and correctness of the informational content.

Authority

*3.1.1 Reverse Engineer a Product* The source of information.

Currency

*3.1.1 Reverse Engineer a Product* The timeliness of the information.

• Where does the information come from?• Is the information supported by evidence?• Has the information been reviewed or refereed? • Can you verify any of the information in another source or from personal knowledge? • Does the language or tone seem unbiased and free of emotion? • Are there spelling, grammar, or other typographical errors?

*3.1.1 Reverse Engineer a Product* What are some questions for ACCURACY? (5)

• Who is the author / publisher / source / sponsor? • What are the author's credentials or organizational affiliations? Are they given? • Is the author qualified to write on the topic? • Is there contact information, such as a publisher or email address? • Does the URL (.com, .edu, .gov, .org, .net) reveal anything about the author or source or lend credibility to the source?

*3.1.1 Reverse Engineer a Product* What are some questions for AUTHORITY? (5)

• When was the information published or posted? • Has the information been revised or updated? • Is the information current or out of date with regard to your topic? • Are the links functional?

*3.1.1 Reverse Engineer a Product* What are some questions for CURRENCY? (4)

• What is the purpose of the information? To inform? Teach? Sell? Entertain? Persuade? • Do the authors/sponsors make their intentions or purpose clear? • Is the information opinion? Propaganda? • Does the point of view appear objective and impartial? • Are there political, ideological, cultural, religious, institutional, or personal biases?

*3.1.1 Reverse Engineer a Product* What are some questions for PURPOSE? (5)

• Does the information relate to your topic or answer your question? • Who is the intended audience? • Is the information at an appropriate level (not too elementary or advanced for your needs)? • Have you reviewed a variety of sources before determining this is one that you will use? • Would you be comfortable using this source for a research paper?

*3.1.1 Reverse Engineer a Product* What are some questions for RELEVANCE? (5)

Currency, Relevance, Authority, Accuracy, Purpose

*3.1.1 Reverse Engineer a Product* What does CRAAP stand for?

A common test used to determine the validity of sources was developed by librarians at California State University, Chico. Their approach evaluates the 5 aspects that CRAAP stands for.

*3.1.1 Reverse Engineer a Product* What is CRAAP?

Life Cycle Assessment

*3.1.2 & 3.1.3 Product Life Cycle & Sustainable Design* Also known as life cycle analysis, is used to measure how much energy is used to create a product and the impact a product has on the environment.

Trade-off

*3.1.2 Product Life Cycle* An exchange of one thing in return for another: especially relinquishment of one benefit or advantage for another regarded as more desirable.

Raw Materials

*3.1.2 Product Life Cycle* Any natural resource that is used to make finished products.

Quantitative

*3.1.2 Product Life Cycle* Data dealing with numbers, such as height, volume, length, time, temperature, etc. (This is a method used to compare the impact of a product on the environment during its life cycle.

Trade-offs

*3.1.2 Product Life Cycle* Engineers have to consider these in their designs. Ex. Does reducing the impact on the environment also reduce performance or quality?

Product Life Cycle

*3.1.2 Product Life Cycle* Stages a product goes through from concept and use to eventual withdrawal from the marketplace.

Carbon footprint

*3.1.2 Product Life Cycle* The amount of greenhouse gas emissions caused by a process, person or group.

Recycling

*3.1.2 Product Life Cycle* To reclaim or reuse old materials to make new products.

Sustainability

*3.1.3 Sustainable Design* A method of harvesting or using a resource so that the resource is not depleted or permanently damaged and will still be available for future generations.

Sustainable Design

*3.1.3 Sustainable Design* The application of the principles of sustainability to the realm of engineering and design.

Carbon-fiber Reinforced Plastic

*3.1.3 Sustainable Design* • have many desirable properties, such as high strength while being significantly lighter in weight than comparable materials. • In high-performance applications such as aircraft design, this lower weight translates directly to reduced fuel consumption over the lifetime of the aircraft. • are used where low weight, high stiffness, or high conductivity is desired. • While energy-saving in use, they are highly wasteful in manufacture. • The process is energy intensive, and recycling technologies currently being used produce recycled fibers that do not meet the criteria for high-performance composite applications. • is commonly found in the aerospace and space industries, sporting goods, and wind turbine blades.

Constraints

*3.1.4 Design Criteria and Constraints* 1. A limit to a design process. Constraints may be such things as appearance, funding, space, materials, and human capabilities. 2. A limitation or restriction. 3. A list of specification and design requirements that define the parameters or boundaries the design solution must address. Ex. Resources, time constraints, budget, codes, safety, energy, materials, manufacturing processes, or physical attributes (size, weight, color).

Criteria

*3.1.4 Design Criteria and Constraints* 1. A means of judging. A standard, rule, or test by which something can be judged. 2. A list of needs and design requirements that describe what the design solution must do to meet the needs of the stakeholders. What do you want it to do? How well do you want it to be done?

Planned obsolescence

*3.1.4 Design Criteria and Constraints* A manufacturing decision by a company to make consumer products in such a way that they become out-of-date or useless within a known period.

Ergonomics

*3.1.4 Design Criteria and Constraints* A systems approach for analyzing the physical interaction of the human worker with his/her work environment to maximize productivity, quality, usability, safety, health, and comfort.

Measurable

*3.1.4 Design Criteria and Constraints* Able to be measured. _____ design criteria should provide a precise indicator of a quantifiable characteristic so that a design can be compared to the criteria and deemed acceptable or unacceptable.

• Specific, concise written information about the requirements that must be met to attain the intended outcome. • Must be specific and distinct. • Stakeholder(s) must be involved and their input incorporated. • Each criterion and constraint should be expressed with specific or measurable value(s).

*3.1.4 Design Criteria and Constraints* List the Criteria and Constraints guidelines. (4)

Service Life

*3.1.4 Design Criteria and Constraints* The length of time a product is expected to operate properly without need for repair.

Product Life

*3.1.4 Design Criteria and Constraints* The length of time a product will undergo production before being replaced with a newer version.

Mnemonic Device

*3.1.5 Consider the Impact* • used to reorganize information so that the information is simpler and easier to remember. • They use words and/or imagery to link unfamiliar information to familiar information that resides in memory. • use mnemonic devices when you design product identities, signs, slogans, and logos. Also, consider using this method for instructional materials or complex procedures. Ex. Use the _____ "Super Man Helps Every One" to recall the location of the Great Lakes from west to east (Superior, Michigan, Huron, Erie, and Ontario).

Conceptual model

*3.2.1 & 3.2.2 Human-Centered Design & Whole-systems Thinking* A visual representation of an idea. A conceptual model can be a sketch, concept map, schematic, flow chart, or any other visual representation.

Parametric modeling

*3.2.1 Human-Centered Design* 3D modeling where geometry is created with association to other geometry.

Avatar

*3.2.1 Human-Centered Design* A personalized graphical illustration that represents a computer user, or a character or alter ego that represents that user.

Biomimicry

*3.2.1 Human-Centered Design* Copying or imitating the special characteristics of living organisms (animals, plants, etc.) in materials, processes, or products. From bios, meaning life, and mimesis, meaning to imitate.

7

*3.2.1 Human-Centered Design* How many creative mindsets are there of the human-centered designer that enable the creation of impactful designs?

3

*3.2.1 Human-Centered Design* How many phases does the Human-centered design process (HCD) have?

Optimism

*3.2.1 Human-Centered Design* Human-centered designers are optimists and even though they may not know the answer to a big problem, they believe it is out there. This mindset drives these designers.

Embrace Ambiguity

*3.2.1 Human-Centered Design* Human-centered designers start the design process not knowing the answer to the problem they are trying to solve. By having this mindset, creative ideas can emerge.

Iterate, Iterate, Iterate

*3.2.1 Human-Centered Design* Human-centered designers use an iterative approach to problem solving. (This is a mindset)

Ideation

*3.2.1 Human-Centered Design* In this phase, many different ideas are generated. You refine those ideas, iterating on those that best meet the needs of your users. In this phase, you can build a simple prototype and test and refine your solution.

Inspiration

*3.2.1 Human-Centered Design* In this phase, you open yourself up to a multitude of creative possibilities. You learn how to better understand people through observing their lives and listening to their hopes and desires.

Implementation

*3.2.1 Human-Centered Design* In this phase, your solution is brought to life. You determine how to market your idea and maximize its impact on the world.

Anthropometric

*3.2.1 Human-Centered Design* Of or relating to the scientific study of the measurements and proportions of the human body.

Creative Confidence

*3.2.1 Human-Centered Design* The belief that everyone is creative.

Learn from Failure

*3.2.1 Human-Centered Design* The mindset that to solve big problems, risk needs to be taken. Sorting out what doesn't work is key to finding what ultimately will work. Failing early, and learning something from each failure, will lead to success sooner.

Make It

*3.2.1 Human-Centered Design* The mindset that, when it comes to prototyping, keep it simple. Use whatever materials you have available. The goal is to convey an idea, share it with the people who will use it, and learn how to make it better.

Persona

*3.2.1 Human-Centered Design* The publicly perceived character that a person seems to have, which is often different from the real or private character of the person.

Empathy

*3.2.1 Human-Centered Design* This mindset allows designers to see the world, and potential ways to improve it, through the perspective of those who will use the design. Empathizing with the people you are designing for keeps them as the focus of your work and opens you up to new creative possibilities.

Inspiration, Ideation, Implementation

*3.2.1 Human-Centered Design* What are the 3 phases of Human-centered design process?

Creative Confidence, Make It, Learn from Failure, Empathy, Embrace Ambiguity, Optimism, and Iterate, Iterate, Iterate.

*3.2.1 Human-Centered Design* What are the 7 creative mindsets?

Human-centered design

*3.2.1 Human-Centered Design* • An approach to systems design and development that aims to make interactive systems more usable by focusing on the users of the system—their needs and requirements—and applying human factors/ergonomics and usability knowledge and techniques. • It is a creative problem-solving process that focuses on designing from the perspective of the people you are trying to reach.

System

*3.2.2 Whole-systems Thinking* A group of interacting, interrelated, or interdependent elements or parts that function together as a whole to accomplish a goal. Change happens if you add or remove a part.

Graphic organizer

*3.2.2 Whole-systems Thinking* A visual display that demonstrates relationships between facts, concepts, or ideas. This tool guides the learner's thinking as they fill in and build upon a visual map or diagram.

Systems models

*3.2.2 Whole-systems Thinking* An abstract representation of a system that identifies interacting elements and components of the system and the relationships among those components and elements.

Internet of Things (IoT)

*3.2.2 Whole-systems Thinking* The concept of connecting any device with an on/off switch to a broader system, such as the internet, and to other connected devices.

Systems Thinking

*3.2.2 Whole-systems Thinking* Understanding a system by examining the connections between the parts that compose the entirety of the system.

Form

*3.2.3 Generative Design* 1. Having the three dimensions of length, width, and depth. Also referred to as a solid. 2. The organization, placement, or relationship of basic elements, as volumes or voids in a sculpture, so as to produce a coherent image.

Additive Manufacturing

*3.2.3 Generative Design* A manufacturing method used for rapid prototyping where three-dimensional objects are built by adding layer upon layer of material.

Algorithms

*3.2.3 Generative Design* An ordered set of instructions that are used to carry out a task.

Strain

*3.2.3 Generative Design* Change in the length of an object in some direction per unit.

Safety Factors

*3.2.3 Generative Design* Factor of safety (safety factor) is the ability of a system's structural capacity to be viable beyond its expected or actual loads, expressed as the ratio of actual strength to required strength.

Permutations

*3.2.3 Generative Design* The act of arranging the members of a set into a sequence or order.

Stress

*3.2.3 Generative Design* The force acting across a unit area in a solid material resisting the separation, compacting, or sliding that tends to be induced by external forces.

Generative Design

*3.2.3 Generative Design* • An iterative design process involving a program that generates a certain number of outputs meeting certain constraints. • A designer defines the feasible region by manipulating minimal and maximal values of an interval in which a variable of the program meets the set of constraints in order to reduce the number of outputs from which to choose.

Stakeholder

*3.2.4 When is "Good" Good Enough?* An individual, group, or organization who may affect, be affected by, or perceive itself to be affected by a decision, activity, or outcome of a project.

• All elements in a design are not created equal. • In design, use this rule to assess the value of elements, identify areas for redesign and optimization, and assign resources. • Concentrate on the 20 percent of design elements that will have the greatest impact, and deprioritize elements that, while nice to have, will not contribute significantly to the success (or failure) of the overall design.

*3.2.4 When is "Good" Good Enough?* How do you apply the 80/20 rule?

Optimization

*3.2.4 When is "Good" Good Enough?* Making the best or most effective use of resources to get the best possible solution.

Pareto Principle

*3.2.4 When is "Good" Good Enough?* What is the 80/20 Rule is also called?

80/20 Rule

*3.2.4 When is "Good" Good Enough?* • This rule states that approximately 80 percent of the effects generated by any large system are caused by 20 percent of the variables in that system. • The rule is observed in all large systems, including those in economics, management, user-interface design, quality control, and engineering.

Patent

*3.2.5 Gadget Design* A government authority or license conferring a right or title for a set period, especially the sole right to exclude others from making, using, or selling an invention.

Gadget

*3.2.5 Gadget Design* A small device or machine with a particular purpose.

Team

*3.3.1 Establishing a Team* A collection of individuals, each with his or her own expertise, brought together to benefit a common goal.

Consensus

*3.3.1 Establishing a Team* General agreement.

Project Charter

*3.3.2 Project Scheduling* A document issued by the project initiator or sponsor that formally authorizes the existence of a project and provides the project manager with the authority to apply organizational resources to project activities.

Gantt Chart

*3.3.2 Project Scheduling* A time and activity bar chart that is used for planning, managing, and controlling major programs that have a distinct beginning and end.

Milestone

*3.3.2 Project Scheduling* A time when a piece of work must be finished or something must be achieved.

3

*3.3.2 Project Scheduling* How many columns are on a scrum task board?

Optimization

*3.3.2 Project Scheduling* Making the best or most effective use of resources to get the best possible solution.

Critical Path

*3.3.2 Project Scheduling* The sequence of activities that represents the longest path through a project, which determines the shortest possible duration.

To Do, In Progress, and Done.

*3.3.2 Project Scheduling* What are the names of the 3 columns of a scrum task board?

Scrum task board

*3.3.2 Project Scheduling* What is the heart of the scrum approach? Hint: This board can be a whiteboard, poster board, or sheet of paper. The task board organizes your project tasks (sticky notes) into three columns: To Do, In Progress, and Done.

• What actions were taken yesterday? • What actions will be taken today? • What obstacles might get in the way of completing today's actions?

*3.3.2 Project Scheduling* When using a scrum board, you participate in daily stand-ups with your team to share 3 things. What are they? (The answers are in question form)

Scrum

*3.3.2 Project Scheduling* • A systematic approach to managing your project tasks used by engineers. • It aims to take a complex problem, prioritize it into individual tasks, and assign those tasks to team members. • It is a framework that provides teams structure to deliver working solutions within the allotted time frame.

• In design, use minimally-invasive measures of performance whenever possible. • Consider using naturally occurring system variables—such as the number of products manufactured— to measure performance. • Avoid measures that use resources (time, materials, or labor) and cause performance interference —such as asking an employee to log time on task—as they can permanently alter system behaviors and have unintended consequences.

*3.3.3 The Engineer Consultant* How do you apply the uncertainty principle?

• A common method of measuring computer performance. • It means that each event the computer performs is recorded. • It increases the visibility of what the computer is doing and how it is performing (GOOD), but it also uses computing resources, which interferes with the performance being measured (BAD).

*3.3.3 The Engineer Consultant* What is event logging?

Engineer consultant

*3.3.3 The Engineer Consultant* • Professional engineers with experience and training that provide expert guidance on various types of projects. • They may focus on product design, infrastructure, may be hired by the government, and/or perform the typical duties of civil engineers, electrical engineers, or mechanical engineers.

Uncertainty Principle

*3.3.3 The Engineer Consultant* • This principle states that the act of measuring certain sensitive variables in a system can alter them and impact the accuracy of the measurement. Ex. Event logging.


Related study sets

HESI Grammar Practice Questions (Grammar)

View Set

biology 1113 questions (chapters 14-19)

View Set

American Government: System of Government

View Set