Engineering Science Project - Decision Dynamic

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Questions and Answers

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.

True (A)

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.

<p>True (A)</p> Signup and view all the answers

Modular design has no impact on cost estimation in project development.

<p>False (B)</p> Signup and view all the answers

Cost estimation does not influence the decision-making in the implementation phase of the project.

<p>False (B)</p> Signup and view all the answers

The use of rapid prototyping can help in refining cost estimation by allowing multiple iterations at various cost levels.

<p>True (A)</p> Signup and view all the answers

Competitively analyzing products does not contribute to better cost estimation.

<p>False (B)</p> Signup and view all the answers

The total cost of the learning device system is aimed to be under RM50.

<p>False (B)</p> Signup and view all the answers

The learning device project aims to minimize environmental impacts by using sustainable materials.

<p>True (A)</p> Signup and view all the answers

Affordability is a key objective of the learning device project.

<p>True (A)</p> Signup and view all the answers

The project requires that the learning device components exceed RM40 to include all necessary features.

<p>False (B)</p> Signup and view all the answers

One of the goals of the learning device is to contribute to carbon emissions.

<p>False (B)</p> Signup and view all the answers

The development of the learning device is unrelated to existing basic science and math educational tools.

<p>False (B)</p> Signup and view all the answers

The anticipated learning device is expected to have a significant environmental footprint.

<p>False (B)</p> Signup and view all the answers

The learning device project plans to utilize electronic waste as a primary resource.

<p>False (B)</p> Signup and view all the answers

The total cost of the project was approximately RM 40.

<p>False (B)</p> Signup and view all the answers

The cost of the Arduino UNO is RM 15.

<p>True (A)</p> Signup and view all the answers

The combined cost of the Arduino USB cable and Switch equals RM 3.80.

<p>True (A)</p> Signup and view all the answers

The total cost of components listed is RM 30.

<p>False (B)</p> Signup and view all the answers

The cost of one button is RM 0.60.

<p>False (B)</p> Signup and view all the answers

The Buzzer is the cheapest component listed at RM 0.80.

<p>False (B)</p> Signup and view all the answers

The cost of the Body is RM 5.

<p>True (A)</p> Signup and view all the answers

The total project cost includes the price of documentation and support.

<p>False (B)</p> Signup and view all the answers

Flashcards

Scalability

The ability of a system to handle increasing amounts of data or users without significant performance degradation.

Future-Proofing

Designing a system to work well with future technologies.

Iterative Development

A development approach that breaks the project into small steps, repeatedly improving the system.

User Experience (UX)

The overall experience a user has when interacting with a product.

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Customer Support

Assistance given to users to address issues with the product.

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Affordable Security

Cost-effective security with advanced features for homeowners.

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Project Cost

Total estimated expenses for development.

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Development Methodology

The system of approaches and processes used to complete a project.

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Environmental Impact

The negative effects the project might have on the environment, like e-waste, resource use, and carbon emissions.

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Project Objective

The main goal of the project, which is to create a user-friendly and affordable learning device for children.

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Affordability Goal

To keep the total cost of the device under RM40, making it accessible to more families.

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Learning Device

A tool used for learning basic science and math concepts, designed to be more affordable and accessible than existing options.

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System Design

The process of planning and outlining how the learning device will be built, including its components and how they will work together.

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Artifact Diagram

A diagram that showcases the physical parts of the learning device, including the materials and how they are interconnected.

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Project Summary

A concise overview of the project's achievements, outlining the key results and successes.

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Future Implications

The potential impact the project might have in the future and how it could be expanded or improved.

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Sprint

A short, focused period of time (2-3 weeks) in software development where a team works to complete specific tasks or features.

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Modular Design

Building a system by breaking it down into smaller, independent components (modules) that can be developed and tested separately.

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Rapid Prototyping

Creating quick and rough versions of a product to test ideas and get feedback early in the development process.

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Market Research

Gathering information about potential customers, competitors, and trends to understand the market for a product.

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Feasibility Study

Assessing the technical, financial, and practical viability of a project.

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User Interface (UI)

How a user interacts with a product, including buttons, menus, and visuals.

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Competitive Analysis

Examining competitors' products and strategies to identify strengths, weaknesses, and opportunities.

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Integration

Combining different components or systems to work together smoothly.

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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.

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