Podcast
Questions and Answers
Cost estimation is not a part of the technical feasibility study in the project.
Cost estimation is not a part of the technical feasibility study in the project.
False (B)
A well-informed product design will address current market gaps and user preferences, which can help in accurate cost estimation.
A well-informed product design will address current market gaps and user preferences, which can help in accurate cost estimation.
True (A)
The project will utilize surveys and focus groups to assist in cost estimation procedures.
The project will utilize surveys and focus groups to assist in cost estimation procedures.
False (B)
Technical aspects such as cost are assessed early in the project to minimize risks and inform cost estimation.
Technical aspects such as cost are assessed early in the project to minimize risks and inform cost estimation.
Modular design has no impact on cost estimation in project development.
Modular design has no impact on cost estimation in project development.
Cost estimation does not influence the decision-making in the implementation phase of the project.
Cost estimation does not influence the decision-making in the implementation phase of the project.
The use of rapid prototyping can help in refining cost estimation by allowing multiple iterations at various cost levels.
The use of rapid prototyping can help in refining cost estimation by allowing multiple iterations at various cost levels.
Competitively analyzing products does not contribute to better cost estimation.
Competitively analyzing products does not contribute to better cost estimation.
The total cost of the learning device system is aimed to be under RM50.
The total cost of the learning device system is aimed to be under RM50.
The learning device project aims to minimize environmental impacts by using sustainable materials.
The learning device project aims to minimize environmental impacts by using sustainable materials.
Affordability is a key objective of the learning device project.
Affordability is a key objective of the learning device project.
The project requires that the learning device components exceed RM40 to include all necessary features.
The project requires that the learning device components exceed RM40 to include all necessary features.
One of the goals of the learning device is to contribute to carbon emissions.
One of the goals of the learning device is to contribute to carbon emissions.
The development of the learning device is unrelated to existing basic science and math educational tools.
The development of the learning device is unrelated to existing basic science and math educational tools.
The anticipated learning device is expected to have a significant environmental footprint.
The anticipated learning device is expected to have a significant environmental footprint.
The learning device project plans to utilize electronic waste as a primary resource.
The learning device project plans to utilize electronic waste as a primary resource.
The total cost of the project was approximately RM 40.
The total cost of the project was approximately RM 40.
The cost of the Arduino UNO is RM 15.
The cost of the Arduino UNO is RM 15.
The combined cost of the Arduino USB cable and Switch equals RM 3.80.
The combined cost of the Arduino USB cable and Switch equals RM 3.80.
The total cost of components listed is RM 30.
The total cost of components listed is RM 30.
The cost of one button is RM 0.60.
The cost of one button is RM 0.60.
The Buzzer is the cheapest component listed at RM 0.80.
The Buzzer is the cheapest component listed at RM 0.80.
The cost of the Body is RM 5.
The cost of the Body is RM 5.
The total project cost includes the price of documentation and support.
The total project cost includes the price of documentation and support.
Flashcards
Scalability
Scalability
The ability of a system to handle increasing amounts of data or users without significant performance degradation.
Future-Proofing
Future-Proofing
Designing a system to work well with future technologies.
Iterative Development
Iterative Development
A development approach that breaks the project into small steps, repeatedly improving the system.
User Experience (UX)
User Experience (UX)
Signup and view all the flashcards
Customer Support
Customer Support
Signup and view all the flashcards
Affordable Security
Affordable Security
Signup and view all the flashcards
Project Cost
Project Cost
Signup and view all the flashcards
Development Methodology
Development Methodology
Signup and view all the flashcards
Environmental Impact
Environmental Impact
Signup and view all the flashcards
Project Objective
Project Objective
Signup and view all the flashcards
Affordability Goal
Affordability Goal
Signup and view all the flashcards
Learning Device
Learning Device
Signup and view all the flashcards
System Design
System Design
Signup and view all the flashcards
Artifact Diagram
Artifact Diagram
Signup and view all the flashcards
Project Summary
Project Summary
Signup and view all the flashcards
Future Implications
Future Implications
Signup and view all the flashcards
Sprint
Sprint
Signup and view all the flashcards
Modular Design
Modular Design
Signup and view all the flashcards
Rapid Prototyping
Rapid Prototyping
Signup and view all the flashcards
Market Research
Market Research
Signup and view all the flashcards
Feasibility Study
Feasibility Study
Signup and view all the flashcards
User Interface (UI)
User Interface (UI)
Signup and view all the flashcards
Competitive Analysis
Competitive Analysis
Signup and view all the flashcards
Integration
Integration
Signup and view all the flashcards
Study Notes
Engineering Science Project - 4IK06 Decision Dynamic
- Project title: Decision Dynamic
- Students: Mohd Zaid Bin Zakaria, Razaliegh Hamza, Mohammad Abd Wahab, Ahmad Nasruddin
- Institution: Mara Junior Science College Bentong
- Subject: Engineering Science
Chapter 1: Task Management
- 1.1 Introduction: The project aims to create a paperless quiz system, inspired by a combination of Quizziz and Frog VLE, to engage students.
- 1.2 Problem Statement: Traditional paper-based quizzes create waste and pose challenges for students related to losing or forgetting their quizzes.
- 1.2.1 High Cost: Learning devices can be expensive, creating a barrier for low-income/developing areas.
- 1.2.2 Complexity and Installation: Setting up and maintaining learning devices can be complex, especially in remote areas.
- 1.2.3 Lack of Customization: Existing devices often lack options to tailor to specific student/educational needs.
- 1.2.4 Dependence on External Services: Devices can depend on external services, which can disrupt learning in areas with poor connectivity.
- 1.3 Objective: Design a user-friendly, cost-effective learning device suitable for average kids, focused on affordability, ease of installation, reliability, and modern technology integration.
- 1.3.1 Affordability: Target cost under RM40.
- 1.3.2 Ease of Installation and Use: Simple, DIY installation process within an hour.
- 1.3.3 Customization and Flexibility: Modular design allowing for customization based on needs.
- 1.3.4 Reliability and Accuracy: Focus on accurate functionalities and user experiences.
- 1.3.5 Energy Efficiency and Environmental Considerations: Minimizing power consumption and incorporating environmentally friendly materials, prioritizing recycling and sustainability.
- 1.3.6 Privacy and Security: Implement strong security measures to protect user data.
- 1.3.7 Scalability and Future-Proofing Design a system with the flexibility to adapt to future technological advancements.
- 1.3.8 User Experience and Support: Provide comprehensive documentation, user-friendly interface, and 24/7 support.
- 1.4 Cost Estimate: Total cost estimate approximately RM35. Detailed cost breakdown is included.
- 1.5 Task Planning: A planned approach for completing the project.
Chapter 2: Methodology
- 2.1 Development Approach: An iterative development approach.
- 2.1.1 Iterative Development: Identifying needs, researching existing solutions, consulting with stakeholders, and implementing the project in sprints.
- 2.2 Research and Analysis:
- 2.2.1 Market and User Research: Studying current learning trends, needs, and competitive products.
- 2.2.2 Technical Feasibility Study: Assessing technical aspects of the project, including hardware/software integration, cost, and scalability.
Chapter 3: Production of Project
- 3.1 Project Design: Shows a possible image/model of the hardware design.
- 3.2 List of Components: Lists the detailed components used in the device.
- 3.3 Schematic Diagram: Visual representation of the circuit connections.
- 3.4 Flowchart: A visual representation of the decision-making process to complete the user's quiz.
- 3.5 Programming: Code examples related to defining questions, handling answers, controlling displays.
Chapter 4: Presentation Project
- 4.1 Presentation Poster: Shows design, features, and operation of the system.
Chapter 5: Conclusion
- 5.1 Project Summary and Achievements: Summarizes the project's accomplishments, design, development, testing, and deployment phases.
- 5.2 Challenges and Resolutions: Describes the challenges faced during the project and how they were overcome.
- 5.3 Impact and Future Implications: Discusses the impact of the project and its potential for commercialization, future enhancement.
- 5.4 Project Advantages: Highlights the key features of the project, such as enhanced security, customizability, cost-effectiveness, and integration with modern technologies.
- 5.5 Project Weaknesses: Discusses potential limitations, such as false alarms, limited coverage areas, and dependence on power/internet connection.
- 5.6 Suggestions for Improvement: Offers suggestions for potential improvements, such as integration with smart home ecosystems, advanced security features, better environmental sustainability.
- 5.7 Conclusion: Summarizes the project, highlighting the importance of a structured and user-focused approach in technological development.
Studying That Suits You
Use AI to generate personalized quizzes and flashcards to suit your learning preferences.