Professional Documents
Culture Documents
Mimicry Mashup
SUBMITTED BY:
PREPARED BY:
Elle Arcand
Emilie Cocke
Caleb Hagner
Matthew Szela
In order to develop a museum exhibit to teach 4th and 5th grade students about biomimicry, Team 3
considers design constraints, design objectives, client goals, and stakeholder needs in order to provide an
engaging, interactive, and technically satisfactory product. Through its compliance with the size
requirements and provided travel bag dimensions, it accomplishes the objectives of easy transport and
assembly. By making inclusive design a priority through the incorporation of the principles of EDGE and
Universal Design, Team 3 makes the exhibit accessible to more students and enhances the exhibit’s reach.
Measured and observed data from user interactions shows that the exhibit, “Mimicry Mashup,” is an
effective education tool, and this data satisfies the design requirements. The exhibit performs well at the
NU and Beachmont Expos, with everything working, despite no inclusion of bilingual text. In order to
evaluate the success of the exhibit, Team 3 uses feedback from faculty, peer, and students in addition to
qualitative analysis of user created biomimicry drawings from the exhibit.
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TABLE OF CONTENTS
ABSTRACT......................................................................................................................... I
TABLE OF CONTENTS................................................................................................ ii
Background ..........................................................................................................3
1.2.2 Ethics.................................................................................................................. 3
Methodology ........................................................................................................5
ii
Introduction ........................................................................................................12
Background ........................................................................................................15
Methodology ......................................................................................................17
Background ........................................................................................................27
1.8.2 Ethics............................................................................................................. 27
Methodology ......................................................................................................28
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1.9.4 Implementation ............................................................................................. 30
MATTHEW SZELA..........................................................................................................35
Introduction ........................................................................................................35
1.10.3 Biomimicry/bionics........................................................................................ 36
Background ........................................................................................................37
1.11.2 Ethics.............................................................................................................. 38
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KSG’S KGB ......................................................................................................................46
Final Design .......................................................................................................46
Results ................................................................................................................49
Conclusion .........................................................................................................53
Recommendations ..............................................................................................54
Lessons Learned.................................................................................................55
Conclusion .........................................................................................................59
Recommendations ..............................................................................................60
Lessons Learned.................................................................................................61
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1.21.4 Reflections on Working in a Team ........................................................... 62
Conclusion .........................................................................................................66
Recommendations ..............................................................................................67
Lessons Learned.................................................................................................68
Conclusion .........................................................................................................72
Recommendations ..............................................................................................73
Lessons Learned.................................................................................................74
REFERENCES ..................................................................................................................78
AUTHOR BIOGRAPHIES ...............................................................................................81
APPENDICES ...................................................................................................................83
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Appendix A – Team Contract ........................................................................................83
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LIST OF TABLES
Table 2. Number of individuals that approached, started and finished our game with
LIST OF FIGURES
Figure 1. Program & Collect exhibit at the Museum of Science where users program a
Figure 9. Wooden structure of exhibit with buttons, button covers and some LEDs. .........8
Figure 10. Wire diagram of an Arduino proof of concept that we employed to test the
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Figure 11. Matt's 3D printed stamp handle. .........................................................................8
Figure 12. The soldered breadboard and wires inside of our exhibit...................................9
Figure 13. One of the final slides used for our exhibit. .....................................................10
Figure 15. A student's response to the pangolin prompt at the Beachmont exposition. ....10
Figure 16. Final setup of our display for the expositions. .................................................11
Figure 17. One of my two ideas from the 4-3-2 session. ...................................................11
Figure 18. My individual proposal for our exhibit used in the KDTA. .............................11
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Figure 34. Trifold Design ..................................................................................................22
Figure 51. Example of free design choice in BatiKids exhibit [23] ..................................37
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Figure 57. Cardboard mock-up of exhibit..........................................................................42
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ELLE ARCAND
technologies before creating their own designs. The exhibit In recent years, the earth has experienced extremely
must also be unique, colorful and accessible to students of abnormal climate-related events. For instance, in 2022, the
different genders, races, and identities. It must be global surface temperature was the sixth highest since
constructed within 8 weeks, cost under $100, incorporate documentation began in 1880 [1]. Additionally, during this
two SparkFun elements, be less than 28" x 36" as well as year, massive wildfires ravaged through western North
meet ease of transportation and assembly requirements. America, while hurricanes like Agatha, Fiona and Ian set
records for massive destruction in Mexico, Canada, Cuba
Specifically, the exhibit had to fit in a 27.6" by 13.8" by
and Florida. Moreover, heavy rainfall and floods caused
16.5" bag and be assembled and disassembled in 30
catastrophic damage in Pakistan, China and the western
minutes. Additionally, the exhibit had to be safe for users
Pacific, while Antarctica experienced it its fourth-smallest
and observers and be resilient against constant user
annual maximum and smallest annual minimum ice extents
interactions. Also, at least one 3D printed, CNC milled, or
on record . These abnormal occurrences are linked to the
laser cut part had to be included in the design. Moreover, release of greenhouse gases–carbon dioxide, methane,
all “behind the scenes” elements–such as microcontrollers
nitrous oxide, and fluorinated gases–into the atmosphere
and wires–had to be hid. Lastly, the exhibit needed to
from human activities, including the burning of coal, oil
collect user data automatically.
and gas; deforestation; the use of nitrogen-containing
fertilizers; increases in livestock farming; and the
1.1.2 STAKEHOLDERS
utilization of fluorinated gases in devices like aerosols and
The stakeholders in the project were people within the air conditioners [2].
sphere of influence of our final product. Firstly, our
primary stakeholders were our target users, which were the To address this crisis, many organizations and individuals
STEAM club members at Beachmont Veterans Memorial are emphasizing the importance of sustainability, which
School. These students ranged from ages 9-12 years old the United Nations Brundtland Commission has defined as
and were mainly in 4-5th grade; Also, they came from a “meeting the needs of the present without compromising
variety of ethnic backgrounds. Additionally, our clients the ability of future generations to meet their own needs”
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[3]. In order to reverse the effects of climate change, evaluations plans, the final code and other useful
present and future generations must create and employ references are included in the appendices.
sustainable products and processes. However, many
elementary school students–who are the future of this
world–are not sufficiently taught about sustainability in
their school curricula. For this reason, Professor Kathryn
Schulte Grahame and the Museum of Science
commissioned Northeastern GE 1501/1502 students to
create exhibits that taught them about sustainability topics.
1.1.4 SCOPE
This report mainly describes the steps of the Engineering
Design Process (EDP) used to create our exhibit–Mimicry
Mashup. These steps include problem definition, solution
generation, course of action decision, solution
implementation and solution evaluation during Milestones
1-6. Additionally, recommendations for future work or
redesign opportunities are detailed. Additionally, we
recount individual contributions to the project and the
lessons that we have learned while completing this
endeavor. Finally, ideation techniques, CAD drawings,
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BACKGROUND Furthermore, we used current museum exhibits as
inspiration. At the beginning of the EDP, we visited the
1.2.1 RESEARCH Museum of Science, where we learned about the process
of conceiving the ideas for exhibits and how to implement
To complete our project, my group conducted
these ideas. Also, we had the opportunity to interact with
comprehensive research on examples of biomimicry. We
many of the museum’s displays ourselves. Exhibits that we
researched devices that addressed water, energy, medical
found especially appealing to children were those in the
and materials related problems that emulated aspects of
Engineering Design Workshop, for they presented users
mammals, insects, plants and mollusks. Some of the
with problems and tasked them with designing solutions
examples that we ultimately chose to include in our final
[9]. Ultimately, the exhibits in this area of the museum
exhibit were the use of whale flippers to inspire the
inspired the drawing station of our final design, which will
creation of wind turbines with less drag, painless needles
be described in later sections.
that emulate the way mosquitoes suck blood and solar
panels that collect more energy from the sun by following
its movement like sunflowers. Moreover, other examples
included glue that mimics the proteins that mollusks use to
stick to rocks, filters that remove salt and contaminants
from water in a similar manner to mangroves and wet suits
that emulate the skin of beavers.
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(NSPE), we adhered to their fundamental canons. We
acted as faithful agents of our employers–Professor
Kathryn Schulte Grahame and the Museum of Science–and
conducted ourselves honorably and responsibly, especially
during the Northeastern and Beachmont expositions.
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METHODOLOGY
1.3.1 MILESTONE 1
Primarily, we started the project by completing the first
step in the Engineering Design Process–problem
definition. We identified the objectives of this project–
creating an accessible, highly-interactional exhibit that
would allow us to convey a sustainability topic to
students–by creating a Duncker Diagram (Figure 2). Then,
we acknowledged the constraints of this endeavor: it must Figure 3. User empathy map.
be completed within 8 weeks, cost under $100, be easily
With these aspects of our problem defined, we composed
transported and assembled and did not exceed 36" wide by
the first draft of our problem statement, which notably did
28" deep. Next, we created an empathy map for our users,
not include our specific sustainability topic. We then
the Beachmont STEAM club students, to better
proceeded to the solution generation phase of the EDP. At
comprehend their wants and needs (Figure 3).
the beginning of this phase, we conducted extensive
research on possible sustainability topics and aspects of
successful museum exhibits. These possible sustainability
topics were sea level rise, fast food sustainability,
biodiversity and sustainable textiles. The results of
research regarding effective aspects of current exhibits and
sustainability are detailed in the preceding and following
Background sections.
1.3.2 MILESTONE 2
Next, during Milestone 2, we continued the solution
generation phase of the EDP. We added three more topics–
biodegradable design, sustainable feedstocks and
biomimicry–to our list of possible sustainability topics.
After weighing the pros and cons of each topic, we decided
to move forward with biomimicry as our main theme,
which we ultimately kept for the duration of the project.
Figure 2. Problem Duncker Diagram
Once we had selected this topic, we utilized two ideation
techniques to generate possible designs for the function of
our exhibit. Firstly, we completed a brainstorming session
to produce general ideas about possible features. Some of
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these ideas included making it a matching game and 3D
printing models of biomimicry technology; a complete list
can be seen in Figure 4.
1.3.3 MILESTONE 3
With our course of action decided, we proceeded to the
Figure 4. Summary of main points from brainstorming next phase of the EDP–solution implementation. For this
session. milestone, we created a cardboard mock-up of Emilie’s
With these ideas and our stimulated creativity, we design with a few modifications. The photos of the CAD
completed a 4-3-2 session, where each group member for our mockup and the mockup itself are displayed in
created two sketches of concepts for the exhibit and Figures 6 and 7 respectively.
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Figure 8. Flowchart of the function of our exhibit.
Figure 7. Fully assembled cardboard mockup. Moreover, we created an initial Bill of Materials (BOM)
While some group members constructed the mockup, for our exhibit based on the mockup and flowchart.
others worked on the flowchart for the function of the Specifically, we decided to create the main structure of our
exhibit (Figure 8). In short, users would select a problem exhibit with plywood and cover it with printed paper.
category–water, energy, medical or materials–from the top Additionally, we elected to 3D print button covers and use
row of buttons and a nature category–mammals, insects, my laptop as our main screen. Our final BOM is shown in
plants or mollusks–from the bottom row of buttons. Then, Appendix I.
a summary about a device that solves a problem related to
the selected category by mimicking a natural element from
1.3.4 MILESTONE 4
the nature category would appear on the screen. Once they Following the townhall meeting in Milestone 3, we
had read the passage, the users would answer a question decreased the size of our exhibit and created the final CAD
based on the narrative, and different LEDs would turn on drawing of the structure, which can be viewed in Appendix
depending on if the answer was correct or incorrect. C. Additionally, this CAD drawing was used to laser cut
Lastly, when the users had answered three questions the structure, which was then assembled with wood glue
correctly, they would unlock our drawing station, where and screws. Also, the buttons and some of the LEDs were
they would be asked to draw a biomimetic solution to a placed in their respective holes. Moreover, we made CAD
problem of their choosing. This final aspect of the exhibit drawings of our button covers and 3D printed them
was aimed to assess higher levels of Bloom’s Taxonomy– (Appendix C and Figure 9).
like analyze, evaluate and create.
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aesthetics, uniqueness, cultural accessibility and ability to
meet physical constraints.
1.3.5 MILESTONE 5
To prepare for the in-class feedback session, we used
Adobe AI to generate graphics for the illustrations on our
Figure 9. Wooden structure of exhibit with buttons, button exhibit. Next, we printed the panels on a CAMD plotter,
covers and some LEDs. laminated them and adhered them with hot glue to the
wooden structure. Some of the panels were smaller than
Furthermore, during this milestone, we created several
the actual dimensions of the structure, so we painted the
proof-of-concept videos. Primarily, we used SparkFun
gaps with green paint that was the same color as the main
components to demonstrate that when certain buttons were
background of the panels to save time and money.
pushed, messages could be printed on the serial monitor,
Additionally, all of the button toppers were covered with
which proved that we could use buttons to display certain
layers of mod podge and standard paint. Lastly, each
passages and have the users answer related questions
member of the group created SolidWorks sketches of a
(Figure 10). Additionally, we showed that a counter could
stamp handle that would be used to put a stamp in the
be used to record the number of times that a button is
passport books of students that attended that Beachmont
pressed, which served as the basis for our rating system.
exposition. The design had to print within 180 minutes,
Finally, we demonstrated that an image could be displayed
have a 4" height by 2" diameter or less and contain
on a screen with MATLAB and that an LED could turn on
multiple features to create a complex design that fit our
when a button was pushed.
theme–biomimicry. After performing a KDTA to assess
our individual designs, we decided to proceed with Matt’s
design, which is show in Figure 11. Also, a logo for the
stamper–which featured a half of a real sunflower and half
of a solar sunflower–was designed with AutoCAD and
laser cut on rubber. This logo and the stamp handle CAD
can be seen in Appendix C.
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Also, using general research about biomimetic devices, we
drafted four prompts for our drawing station. The prompts
provided information on a natural element–like geckos and
sycamore seed leaves–and asked students to use facts
about these elements to create their own device that
addresses a problem of their choosing. A sample of one of
these prompts is displayed in Figure 15 and the remaining
drawings are shown in Appendix D.
Figure 13. One of the final slides used for our exhibit.
1.3.7 INDIVIDUAL CONTRIBUTIONS Next, as the project manager for Milestone 3, I took the
lead with constructing the cardboard mockup, and
Firstly, during Milestone 1, I significantly contributed to
assigning tasks to other group members based on their
the group’s research about successful exhibits, for I
strengths; I also served as the point person for questions.
conducted a thorough search for reputable articles and
Then, during Milestone 4, I worked on the proof of
explored the Museum of Science following the information
concept for the integration of Arduino into MATLAB.
session. Secondly, in Milestone 2, I ensured that all voices
Moreover, over the course of Milestones 5 and 6, I
were heard during the brainstorming session. Additionally,
programmed and debugged the main script and LED
I produced the two drawings during the 4-3-2 session, one
function for the exhibit in MATLAB. The details of this
of which is displayed in Figure 17. Also, following this
code are described in previous sections, and the code itself
session, I helped identify the best aspects of each drawing
is listed in Appendix E. Also, photo evidence of my
and ways that we could combine these strengths for our
programming and debugging efforts is shown in the photo
final individual proposals for the KDTA (Figure 18).
log (Appendix G). Additionally, during these milestones, I
created and revised the stamper logo (Appendix C).
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EMILIE COCKE
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world, and therefore make more sustainable decisions in 1.4.4 SCOPE
the future.
This report describes the entire engineering design process
for our exhibit, Mimicry Mashup. We explain in detail
each step of this 8-week process: defining the problem,
generating solutions, deciding on a course of action,
implementing our solution, and evaluating our solution.
Each individual in Group 3 justifies their contributions and
personally explains the engineering design process.
Additionally, this report includes recommendations for
future exhibits, CAD drawings, ideation techniques,
MATLAB/Arduino code, and all evaluation plans.
Figure 19. Biomimicry slide example.
In our project, we also incorporated Bloom’s Taxonomy
and the Engineering Design Process. Bloom’s Taxonomy
is a hierarchical system that helps frame and categorize
learning objectives based on complexity. It includes three
learning domains, cognitive, affective, and psychomotor.
This relates to our exhibit because our exhibit uses many
of its levels to teach the students about biomimicry. The
students start off at the exhibit at the lowest level of
learning on the pyramid, remembering, by reading a short
passage and then answer a question about it. They then
finish the exhibit by applying, or even creating when they
come up with their own engineering designs at the drawing
station.
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BACKGROUND an internal interpretation of internal stimuli (vibration in
our eardrums), making it inherently more pervasive and
1.5.1 RESEARCH
therefore a stronger tool than visual stimuli to capture
attention in museum exhibits [6], [15]. Exhibits using
Before generating solutions, each member of Group 3
sound that corresponds to certain elements of the
conducted individual research on successful museum
experience leave a positive impact on the user, improve
exhibits (as well as biomimicry examples, which were
user attention, and lengthen user dwell times [15]. Not
described in 1.4.3. I started by analyzing how sight and
only is sound attention-grabbing, but it also helps a user
sound play into a student’s interactive learning experience:
learn. Sounds help individuals absorb information by
There are many existing solutions aimed at teachers for associating new material with a larger system of
holding elementary students' attention in the classroom that conceptual understanding [6].
Sound has also been found to be an important element of employs bright colors that catch the user’s attention and
museum exhibits. In the past, museums have been connect to the topic of turning waste into something
considered places of silence and contemplation; many positive or useful, like art. Words are used sparingly and
considered that it was only with silence that museumgoers headings are large and decorative.
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We can also consider common normative ethical theories
when creating this exhibit. Though the design is relatively
small scale, we are still making an impact on and teaching
young children. By teaching them about sustainability
through biomimicry, which may help kids better appreciate
the biodiversity and uniqueness of species around the
world, we are helping them to become better people that
may make more sustainable choices, which aligns with
virtue ethics. Teaching the kids sustainability may also
lead them to make decisions that produce a smaller carbon
Figure 21. Trash Lab Exhibit [16]
footprint, which aligns with consequentialism.
In addition to this research, my group and I visited the
Boston Museum of Science, where we were able to
1.5.3 UNIVERSAL DESIGN
interact with prototypes of interactive exhibits aimed at
children. From there, we gained inspiration from the By incorporating Universal Design, Group 3 ensures that
button-to-information type of exhibit that we saw, where kids of all backgrounds, races, genders, and cultures can
users pressed a button and then received information, appreciate and feel included by our exhibit. One large part
which we incorporated into our final design. We also of this is how we choose to present information through
encountered an AI drawing exhibit, in which users were characters. We chose to use cartoon plants and animals to
presented with different options to choose from to generate share information about biomimicry so that not one student
a fun, final image. This partly inspired our drawing station. would feel left out or misrepresented.
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METHODOLOGY
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With this new insight, we created a Duncker Diagram constructed within 8 weeks, cost under $100, incorporate
(Figure 24) as a prerequisite to finalizing a problem two SparkFun elements, be less than 28” x 36” as well as
statement. While the diagram considered the alternative meet ease of transportation and assembly requirements.
option of making it okay for kids to not learn much on
sustainability because they would still have fun and we 1.6.2 GENERATING SOLUTIONS
would still help foster their interest in science, we decided Once we had defined the problem, the next step in the
to prioritize their learning and create an exhibit where they Engineering Design Process was to generate specific
could play a game about sustainability to learn. exhibit ideas that would frame our final design. We started
this process by coming together as a group and simply
shouting out ideas, which resulted in the brainstorming
sheet shown in Figure 25 and yielded 5 exhibit ideas.
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sketches for the 4-2-3 Method are shown below in Figures by our problem statement, was a Kepner-Tregoe Decision
26 and 27. Analysis, as illustrated in Figure 28. We came up with the
“musts” for our exhibit relatively easily from our problem
statement and specific design requirements from the client.
Luckily, each finalized sketch from the group met these
“musts,” so we could move on to our “wants.”
surface. Any part of the exhibit not covered with the wrap feedback from mentor meetings and Town Halls. Initially,
our main feedback pertained to our sustainability topic and
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the size of our exhibit. Our peers and instructors liked our • Have at least 7 different colors represented in the
initial topic of fast food but thought that it would present exhibit
sustainability in too negative of a tone, so we decided to go • Have at least two EDGE design principles
with biomimicry for our theme. They also thought our included
mock-up was way too big, and that we should take the • Have our exhibit be less than 28’ by 36’ as well
focus off of gamifying our exhibit. In the beginning, we as meet ease of transportation and assembly
were very set about making our museum exhibit some sort requirements
of game, because we wanted the kids to be interested.
However, we received feedback that while games are fun, We displayed our final museum exhibit at two expos: one
they can often be less educational, which is why we at Northeastern University and another at Beachmont
switched to a quiz-reward system. Elementary School. 93.75% of all users reported that they
had learned something (68.75% of the data coming from
Our main source of feedback came from our “thumbs up” NU and 31.25% of the data coming from Beachmont). The
and “thumbs down” buttons on the front of our exhibit. We expo at Northeastern invited students and faculty to
felt as though this was an efficient way of receiving evaluate our projects. The expo at Beachmont Elementary
feedback because it was simple and although many groups was for the STEAM Club students, accompanied by their
included some sort of feedback form as a part of their families, to evaluate our exhibits. Here, 22 students/groups
project, we decided that our main users, the Beachmont of students approached the exhibit; 90.9% started the quiz
Elementary students, would not have the attention span game and 81.8% finished it.
required to fill out a form.
We evaluated drawings on a scale from zero to two. A zero
As outlined in Milestone 5, we had a very detailed plan of meant that a student did not pay much attention to the
evaluation and goals set. Our goals that define our success prompt and drew something very literal or just a doodle. A
for this exhibit are as follows: one meant that a student thought about the example in
terms of technology and applied it in a very simple or
• Have at least 80% of the students that start the baseline way. A two corresponded to a unique, descriptive,
exhibit actually finish it and/or innovative application of the prompt. The average
• Have at least 60% of the students who complete drawing score from these ratings was 1.3 and 68.75% of
the exhibit rate it a “thumbs up” drawings were rated as 1 or higher. The shows that most
• Have at least 60% of the drawings effectively students had a grasp of what biomimicry was and were
demonstrate biomimicry principles able to apply it. All drawings can be found in Appendix D.
• Have buttons corresponding to categories of
nature and technology so that users can explore 1.6.6 INDIVIDUAL CONTRIBUTIONS
biomimicry examples
Throughout the project, I maintained an active role and
• Have at least one unique feature of our exhibit
took on my fair share of tasks. To start, I was the Project
that differentiates ours from others and others of
Manager for Milestone 1. This involved creating and
years past
delivering a presentation which synthesized individual
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research from each group member as well as the general research, brainstorming, and sketching, lead to my design
ideas that each member came up with pertaining to being selected by the KTDA.
sustainability topic and general exhibit gameplay. My
specific idea for the exhibit was centered around fast food Moving on to the prototype, I helped build the cardboard
and would help educate students on the environmental mock-up as well as the initial AutoCAD and SolidWorks
impact of fast food by having them create their own fast- drawings. I continued this CAD momentum by drawing
food chain through our exhibit. This idea was inspired by each of the button covers and then 3D printing them. Some
one of my service-learning visits to Beachmont, where I of the more complicated designs, such as the whale and the
noticed an enthusiasm and interest for fast food in the butterfly, I had to draw in AutoCAD first so I could trace
group I was leading. However, we ultimately decided picture references, and then import them into SolidWorks.
against that sustainability topic because we wanted to For each cover, I had to raise different elements of the
avoid creating a negative museum experience or a negative drawing to different heights so the design could be
connotation with fast food, as we kept in mind that fast recognizable when it was 3D printed. After printing each
food is a very accessible option for low-income families. cover out in EXP, I helped paint them. I started with a
layer of Mod Podge to reduce peeling and then added
My role as a service-learning lead mentor played a large acrylic paint.
part in how I influenced our exhibit. In going to
Beachmont every other week, I really got to know the Finally, I created the project video and alongside Matt,
group of girls that I lead activities for. One of them seemed helped create the informational slides on Canva. I had a lot
to have a passion for drawing, which reminded me of the of fun making the video. I added tons of funny photos and
“art” part of STEAM Club. This ultimately inspired the songs while going through our implementation of the
drawing station for our exhibit, which was able to play to Engineering Design Process throughout this project.
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CALEB HAGNER
INTRODUCTION than $100; and fit within the provided transport container.
This transport container was a roughly 14” x 16” x 28”
1.7.1 PROBLEM STATEMENT rectangular sturdy plastic bag.
something of their own, and using a combination of visual grade users of the exhibit, their parents/guardians and
and auditory stimulation through sound effects and teachers, the museum staff clients, and our manager,
voiceovers along with textual information. Professor Kathryn Schulte-Grahame. The 4th and 5th
graders come from Beachmont Veterans Memorial School
A unique style means having an aesthetic and functional in Beachmont, MA and are an ethnically diverse group.
feel that is different from other exhibits. They are our key stakeholder since our project is designed
to be directly used by them and to teach them about
The physical design requirements of this exhibit were that biomimicry. Their parents/guardians and teachers are
it must, when fully set up, sit in a 36” wide by 28” deep secondary stakeholders because they may attend the
tabletop; it must include educational text about the text, exhibit with the students, learn something from the exhibit
including labels where necessary; have a total cost of less either directly or through their child (for the parents and
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guardians), and have the potential to help reinforce the 1.7.3.2 Bloom’s Taxonomy
students’ learning at home and in the classroom.
Bloom’s Taxonomy is a commonly used
framework for education that categorizes learning
Meanwhile, our client is a stakeholder since they have
along a continuum from simple and concrete to
commissioned us to create these museum exhibits for a
complex and abstract, as seen below [18]. In our
pop-up museum at Beachmont Veterans Memorial School.
project, Bloom’s Taxonomy is relevant to the
They are who we are designing this exhibit to be presented
progression between the stages of the exhibit,
by and their reputation could be affected by the quality of
from the remembering of facts in the quiz game to
the product we produce. Similarly, although we were not
application and creation of the topic in the
commissioned to create these by our manager, her
drawing station.
reputation and credibility can be affected for better or
worse by the quality of our final product.
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BACKGROUND I then looked at an industry artifact, a museum exhibit
called “Project Vaccine” from the Boston Museum of
1.8.1 RESEARCH Science (MoS). I was trying to see what features were
present in an existing exhibit from very effective exhibit
The most prominent question in my mind when I started
designers (the team at the MoS). Similar to what I found in
this research was “What are elements of an engaging and
the literature, this exhibit had features that drove emotional
informative exhibit?” After all, no matter which topic our
connection, were interactive, contained multiple
group ultimately decides, our definition of success will
complementing elements, were tied to reality/current
likely include some kind of criteria around the exhibit
events, and were immersive [23].
engaging students and having a measurable impact on their
knowledge. Searching in Web of Science led me first to a
1.8.2 ETHICS
very interesting journal article that discussed a “content-
oriented model for science exhibit engineering” [19]. In Ethical thinking showed up primarily in two places during
this article, the author talked about how a museum exhibit the creation of this exhibit: sourcing materials and using
can be essentially broken down into tasks, techniques, and value sensitive design. First, we recognized for us to be
technology through praxeology. She elucidated how the teaching children about sustainability, it would be ethically
praxeology of a scientist’s discovery of a scientific concept wrong to not try to make the project itself more
can be used to inspire a praxeology of learning for a sustainable. We did this by reusing, borrowing, and
museum exhibit, and then applied this transposition to repurposing material before buying anything new; this had
suggestions of redesign for a specific scientific exhibit that the pleasant side effect of our budget being only $35.
METHODOLOGY
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ultimately resulted in us moving forward with creating an completed within eight weeks, cost under $100, and be
exhibit that used game elements to teach students about designed so that it can be easily and safely transported and
sustainability. assembled.
into its final form, as follows. Science museum exhibits Refining took the form of a second idea generation
can be inaccessible, ineffective at conveying complex method, the 4-2-3 sketch method. Here, each of the four
scientific ideas, and unattractive to students. These group members created two concept sketches of an exhibit.
students need to be engaged to learn and should feel We then all exchanged papers and each of the eight
accomplished when they do so. Design a design museum sketches received feedback comments from the other three
exhibit that teaches elementary students about the use of members who had not drawn them. This group feedback
biomimicry in modern-day technology. The exhibit must was the impetus for revisions that we each incorporated
contain interactive elements as well as a unique style. This into our individual exhibit concept sketches that we
exhibit should meet the physical design requirements and decided between. My concept sketch is visible in Figure
29
Figure 42. Rank-Order Chart and KTDA
1.9.4 IMPLEMENTATION
Figure 41. Individual Concept Sketch We began the implementation stage by creating initial
1.9.3 DECIDING ON THE BEST SOLUTION AutoCAD drawings of our selected exhibit design. These
drawings were used to create a scale cardboard prototype
To determine which of our four individual concepts we
(see Figure 43) of our design that we used to gather
wanted to move forward with, we used a Kepner-Tregoe
feedback from our colleagues and manager. The biggest
Decision Analysis to guide our decision process. We
feedback we got was about size – it needed to be scaled
worked with our mentor to create a list of needs and wants
down dramatically. We also needed to bring the buttons
for the exhibit. Most of our needs came directly from client
further down to the bottom for accessibility.
objectives and constraints, while the wants were mostly
design objectives determined by the team to be beneficial
to project function and impact.
31
that ran the entire exhibit logic, and the soldering and for the game screen. All game slides can be found in
wiring of the hardware. Appendix F. These slides did evolve over the course of
project based on feedback, primarily only with regard to
We soldered wires to the lights and buttons used in the color scheme and font size for theming and accessibility.
exhibit and then used a solderable breadboard to create
what was mainly a grounding plate for the many electrical These screens were displayed at various points based on
components. The signal and power wires were plugged combinations of user input and game state by the
directly into the Arduino Mega Board and secured with MATLAB logic that ran the exhibit. This code used a
electrical tape there. Primarily 20-gauge single strand wire MATLAB library to talk to the Arduino / Spark Fun
and 22-gauge multi strand wire were used for the wiring. electrical components in the exhibit. It read in user input
Towards the end of project development, we used from the buttons and changed the display states of the
additional time to add more electrical components: a servo lights and lock using many nested loops and if-elseif-else
for the lock mechanism detailed later in this section and statements. All of the MATLAB code for this exhibit can
two more lights. A wire diagram and the actual wiring of be referenced in Appendix E.
the final exhibit can be seen in Appendix F and Figure 46,
respectively. The final part of the implementation was the physical
aesthetics, including the trifold. We used a color plotter to
print an Adobe Illustrator AI generated wrapping with a
globe and forest backgrounds for part of the exhibit, as can
be seen in Figure 47. This wrapping was cut into 8.5” x
11” sheets, laminated, and then hot glued to the wooden
surface with cutouts to accommodate the buttons and
LEDs of the exhibit. Button labels were separately printed,
laminated, and hot glued on top of the original wrapping.
The other part of the exhibit was painted dark green to
match the wrapping color tones.
1.9.5 EVALUATION
Evaluation of this project began with our mentor meeting
and town hall during Milestone 5. During these two
meetings, we received feedback on our design from our
mentor, peers, TAs, and professor. This helped us revise
our design ahead of the final expo.
Figure 48. Trifold Design
Our main evaluation consisted of an evaluation plan of
As mentioned in the description of the wiring, we ended up eleven criteria. These criteria dealt with physical attributes
added an additional component later in the project, a lock of the project, educational and engagement outcomes with
mechanism that used a servo to raise a lock hook out of a students, and inclusion of specific design elements.
box to give the appearance of the second section of the Ultimately, we achieved ten of these eleven criteria, all
exhibit “unlocking” for students. The lock was designed in except for having Spanish as a language option for the
SOLIDWORKS (reference Appendix A for the drawing), game. We were unable to complete these criteria due to
3D printed, and then decorated using a combination of time constraints. The full evaluation plan can be referenced
printed paper wrapping and electrical tape (see Figure 49). in Appendix D, Table 6.
33
1.9.6 INDIVIDUAL CONTRIBUTIONS
I had an active role throughout this project. During idea
generation, I contributed to the brainstorming session,
created two concept sketches, and revised one of them into
a final individual sketch. I also played a large role in
writing the team memos, framing the structure of the
memo body and appendices. Similarly, I led efforts for
some group sections of the final technical report.
34
MATTHEW SZELA
incorporate an inclusive design. It will need to be incorporate aspects of EDGE and Universal Design. The
completed within eight weeks, cost under $100, and be idea of EDGE design is to include elements in the exhibit
constructed so that it can be easily and safely transported that will attract the attention of young women, making
or “thumbs down” button. Also, we can collect data for from Northeastern to any venue without sustaining
engagement by monitoring student interactions with the damage. Additionally, its setup and assembly should take
exhibit during our presentation of the prototype. For no longer than thirty minutes. It should be small enough
example, we can monitor how many students use the where it can be transported by two individuals or less.
To make the exhibit interactive, we must have two The client for this project is a company that is starting a
different ways for the user to place input into the exhibit. new traveling museum. These exhibits must be easy to
For example, an interactive element would include turning transport to students out of the region that normally would
a dial or clicking a button. Additionally, the user could not have the opportunity to go to a museum. The client
have the ability to engage their own creativity by including requires that design journals are kept throughout the entire
activities such as writing and drawing. Also, some form of process, as well as a technical report to analyze the
user output must be included in this exhibit, whether it be performance of each exhibit.
35
In terms of the user, the client’s primary audience is pyramid that ranks six different levels of learning [18].
elementary-aged students. The client wants the users to be This measurement tool is used by teachers in the classroom
able to have an interactive learning experience with the to determine how well students have learned a certain
exhibit and give them the feeling and excitement of topic. Ranked from lowest to highest, the levels of learning
attending an actual science museum. Therefore, while go as follows: remembering, understanding, applying,
meeting the client’s constraints, our design must appeal to analyzing evaluating, and creating. In our exhibit, we have
elementary-aged children. set the goal of having students create their own designs to
demonstrate the highest level of learning.
A secondary stakeholder in the design of the exhibit would
be the parents of the elementary-aged users. During 1.10.4 SCOPE
construction of the exhibit, we must keep in mind certain
The purpose of this report is to cover all aspects of the
designs that would appeal to parents. Adults in this
engineering design cycle, beginning with defining the
situation have the power of preventing their children from
problem and ending with evaluating our solution. To better
using the exhibit as well as submitting complaints to the
understand the problem, background research will be
company. Therefore, we must avoid sensitive topics and be
provided as well as our brainstormed solutions. All
as inclusive as possible when designing this exhibit.
documentation of our final design will be provided, such
as the CAD designs, proof of concepts, Canva slides, and
A secondary beneficiary of this exhibit would be the
code for the exhibit. Documentation of the physical
faculty of an elementary school. The traveling museum
construction of the prototype will also be included. Finally,
might inspire a student’s interest in science, which would
to determine the success of our exhibit, we created an
lead to higher student engagement in class. This would
evaluation plan that was carried out at both of our
overall benefit a teacher that is having trouble engaging
expositions, one at Northeastern and the other at the
their students.
Beachmont school. We received feedback from a diverse
background of people, ranging from adults to students.
1.10.3 BIOMIMICRY/BIONICS
37
incorporate “mixed reality,” which is a combination of On top of analyzing the needs of our users, we must also
both physical and virtual elements. The incorporation of examine the needs of our client. For this project, the client
physical elements allows for a hands-on, interactive wants us to create a traveling exhibit for underprivileged
experience that families and classmates can work together children. Therefore, we should construct the exhibit under
on [25]. the constraint that it can be easily transported.
Additionally, the client wants to inspire kids in the field of
However, simply conducting research on successful science, so we should make the exhibits as engaging as
aspects of museum exhibits was not enough to cover the possible.
scope of our problem. To make our exhibit a success, we
also had to find relevant examples of biomimicry we could 1.11.3 UNIVERSAL DESIGN
present to our users. In the end, we found the most
According to the Universal Design Project, Universal
biomimicry examples for the following aspects of nature:
Design is “design that’s usable by all people, to the
mollusks, mammals, plants, and insects. By keeping the
greatest extent possible, without the need for adaptation or
categories broad, we were able to present a wide variety of
specialized interest” [17]. This means that everyone should
different examples. When applying these aspects of nature
be able to use our exhibit, no matter their abilities or
to technology, we found the most examples for the
background.
following categories: electricity, medical, water, and
materials. Each category of nature had one biomimicry It's important that our project incorporates Universal
example for all four technology categories, leaving our Design because there is an increasing trend of diversity in
group with sixteen examples in total. America [26]. This data implies that there is a polyglot of
languages in America and there is an increasing number of
1.11.2 ETHICS students from different backgrounds. To accommodate this
When considering the topic of ethics, we can first increasing amount of diversity, we need to make sure all
determine if our exhibit uses an ethical design based on the students feel represented and included in the exhibit.
normative theories. However, applying these theories
would not make sense for our project because it is too One way that students can feel represented and included is
small-scale. Despite this, we can still incorporate ethics by including characters of different races and ethnicities.
into this project using Value-Sensitive Design. We could include non-human characters in the design
instead, which would eliminate the issue of race.
The goal of Value-Sensitive Design is to identify the needs Furthermore, the exhibit should not display cultural bias
and values of our users. Based on our problem statement, toward one culture over another. For example, unless it is
we can see that our users typically do not have access to part of the theme, the exhibit should not contain colors or
museums. Therefore, we should make our exhibits as graphics that are associated with only one culture.
concise as possible to reduce confusion among the Furthermore, including different languages in the exhibit
students. Additionally, based on research, we can see that could potentially boost learning and comprehension of
students value free choice, color, and engaging characters. non-native speakers.
38
Finally, we must consider students that have disabilities. Based on the needs of the client and user, we determined
For example, some students might be wheelchair-bound, that this solution was best.
so we should make sure the interactive portions of the
exhibit are in reach for them. Also, for students with
hearing loss, we should incorporate text or closed captions
for all potential audios.
1.12 METHODOLOGY
To further define our problem, we created a Dunker statement can be found in section 1.10.1 of the report.
39
Then, using what we came up with by brainstorming, our ten being the most important. Some of our most notable
group participated in a 4-2-3 activity. In this activity, each wants include that the exhibit is aesthetically pleasing, the
group member made two potential sketches of a museum exhibit has game-like aspects, and the there is a way to
exhibit design. One of the sketches that I made is included measure how fun the exhibit is. Then, we determined the
in Figure 53. Each sketch contained labels and a basic “musts” of our project that we could include in the K-T
description of how the exhibit would work. Once when we table. These requirements were mainly taken from the
were done creating sketches, each group member left problem statement. The Rank order and K-T analysis are
comments on everyone else’s sketches regarding things shown in Figure 54.
that they could improve upon.
The first step of implementing our solution was to create there are two rows of four buttons each. The tope row
CAD drawings of our final museum exhibit idea. First, we represents a technology category, and the bottom row
created an AutoCAD drawing to help determine what the represents a nature category. When users interact with the
exact dimensions of the exhibit. After this, the group exhibit, they will click one button from both the nature row
created a SolidWorks drawing so we could have a 3D and the technology row. The nature category will feature
representation of the exhibit (Figure 56). both plants and animals. The technology category will
feature different fields of science, such as medicine and
sustainable materials. After clicking one button from each
category, the exhibit will present information on how the
chosen element of nature was used to create a technology
in the given field of science.
41
of the exhibit because it reflects the highest level on true/false question by clicking a button. Every time a
Bloom’s Taxonomy, which is creating your own designs. question was answered correctly, an LED would light up
on the proof of concept.
1.12.5 CONSTRUCTION OF MOCK-UP
The second proof of concept was created to show that
Using our CAD drawings, we then created a cardboard MATLAB and Arduino could successfully integrate with
mock-up of the exhibit to present to the class. While the each other. For this proof of concept, an image on
cardboard mock-up had no actual function, it was still MATLAB was displayed after a button was clicked.
useful because it allowed us to see the physical dimensions
of our exhibit (Figure 57). From the mock-up, we learned The final proof of concept demonstrated that our feedback
that our design was too big. Although it met the physical system would function properly. For the feedback portion
constraints of the project, it was not accommodating to the of our exhibit, we wanted to include a “thumbs up” and
size of our users. For example, some of the buttons were “thumbs down” button somewhere on the design. As users
too difficult to reach. Nonetheless, we used our mistakes pressed the buttons, a counter would simply record how
from the cardboard mock-up to fix our final design. many times each button was pressed.
excessive amounts of buttons and wires sometimes caused trifold explained what biomimicry was and how it related
the museum exhibit to break apart. to the engineering design process. It also contained
expanded directions for our exhibit. The final design and
trifold are displayed in Figure 61.
Our prototype was tested at two different expositions: List of our targets:
evaluation is that it does not include a Google Form for biomimicry principles as evaluated by the team
feedback. We believed that a Google Form would be too • Bloom’s Taxonomy elements
lengthy and difficult for the kids to fill out. • Presents the users with free choice
• Contains at least one unique feature
As instructed, the first thing that our group did in terms of • Seven different colors represented in the exhibit
evaluation was create an evaluation plan. This plan lined • Incorporates two aspects of EDGE design
out all our targets, how we would measure them, and what • Meets physical project constraints
the target measurement would be for success. In this • English and Spanish text
context, a target is simply a goal that we would like the
exhibit to reach. Some of our targets could be measured 1.12.9 INDIVIDUAL CONTRIBUTIONS
before the expositions, such as the uniqueness of the
design, if it met the physical constraints, and if the design At the beginning of this project, I conducted individual
incorporated Bloom’s Taxonomy elements. research about what elements our exhibit should include. I
created an annotated bibliography that summarized the
However, some of our targets could not be measured until sources that I had found. Additionally, I researched
the day of the exposition. For example, we wanted to count possible themes for our exhibit and sustainability topics
how many users started and finished the exhibit without were currently trending. When it came down to creating a
walking away. Also, we wanted to have a certain problem statement, I created empathy maps for both the
percentage of “thumbs up” versus “thumbs down” scores client and the user as well as a Dunker Diagram.
as well.
Using this research, I participated in ideation activities
Overall, we had eleven different targets that would with my team. First, we brainstormed possible ideas as a
determine the success of the exhibit. After the expositions, group. Then we each created two sketches using the 4-2-3
we determined that ten out of these eleven targets were method. One of my sketches from the 4-2-3 can be seen in
met. The only target that was not met was creating Spanish an earlier section of this report. After this, I created my
text for the exhibit. We determined that this would be too own individual final design for the exhibit on AutoCAD
difficult to fit in the time limit of the project. Ultimately, (Figure 62. Matt's final exhibit design).
we can say that this exhibit was successful due to it
achieving almost all our goals.
44
times, but in the end, we were able to achieve what we
were hoping for.
45
KSG’S KGB
FINAL DESIGN here, the Arduino Mega Board can be easily connected to
the laptop, which runs all of the MATLAB code and serves
The final design of the museum exhibit is constructed of
as a display screen for the slides.
laser cut 1/8” birch plywood joined together with finger
joints and wood glue. It consists of two separate wooden
The drawing frame has a top tray, as previously
frames: a 30-degree sloped button board (“button frame”)
mentioned, that holds colored pencils and pens for drawing
atop a trapezoid-sided box and a rectangular box with a
with. The vertical front plate has a door integrated into
small tray atop it (“drawing frame”). Neither of these
with a hinge and handle, and a label reading “Open for
frames have a bottom. The button frame is 16” wide x 17”
Paper.” Accordingly, there is a stack of papers with
deep x 8” high (16 ±1” with the laptop inserted) and the
drawing prompts inside of this door. The drawing frame
drawing frame is 12.5” wide x 17” deep x 3” high (not
also has two holes drilled into the top plate so that a 10mm
including the lock). Reference Appendix C for detailed
RGB LED can pass through from the bottom, as well as an
dimensions of the overall exhibit assembly and the lock.
FDM lock constructed of a box, a servo, and a hook
shaped piece (reference Appendix C).
The button frame has fourteen holes cut in the slanted top
plate, two holes cut in the vertical front plate, and slots cut
The servo and both 10mm RGB LEDs are connected to the
in the back and right side (reference Appendix C). Eight of
breadboard and Mega board underneath the button frame.
the fourteen holes on the slanted top plate and the two
The servo has the ability to raise the hook shape and give
holes on the vertical front plate are cut to size 24mm
the illusion of the lock “unlocking” when commanded to
arcade buttons at a tight fit. Three more of the fourteen
turn from 0 to 120 degrees. The button frame and lock are
holes on the slanted top plate are cut to size 30mm arcade
both wrapped in color printed paper with natural tone
buttons at a tight fit, and the remaining three of these
designs – the button frame has tree designs on the sides
fourteen holes are cut so that a 10mm LED cannot pass
and front and a stylized globe on the slanted top plate,
through, but its cathode and anode can. Each of these
while the lock has a stylized keyhole on the front and
fourteen holes has its corresponding electrical component
mottled gray on the sides and top – while the drawing
(button or LED) inserted into it. These components are
frame is painted dark green (Figure 63).
then wired into a solderable breadboard, which is primarily
for grounding, with the LEDs having 330 W resistors
soldered into the wires between the anodes and ground,
and an Arduino Mega board, as shown in Appendix F. The
slot in the side is cut to allow wires for two 10mm RGB
LEDs to pass into the drawing frame. The slot in the back
is cut to allow a laptop to slide under the slanted top plate
(reference Appendix C). There is a supporting substructure
under this slanted top plate on which the laptop rests. From
46
Figure 64. Trifold Design
Each of the thirteen buttons in the exhibit has a painted exhibit to see the directions slide for the game shown on
FDM button cover corresponding to its function: a true the display screen (reference Appendix G, section 2, photo
button, a false button, a home button, four natural category 1). The user is then able to press a nature category button
buttons (whale, butterfly, lotus flower, and mussel), four and a technology category button in any order, displaying
technology category buttons (water drop, lightning bolts, information about the first button pressed and then about
amorphous material, and medical cross), thumbs up button, the biomimicry technology existing at the intersection of
and thumbs down button (visible in Figure 45, above). that natural category and technology category. Each time a
Only the thumbs up and down buttons were located on the category button is pressed, a user can hear a related sound
vertical front plate of the button frame, while the other are effect, and when the biomimicry technology is shown,
located on the slanted top plate of the button frame. The there is an accompanying voiceover reading the same
eleven buttons located on this slanted top frame all have information. For example, a user who pressed the Mammal
printed labels next to them. button would first hear a mammal noise and see
information about mammals (reference Appendix G,
Behind the drawing and button frame was a 36” wide by section 2, photo 66). Then, if they pressed the Energy
48” tall trifold with printed information in English (Figure button, they would hear an energy sound and be shown
64). This information included a definition of biomimicry, information about wind turbines inspired by whales (the
a discussion of its use in the engineering design process, corresponding biomimicry technology) (reference
and directions for the game. The trifold also had a number Appendix G, section 2, photo 2) that is also read aloud.
of animal and plant characters wearing hard hats that The user is able to use the home button to return to the
matched the characters from the display screen. The color main screen during this time and select new categories.
tones of the trifold matched those of the wrapping of the
button frame and the paint of the drawing frame. The user is also able to press the True button once on a
biomimicry technology slide to move on to a true or false
47
question slide about the technology, which is also read
aloud (reference Appendix G, section 2, photo 3). The user
is then able to answer the question using the True or False
buttons. A correct answer results in the correct answer
screen (reference Appendix G, section 2, photo 4) being
shown, a ding sound effect being played, and the three
LEDs on the slanted top plate flashing. After they flash,
one stays on. A second correct answer turns the second
LED on, and a third correct answer turns the third LED on.
Meanwhile, an incorrect answer results in the incorrect
answer screen (reference Appendix G, section 2, photo 5)
being shown, a buzzer sound being played, and no LEDs
flashing or turning on (it should be noted that an incorrect
answer does not turn any currently on LEDs off). Once the
user answers three questions correctly, the LEDs on the
drawing section begin flashing and the servo rotates to
“unlock” the lock (as previously mentioned). The user is
then prompted to use the thumbs up and down buttons to
rate their learning from the exhibit and to move on to the
drawing section by opening the door, taking a prompt
paper, and using it to draw a design. If the user happens to
go through all 16 questions without getting three or more
answers correct, then the game resets to the beginning.
48
RESULTS (Table 1, Appendix D). Of these individuals, 90.9% started
the game, and 81.8% finished the game (Table 2,
1.13.1 MEASUREMENTS Appendix D). It should be noted that many of the students
engaged with our exhibit in a group, and thus, the number
The final dimensions of the exhibit were 28.5” by 17” by of individuals that finished the game, eighteen, was not the
16 ±1”, where the height fluctuated depending on the angle same as the number of learning experience ratings
of the laptop screen. By disconnecting the drawing section collected by the automated feedback system in the exhibit,
from main portion of the exhibit and stacking the sections ten.
in the bag, the entirety of the exhibit, excluding the trifold,
was able to fit in the transportation bag, as shown in We qualitatively assessed the learning represented in user
drawings using a scale between 0 and 2, where 0
Figure 65. Additionally, the exhibit was fully constructed
represents something that was drawn that didn’t relate to
within 6 weeks and cost $35.00 (Appendix I). Also, at both
the prompt at all and demonstrated no application of the
expositions, the display was assembled and disassembled
higher levels of Bloom’s Taxonomy (creating), i.e., a
in 5 to 10 minutes.
doodle, 1 represented a fairly simple application of the
natural feature described in the prompt, and 2 represented
a novel or unique application of the natural feature
described in the prompt. The average drawing score from
these ratings was 1.3, with a standard deviation of 0.73 and
a median rating of 1.5, and 68.75% of drawings rated as 1
or higher, showing that most users had a good grasp on
how to apply biomimicry in at least a simple way by the
end of the exhibit. All drawings and the full analysis table
can be found in Table 7, Appendix D.
Figure 65. Exhibit in transport bag We collected peer and user feedback through several
different fillable forms. The first was a peer feedback form
1.13.2 EVALUATION RESULTS
completed slightly before the final projects were ready but
at a time when the overall objective and sense of the
According to our rating system, 93.75% of users reported
exhibit was evident. As can be seen in Table 3 in
that they had learned something from our exhibit during
Appendix D, the exhibit was generally well liked, with the
both expositions. 68.75% of this data was acquired from
main concerns being a lack of auditory stimulation and
Northeastern users, where 31.25% is from Beachmont
issues with font size on the slides. We addressed both of
students. Only 80% of the Beachmont students claimed
these issues prior to the final exhibit showing at
that they had learned something. Additionally, during the
Northeastern and Beachmont expositions.
Beachmont exposition, 22 people approached the exhibit
49
During the Northeastern exposition, there were two
feedback forms, one for peers and one for faculty. Most of
the seven people who gave feedback liked the exhibit,
rating us an average 5 out of 5 on the faculty side and 4.75
out of 5 on the peer side. They commented that the exhibit
was educational, mostly engaging, well fabricated, and
used appropriate dynamic elements. A detailed review of
this feedback can be found in Tables 4 and 5 in Appendix
D.
50
ELLE ARCAND
51
Overall, these results indicated that our exhibit taught users
about biomimicry while still being entertaining.
Additionally, our wide variety of colors, whimsical designs
and sounds made our exhibit appealing. However, I
believe that the paint on the buttons was a bit messy, and
the ill-fitting covers on the main portion of the exhibit and
the lock looked unprofessional. Nevertheless, our project
was effectively designed for a traveling museum, for it fit
within its required table space and the transportation bag
and was easily assembled.
52
CONCLUSION issues with paint adhering to PLA of the button covers. We
attempted to remedy this issue by applying a layer of mod
In the end, our exhibit had a positive performance. It met
podge prior to adding the paint. However, some of the
all of the physical requirements established in our problem
paint still flaked from the button covers with repeated use.
statement and by our clients–Professor Kathryn Schulte-
Grahame and the Museum of Science. The exhibit met
size, cost, transportation and assembly requirements.
Similarly, it exceeded technical requirements, such as
incorporating at least two SparkFun components and one
or more 3D printed, CNC milled, or laser cut parts.
Moreover, it satisfied all of our evaluation objectives–such
as those for color, uniqueness and teaching effectiveness–
except that for cultural accessibility.
53
of a laptop so that the information can be more easily
viewed. Additionally, I would incorporate more complex
RECOMMENDATIONS and pertinent sounds for each category into the exhibit, for
If given the opportunity to restart this project, I would have I used low quality audio files for this project because they
done several things differently. Primarily, I would have were free and thus did not add to the budget. However, for
more thoroughly checked the soldered connections a professional exhibit, it would be worthwhile to invest in
between the main body of the buttons and the wires during quality audio files. Also, voice recordings should be added
the initial milestones. More importantly, I would have to the code to narrate the questions as well as the answers
utilized shorter wires and possibly placed tape with labels to make the exhibit more engaging. Finally, I would have
on them of which buttons they belonged to. This action employed more lights on the drawing station to make the
would have significantly reduced the time and effort that unlocking of this aspect of the exhibit more dramatic and
we employed trying to debug buttons that were not therefore further enhance students’ sense of
Additionally, if given more time, I would have reprinted structures with wood, and woodworking skills were not
the panels for the main portion of our exhibit so that they taught in GE 1501/1502. Thus, it was expected that
would have fit the wooden structure properly. Likewise, I someone in the group possessed these skills or was willing
would have covered the button toppers with laminated to learn them. Additionally, I would advise having at least
paper or stickers instead of paint. In doing so, the buttons one person in the group gain familiarity with a graphic
would have looked cleaner, and the designs would not design application like Canva. Similarly to woodworking,
have flaked off. On a similar note, I would have created a graphic design was not touched upon in class, and thus, it
more durable and professional looking cover for my was expected that someone learn how to create effective
computer screen–like a laser cut piece of wood with graphics on her/his own if she/he lacked these skills.
54
LESSONS LEARNED hours to this project, and although many of them were
spent efficiently, there were a few instances in which I
1.17.1 CONTRIBUTIONS spent more time than would have been necessary if I had
employed more forethought. For example, if I had looked
Between Milestones 5 and 7, my major contribution to the
to see if MATLAB had a “find and replace” feature earlier,
project was creating the entire MATLAB code. This code
it would have saved me time fixing repetitive sections of
was the basis for the entire exhibit, for it showed the
code. Also, we would have reduced debugging time if we
images containing our information, played sound effects
had used shorter wires and had organized them at the
and audio recordings of technology summaries and
beginning of the project. Thus, I will try to employ more
controlled the LEDs and servo. Also, I was heavily
forethought in the future before starting a similar
involved with debugging button failures as result of
endeavor.
writing and being in possession of the code (Appendix E).
Additionally, I created the logo for our stamper on
1.17.3 REFLECTIONS ON LEARNING
AutoCAD (Appendix C) and updated documentation, such
as the project notebook and Gantt chart (Appendix H). Primarily, over the course of constructing the exhibit, I
Finally, I attended both expositions, where I helped set up deepened my comprehension of MATLAB. I had never
and disassemble the exhibit as well as answer questions. thought that I would be capable of writing a 1700+ line of
code program from scratch. Also, I am proud of the fact
1.17.2 RESOURCES that I was able to learn how to integrate Arduino into
MATLAB quickly and that I learned several tricks for this
In the end, my team did meet the budget requirement of
integration–like never deleting the Arduino variable
under $100, for our final budget was $35. I did not
between trials by sectioning the code. These skills will
personally spend any money on the project, for I had paid
benefit me in my bioengineering career, for I will use
for other objects and services earlier in the semester. For
MATLAB in future courses, like Bioengineering
example, I paid for the wood for the AutoCAD 3 project
Measurement, Experimentation and Statistics (BMES) as
and for an Uber for my team to the Museum of Science for
well as its accompanying lab. Also, I improved upon my
research. Over the course of this project, I learned the
SolidWorks skills while creating my individual stamp
importance of reusing past parts, if possible, to reduce
handle and my AutoCAD skills while designing my team’s
costs. If we had purchased the buttons, LEDs and
stamper. Furthermore, I advanced my knowledge of
posterboard instead of reusing them from past projects, our
circuits, and with this experience, I now feel comfortable
project would have still been under budget, but we would
completing my own electrical projects. Finally, I enhanced
not have met this requirement with such flying colors
my debugging skills, for I had to learn how to identify the
(Appendix I). Moreover, in doing this, we could
root of electrical malfunctions, like inoperative buttons and
immediately begin working on our project because we did
LEDs.
not have to waste time waiting for parts to arrive via mail
or walking to a store to purchase them.
1.17.4 REFLECTIONS ON WORKING IN A TEAM
In addition to learning about cost management, I also This project changed my team working skills by
learned about time management. Ultimately, I devoted 102 emphasizing the importance of communication. Many
55
tasks were dependent on the work of multiple people, so have changed our meeting time from Tuesday night earlier.
we constantly needed to interact with one another. For During the pasta bridge project, we were able to finish
example, Matt made the slides for the exhibit. Thus, I was tasks last minute. However, this was not a successful
consistently checking in with him because I needed the strategy for project 2, for many parts of the milestone
slides to input into the code. In the future, I will try to required a several-day span to properly complete. If we
maintain this constant communication with my teammates had made the switch from Tuesday night to Sunday
because it allowed us to efficiently finish this project. afternoon earlier, we would have been less stressed about
Also, this communication allowed our team to quickly Milestone 1. Additionally, if this project were restarted, I
resolve conflicts, for when issues arose, we immediately would have prioritized having a Spanish text and audio
had honest conversations that decreased tensions. option. At the Beachmont exposition, it was very apparent
that Spanish was one the primary languages of the
Additionally, while completing this project, I developed students, so we would have better met our accessibility
my listening skills. In the past, I have usually taken the goals if we had incorporated it into our exhibit.
sole lead of projects and therefore been the person to give
advice and not receive it. During this project, I have
learned to accept my weaknesses and become more willing
to ask for help from others, which has allowed me to
develop the skills that I lacked. Ultimately, I believe that
this courage to acknowledge and address my shortcomings
will make me a more well-rounded teammate in future
groups.
DISCUSSION read out to the user and when some buttons were pressed, a
related sound would play).
When considering the design requirements set forth by the
client as well as the goals we set in our evaluation plan, we
Additionally, we were able to include a few unique
can consider our exhibit mainly successful. For starters, it
features that differentiated our exhibit from others. While
easily fit into the size requirements of 28” by 36” and was
the quiz structure of our exhibit was not uncommon, our
able to comfortably fit on the table provided for us at the
drawing station was one of a kind. It allowed students to
Northeastern expo as well as the Beachmont expo. It was
apply their new knowledge of biomimicry in a creative
also able to fit inside the bag provided to us. The exhibit
way, therefore taking the exhibit to a higher level of
and trifold could both be transported by one person,
Bloom’s Taxonomy.
though it was a little tight, especially on public
transportation. Additionally, we created the exhibit in 8 We displayed our final museum exhibit at two expos: one
weeks as required. at Northeastern University and another at Beachmont
Elementary School. 93.75% of all users reported that they
We excelled in the budget category, as we were given
had learned something (68.75% of the data coming from
$100 to create our exhibit but only used $35. We were able
NU and 31.25% of the data coming from Beachmont). The
to achieve this by reusing many materials such as wires,
expo at Northeastern invited students and faculty to
buttons, and even the trifold that groups from previous
evaluate our projects. The expo at Beachmont Elementary
Cornerstone of Engineering had already purchased. We
was for the STEAM Club students, accompanied by their
also made sure to only buy things that were necessary and
families, to evaluate our exhibits. Here, 22 students/groups
to recycle and preserve as much as we could so that groups
of students approached the exhibit; 90.9% started the quiz
in the future can do the same. Not only did this process
game and 81.8% finished it.
save us money, but it also made our exhibit sustainable
itself. We evaluated drawings on a scale from zero to two. A zero
meant that a student did not pay much attention to the
We were also able to include elements of Universal Design
prompt and drew something very literal or just a doodle. A
and EDGE. We achieved Universal Design through the
one meant that a student thought about the example in
dimensions of our exhibit and the font that we used
terms of technology and applied it in a very simple or
throughout our informational slides, which made it
baseline way. A two corresponded to a unique, descriptive,
accessible to people of all abilities. We achieved EDGE
and/or innovative application of the prompt. The average
principles by including familiar object, playful and
drawing score from these ratings was 1.3 and 68.75% of
whimsical design, open-endedness, multiple stations, and
drawings were rated as 1 or higher. The shows that most
the ability for visitors to preview exhibit engagement
students had a grasp of what biomimicry was and were
before engaging themselves. We were also able to include
able to apply it. All drawings can be found in Appendix D.
over 7 colors and a sound element (informational text was
57
Overall, our goal of 60% of people giving our exhibit a
“thumbs up” was exceeded, with 80% instead. We had
hoped that 60% of students would learn something, and
from the drawing feedback, it was clear that 68.75% were
able to demonstrate their learning. Finally, peer and user
feedback on forms was generally positive.
58
CONCLUSION been one extra coding cook in the kitchen. Dividing the
tasks for this project so rigidly also made it harder to
After 8 weeks of hard work, we completed all design
understand how certain parts of the project worked or
constraints and most objectives as outlined in the problem
could be improved.
statement. The final exhibit was functional, transportable,
and effectively taught Beachmont Elementary students and
Regarding my specific responsibilities, my biggest
Northeastern students and faculty about biomimicry and
challenge was definitely with SolidWorks. Drawing each
was even completed with only $35 used out of the $100
button cover on the software and taking the time to make
budget we were allotted.
sure that arcs were smooth and that elements were
symmetrical was time consuming and frustrating. I also
Feedback from the NU expo and the Beachmont expo was
had trouble with extruding each drawing, because different
overwhelmingly positive and exceeded our satisfaction and
parts of the drawing had to be different heights, so that the
learning goals. Students were able to demonstrate their
design would show up in real life once it was 3D printed.
learning with the quiz questions as well as the drawing
This meant that I needed to split the drawing on these
station. Our theme and aesthetics engaged kids and
button covers sometimes into four or five layers of
attracted them to the exhibit. Our use of lights, colors,
different heights, which was also time consuming and
cartoon characters, sounds, and drawing were all effective
required a detail-oriented eye. It was also challenging to
in making the exhibit fun. The buttons and structure of our
paint the button covers because they required a steady
project made it interactive and a unique learning
hand, Mod Podge, and multiple layers of paint.
experience. We fell short when it came to incorporating
multiple languages, but we were able to incorporate EDGE
and Universal Design elements to help with inclusion.
59
RECOMMENDATIONS Spanish, that group’s experience would’ve most likely
been significantly better.
Early on in the project, I think that it would have been
better if we had more effectively communicated our ideas,
Finally, a major part of our constructive criticism was that
schedules, and tasks. This would’ve saved time and
it was unclear which buttons corresponded to a nature
prevented a few small disagreements, especially during the
category and which corresponded to a technology
cardboard mock-up stage. I think that spending more time
category, even among the adults who engaged with our
with the group socially would have improved this. Now
exhibit. I recommend that we should have added labels not
that we have reached the end of the project, I can definitely
only to each individual button, but to the groups of buttons
say that our bond as a team and as friends has grown. If we
to make that distinction clearer. Many exhibits at the
had made more of an effort to form those bonds earlier,
Museum of Science were very clearly labeled, and I don’t
earlier milestones would have been much easier to
think we took advantage of seeing that museum enough.
complete.
There were a lot of good tips and examples of a good
exhibit that we didn’t pay enough attention to.
Regarding my specific contributions to the team, I
recommend that in the future, button covers, or any
relatively flat 3D printed elements, should be covered with
a laminated wrap like the wrap that we used for covering
the wood surfaces of the project. This would have saved
money from buying paint, the time it took to paint all those
layers, and it would have looked cleaner in general. Even
with the Mod Podge, we still had issues with paint
chipping or looking uneven.
60
LESSONS LEARNED avoid creating a negative museum experience or a negative
connotation with fast food, as we kept in mind that fast
1.21.1 CONTRIBUTIONS food is a very accessible option for low-income families.
61
1.21.2 RESOURCES completed my SolidWorks assignment early in the week
but felt occupied with the project to the point where I
Our group came way under budget by spending only $35
waited until the night before to finish my SparkFun and
out of our allotted $100. While I didn’t personally spend
C++ assignments. By the last week, I had allocated enough
any money, I made half of the slides and acquired the
time for myself to seek help from FYELIC if I needed it
skills required to 3D print the button covers. I donated
and still turn in my assignments with days to spare.
SparkFun components from my kit as they were needed
and singlehandedly made the project’s demo video. I
In the future, I would find a way to allocate responsibilities
devoted about 90 hours to this project.
to myself in a better way. While I did do a significant
amount of work, I didn’t have the absolute highest number
This experience taught me a lot about resource
of hours in the group. I would have liked to help more, but
management. It really taught me about the importance of
it was hard to find extra tasks that needed to be completed
recycling and how it can not only save you money, but
without stepping on someone else’s task.
also the time that you would’ve spent searching for
resources. It can also make the project itself sustainable, as
1.21.4 REFLECTIONS ON WORKING IN A TEAM
reusing is a valuable way to reduce waste. Additionally, I
have seen my peers, instructors, and previous projects as In high school, I was always the person to do more work
immense resources to our exhibit. You can learn a lot than they had to, check in on other members to make sure
simply from consulting archives or asking one of your that their parts were being completed, and proofread every
friends about a problem you’ve been encountering. part of the project, even parts that weren’t mine. Now that
I’m at university, everyone is working just as hard as I am.
1.21.3 REFLECTIONS ON LEARNING Everyone was that kid in high school. This change allowed
me to change my perspective when it came to group work.
Overall, I learned a lot from this project. I think my main
It was nice to feel supported in the way that everyone cares
takeaway will be the technical skills that I have gained. I
how the project turns out and everyone wants to produce
feel very comfortable with AutoCAD and SolidWorks
something that they’re proud of. Everyone wants to work
now; I’m not sure how useful they will be in the chemical
hard, and I can trust my teammates to produce strong
engineering field, but I’m glad I learned them. If anything,
work. I think I still need to work on getting used to
learning new software like this taught me how to problem
working with that kind of team.
solve. I also think it’s cool that I know how to 3D print
now; I’ve always wanted to learn!
I would describe my leadership style as very inclusive. I
always want to make sure that everyone feels heard and
I also feel like I learned a lot about time management and
that everyone has a say on decisions made by the group. I
my responsibility in a group. This class is a lot of work.
am easily managed as long as I feel like the tasks and
It’s 8 credits and requires a lot of time and brain space
responsibilities being expected of me are reasonable. I
towards the end of the semester when we were juggling
always speak my mind, but I always have a reason for it
three software assignments a week with getting 90% of our
and am open to compromise. As a Project Manager, I
project done. The first “hell week,” as it was described to
treated people with respect and asked for lots of input on
me, I did not manage my time very well. I promptly
62
my presentation. I was resourceful and asked my team staying transparent with communication, dividing and
questions that would help me get a better understanding of conquering in order to favor individual work, and even
our research and ideas for the exhibit. using humor.
I believe that my biggest asset to the team was my ability If I could go back to the beginning of this project, I would
to calm people down. When my team members and I got have prioritized adding Spanish into the exhibit. Seeing
stressed, I felt as though I was able to zoom out and realize that group of boys interested but struggling to understand
that it was all going to be okay. I asked specific questions the project made me really wish that we had added a
to my teammates about what was frustrating them and how second language. I would also have liked to take on a more
I could support them. I feel like even just talking out their diverse set of responsibilities that would’ve maximized my
frustrations helped ease tension. As a team, when we learning.
encountered adversity, I believe that we overcame it by
63
CALEB HAGNER
From a design evaluation standpoint, we had to achieve Thus, we had a strong case of incorporating four EDGE
interactivity and engagement, create inclusivity, and design principles, which was more than our goal of two.
65
CONCLUSION expertise. For example, I spearheaded the physical
technical elements of our exhibit – wood frame
1.23.1 CONCLUSIONS AND RESTATEMENT OF construction and wiring/soldering – but was able to gain
66
RECOMMENDATIONS decision design with all team members and make sure that
everyone knows, even if you think they already do. It is
To begin with, some of our problem definition and
better to overcommunicate than to under communicate.
objective setting from the beginning could have been
better informed. Although time constraints on the day of
the Museum of Science field trip prevented us from
staying longer and exploring exhibits, doing so could have
better informed our research and development of
educational interactive components. It could have also
given us a better idea of what inclusivity in design looked
like in an industry standard implementation, which may
have better guided us towards implementing inclusivity in
our own exhibit: incorporation of two EDGE design
features was a rather arbitrary choice, and a bilingual
option never ended up a high enough priority for us to
complete it. Had we been able to, it would have made the
exhibit more accessible and potentially even more
appealing to the students at Beachmont.
67
LESSONS LEARNED 1.25.2 RESOURCES
I felt that we used our resources very effectively
1.25.1 CONTRIBUTIONS
throughout this project. Our group spent on $35.00 on this
Throughout the whole of this project, I took charge of project by repurposing materials from previous teams,
writing the memos, often writing most of it before sending taking advantage of free materials from FYELIC and EXP,
it to the rest of the team to gather feedback and flesh out and making specific design choices many times based on
the appendices. Similarly, I spearheaded writing for the what we had rather than what we wanted. Personally, I
group sections on the technical report and served as the paid for the plywood and acrylic paint that were our only
final quality control / copy editor. I also was the main purchases – although cost sharing is easier in the days of
person maintaining the bill of materials, which made Venmo and Zelle – and was responsible for selecting and
sense, since I spearheaded the physical technical aspects of sourcing many of our reused and free materials. I devoted
the project beginning with Milestone 4 and ramping up for 111.5 hours to this project. All of this has helped me
Milestones 5 through 6. understand how results can be achieved even when
working from limited resources and starting with an
Specifically, I created the final SOLIDWORKS CAD files,
attitude of “What do we already have?” rather than “What
designed and created the laptop support substructure, do we need?” Going forward, this will influence my
designed and implemented the lock, wired and soldered perspective on resource management by trying to
(and often resoldered) all of the final exhibit, laser cut all
repurpose materials whenever possible (a rather good thing
of the wood for the frames, led the gluing and joining for someone whose major is devoted to dealing with waste
process with assistance from other team members as in sustainable ways).
needed, and attached the hinges and handle.
designing the paper wrap for the button frame and the lock. increased or refreshed during this project are soldering,
After Matt laminated the paper, I then attached it to the SOLIDWORKS, 3D printing, and laser cutting. I gained
exhibit with hot glue. Matt took charge of adding the certification with the 3D printer, laser cutter, and soldering
labels, however. I also painted the drawing frame and, with setup at EXP Makerspace due to my work on this project
Matt in equal share, designed and printed the trifold. and reduced my solder time dramatically (almost 50%
depending on the position of the targeted section).
Finally, I revised Matt and Elle’s original prompts into the Additionally, I learned new skills in designing with
final versions we used during the Expo, broke down the Illustrator and printing the results on a plotter, in using
evaluation planning into more specific points together with CirKit to create custom wire diagrams, and in technical
Matt in equal share, served as Project Manager for writing. All of these skills will be useful in my future
Milestone 4, and manufactured the vinyl flower petal career and life in general going forwards. Of all of these, I
topper for our stamp handle. am most proud of learning how to use Illustrator.
68
1.25.4 REFLECTIONS ON WORKING IN A TEAM leadership style is laid back but no nonsense: once I knew I
could trust everyone, I was happy to delegate objectives
My biggest growth in teamwork during this project was
rather than tasks and let people decide how they wanted to
learning to trust other people and delegate effectively. In
get it done, as long as they got it done on time.
high school, it was often easier to just do large sections of
the group project myself because people couldn’t be relied
As a team, we overcame adversity well throughout this
on to complete their work either on time or to satisfactory
project. This was because everyone was good at respectful
standards.
disagreement and compromise and willing to put in time
and energy into getting things done right. Consistent
This project was completely different in that there was so
technical and spelling issues with wiring, slides, and code
much work to be done that one person could not do it all
plagued us towards the end, but all four of us were able to
and with a lot of things (button covers, Canva slides,
come together, put our heads down, and get it done
MATLAB code) I had practically no input and had to trust
successfully. Over the course of the project, whenever we
that my teammates would get it done. I was pleasantly
disagreed about the direction of the project, we were able
surprised every week when everything got done either as
to have respectful conversations where everyone could
good as or better than I could have done it. I learned that
share their input, and everyone agreed on a new direction
each of us had strengths and that we could play to them to
to go in that combined the best parts of competing ideas.
be most efficient and effective in completing project work.
While I still have some control freak tendencies (especially
My biggest asset to this project was my technical
with memos) and don’t always delegate like I should, I
background with woodworking and wiring. I was able to
have improved in these areas a lot since the beginning of
take on my assigned project “system” – the physical
the semester.
technical elements – successfully and efficiently because I
already had that skillset. With that said, I do think that had
My ability to be managed is very high, I would say, as
we had more time, it would have been nice to have
long as I am given some room to make decisions and have
everyone involved with all the systems more to maximize
flexibility. I’m a good follower and can work hard towards
individual learning – I’m not sure anyone but Elle got a
an objective that I’m given, but I don’t like being told
whole lot of coding knowledge from this project, for
exactly what to do and prefer having the freedom to
example.
accomplish tasks in the way that I would like, as long as I
comply with the directive.
Additionally, adding Spanish translations would have been
nice to do. That said, I don’t have any regrets for this
On the other side, as a manager, I like to be in close
project. I think we did a good job with it within time and
communication with the team but not breathing down their
material constraints, and I am proud of our final exhibit.
necks – because I know that I hate that feeling. My
69
MATT SZELA
71
CONCLUSION no clearly female character displayed for young girls to
see. However, one accomplishment toward EDGE design
After evaluating this exhibit, it can be clearly seen that our
was the inclusion of both male and female AI voices.
design met most of the requirements laid out in the
problem statement. The first requirement that this design
Ultimately, the exhibit met most requirements set out in
met was the physical constraints of the project. The
the problem statement. Anything that was not met was due
prototype fit within the required dimensions and could be
to lack of time.
easily transported by two people without sustaining
damage. Additionally, the project was completed under the
budget of $100.
72
RECOMMENDATIONS than we intended, and more people used Spanish as their
primary means of communication than we thought. Had
Whenever you are constructing something, it is best to
we known this beforehand, we would’ve found time to
know how the materials you are working with interact with
create text in Spanish. Therefore, it is important to know
one another. For example, our graphics on the exhibit were
your audience and their needs.
coated with lamination paper. When trying to glue these
graphics to the side of the exhibit, we first used mod
My final recommendation is to label everything clearly
podge. However, the lamination material did not respond
and have straightforward directions for everything.
well to this. Therefore, instead, we had to use hot glue
Sometimes, when working on a project, we become biased.
because it melted the laminated materials and held
We develop a profound understanding of the material and
everything together much stronger.
what we are working on, so we begin to assume that other
people do as well. On our exhibit, we neglected to label
Another instance of this occurred with painting our 3D
some of our buttons because we thought that it was
button covers. We tried to paint our covers with acrylic
straightforward what they represented. However, almost
paint, but it required multiple coats and the paint kept
all our users had an issue with knowing which buttons to
chipping off. Had we known this beforehand, we could
press. Therefore, even if something appears obvious, you
have covered the buttons in vinyl or even used a marker to
need to add definitions or labels to it because there will
color them in.
likely be someone that does not understand.
73
LESSONS LEARNED
1.29.1 CONTRIBUTIONS
During the construction of our final design, I spent a great
deal of time creating the Canva slides that would present
educational information. In total, there were 75 Canva
slides for this project. As discussed previously in this
report (see 1.12.1 Methodology), the users could pick
Figure 68. Example correct answer slide
between 16 different examples of biomimicry to learn
about. Each example had one slide for information (Figure
66), one question slide (Figure 67), a slide explaining why
an answer was correct (Figure 68), and a slide explaining
why an answer was incorrect (Figure 69).
Figure 66. Example information slide working on graphics. For milestone 5, the slides contained
a simple textbox and a sold colored background. However,
for milestone 6, I decided to recreate the aesthetics of the
Canva slides so they would look more appealing to our
users. For example, I reworked what images were shown
on each slide, and I chose different characters to be
featured on each of the slides as well. Initially, our text
was not big enough for our users to read, so I oversaw
editing this as well.
74
them. Additionally, I printed out labels for each of the In terms of collaborative contributions, I attended every
buttons on the exhibit. team meeting and every mentor meeting that we had. I
assisted my teammates with writing the memos for each
Furthermore, to help with aesthetics I took part in painting milestone and offering my input when necessary.
the 3D printed button covers. This task took multiple
attempts because the paint did not stick to the 3D print 1.29.2 RESOURCES
material very well and it required multiple coats. The 3D
Regarding our budget, my group only spent $35.00
printed button covers with labels are shown in Figure 70.
(Appendix I). This was well under the required amount of
$100. The only two items that the group had to purchase
were acrylic paint and plywood. Most of the materials used
were either borrowed from previous projects or borrowed
from FYELIC. Personally, I did not need to acquire
anything for this project since most of the items that were
used were already property of the school.
Figure 71. Picture of trifold design our team avoid this problem.
75
1.29.3 REFLECTIONS ON LEARNING The final skill that I learned was how to 3D print.
Although it didn’t take long to learn, I believe that this
At the beginning of this course, I had almost no knowledge
skill will be important for my career. If I have to design
of code and had had no experience with any of the
something on SolidWorks in the future and print it, I will
software that we used in class. Even though the start of the
know the logistics of how it works. For example, I learned
semester was challenging, the workload became easier as
that when printing large objects, the 3D printer often prints
time went on and I gradually watched my skills improve.
scaffolding around the object that you will have to snap
The first thing that I learned with this project was how to off. Also, I learned that 3D printers have a hard time with
create graphics on Canva. Before this project, I had no printing small details, which will be useful to know when
experience with this software. However, I still put in most designing things for the future.
of the work for creating the slides for the project. At first, I
created an entire slideshow with my teammates, but
1.29.4 REFLECTIONS ON WORKING IN A TEAM
compared to other groups, our graphics did not stand out. Before this semester, I had never worked as a team in a
Realizing this, I decided to redesign our entire slideshow long-term project before. While the first few milestones of
from scratch to improve our graphics. Having the this project proved challenging, I was able to quickly adapt
opportunity to create the Canva slides gave my creative to my teammate’s working styles. After completing this
abilities the chance to improve. I’m proud of this new project, realized that the biggest challenge that I had
ability because I will be able to create graphic design in the working as a team was meeting everyone’s expectations.
future more efficiently. In high school students generally didn’t care about group
work and did not put care or effort into their assignments.
Another skill that I learned from this project was how to However, each member of my team for this project was the
properly conduct research. Before coming to college, I had Valedictorian of their high school class. Therefore, we all
never written a formal research paper, so I was unaware of came into this class with high expectations from ourselves
how to properly cite sources. However, I was able to and others. Even though there were disagreements at
quickly adapt to this new form of writing. I believe that times, I put my best foot forward when working on our
this skill will serve me well in my career because I’m project to meet the high expectations set by my group
certain that I will have to conduct a significant amount of members.
research. I am proud of this ability because it proved to me
that I am capable of learning new things quickly. One way that my teamworking skills have improved this
semester was through efficiency. During high school, I
While creating the proof of concepts, I was able to spent a lot of time off tasks while working on group
improve my abilities with Arduino Code. Although we had projects. However, for this project, we only had one week
gone over how to use SparkFun in class, working on the to complete each milestone, so there was not ever time to
proof of concepts significantly improved my abilities. I am spare. Generally, our group members were extremely busy,
proud of having learned this skill because SparkFun was a and we struggled to find time to meet. This meant that at
challenge for our entire class, and I proved to myself that I our group meetings, we had to stay on task with what little
was able to persevere. time we had. Therefore, at these meetings, I learned how to
76
work with more efficiency. I learned how to delegate tasks, Overall, our biggest struggle on the team was deciding
make quick and informed decisions, and clear my when to make changes to something that had already been
environment of distractions. completed. During this project, there were numerous times
where our intentions were not reflected in the design, and
Another way that my team working skills have improved we had to make changes. For example, we had issues with
was through keeping an open mind to others. This project the cardboard mock-up and its shape. Certain team
was nothing like I have ever done before, so it was members believed that the design should be recreated,
challenging to come up with ideas and have an opinion on while others did not. In the end, we created a system. If
certain topics sometimes. Therefore, whenever my someone believed something should be changed, then they
teammates gave input, I always considered it carefully and would oversee making the change while someone else
respectfully. In high school, the projects we completed completed a different task. The people that did not want to
were less open-ended and didn’t leave room for much make changes would not have to, and they would just work
discussion or creativity. However, due to the high volume on different tasks to make the workload equitable.
of divergent thinking in this project, I learned how to give
more value to my teammates’ opinions. If I could go back to the beginning of the semester, one
thing I would do is use my time wisely. I didn’t really
In terms of my leadership style, I believe that I am very understand how important time was in this class until
observant. I do not believe that one team member should midway through the second project. Our group meetings
take charge of the team for the entire project. While were always on Tuesday, while often left a time crunch
working in a group, I prefer to analyze everyone’s before the milestone was due. Overall, I would have used
strengths and move forward from there. For example, if we time more efficiently to reduce stress on myself and my
are completing a task that is outside my area of expertise, I group members.
will step back and allow someone else with more
experience to take charge. When someone gives clear
directions that are straightforward that the team agrees
upon, I have no problem following orders. However, if we
complete a task that I believe I could provide insight on, I
will step up and take charge to lead my team. I believe that
leadership is a fluid term. I don’t think it is possible for
someone to be a leader 100% of the time, because
everyone has their own weaknesses and must ask for help
from others. It’s important to acknowledge that some
people can perform certain tasks and delegate better than
others, and therefore would be better leaders in their
respective area of expertise.
77
REFERENCES
[2] “Causes of climate change - European Commission.” Accessed: Dec. 11, 2023.
[Online]. Available: https://climate.ec.europa.eu/climate-change/causes-climate-
change_en
[3] U. Nations, “Sustainability,” United Nations. Accessed: Dec. 11, 2023. [Online].
Available: https://www.un.org/en/academic-impact/sustainability
[4] “What Is Biomimicry?,” Biomimicry Institute. Accessed: Dec. 11, 2023. [Online].
Available: https://biomimicry.org/what-is-biomimicry/
[10] “EDGE: Exhibit Designs for Girls’ Engagement | Exploratorium.” Accessed: Dec.
11, 2023. [Online]. Available: https://www.exploratorium.edu/education/research-
evaluation/edge
[13] “Exploring the Impact of Color on Classrooms: Color Experts Perspective ”
Accessed: Dec. 11, 2023. [Online]. Available:
https://communities.ppg.com/news/Exploring-the-Impact-of-Color-on-Classrooms-
A-Q-A
[17] “What is Universal Design?,” The UD Project. Accessed: Dec. 11, 2023. [Online].
Available: https://universaldesign.org/definition
[18] “Bloom’s Taxonomy,” Vanderbilt University. Accessed: Dec. 11, 2023. [Online].
Available: https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/
[20] Y. Bamberger and T. Tal, “Learning in a personal context: Levels of choice in a free
choice learning environment in science and natural history museums,” Sci. Educ.,
vol. 91, no. 1, pp. 75–95, Jan. 2007, doi: 10.1002/sce.20174.
[21] Xin Xin et al., “Exploring Interaction Qualities from Teenagers’ Studying Behavior
for Learning Feature in Museum Exhibit,” in 3rd International Conference on
Human Interaction and Emerging Technologies: Future Applications (IHIET 2020),
27-29 Aug. 2020, in Human Interaction, Emerging Technologies and Future
Applications III. Proceedings of the 3rd International Conference on Human
Interaction and Emerging Technologies: Future Applications (IHIET 2020).
Advances in Intelligent Systems and Computing (AISC 1253). Cham, Switzerland:
Springer International Publishing, 2021, pp. 91–6. doi: 10.1007/978-3-030-55307-
4_14.
[22] N. Shaby, O. B.-Z. Assaraf, and T. Tal, “The Particular Aspects of Science Museum
Exhibits That Encourage Students’ Engagement,” J. Sci. Educ. Technol., vol. 26, no.
3, pp. 253–268, Jun. 2017, doi: 10.1007/s10956-016-9676-7.
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[23] “Project Vaccine: Our Best Defense | Museum of Science, Boston.” Accessed: Oct.
17, 2023. [Online]. Available: https://www.mos.org/exhibits/exhibits/project-
vaccine-exhibit
[26] U. C. Bureau, “The Chance That Two People Chosen at Random Are of Different
Race or Ethnicity Groups Has Increased Since 2010,” Census.gov. Accessed: Dec.
11, 2023. [Online]. Available:
https://www.census.gov/library/stories/2021/08/2020-united-states-population-
more-racially-ethnically-diverse-than-2010.html
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AUTHOR BIOGRAPHIES
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Matthew N. Szela was Caleb G. Hagner was born
born in Worcester, in Manchester, NH in 2004.
Massachusetts, in 2004. He graduated from
He lived in Oxford, Goffstown High School in
Massachusetts his entire 2022 as Valedictorian of his
life and graduated from class, was an AmeriCorps
Oxford High School in member and was selected
2023. He is currently for the Presidential Gold Award and
pursuing a B.S. in Chemical Engineering as Congressional Bronze Medal in 2023, and is
well as a minor in Spanish at Northeastern currently pursuing a B.S. in Chemical and
University in Boston, MA. Environmental Engineering at Northeastern
University in Boston, MA.
During high school, Matt participated in
student council, which was responsible for a He is a lab assistant for two research projects
lot of volunteering around the community. under the mentorship of Professor Annalisa
He served on a regional student council board Onnis-Hayden, one focusing on PFOA
for Central MA where he organized phytoremediation and the other on anaerobic
conferences for dozens of schools twice a digestion.
year. Additionally, he participated in track
and field as well as cross country each year. Mr. Hagner is a standing member of the
American Society of Civil Engineers, New
With a school size of only 350 students, he England Water and Environment
describes Oxford as a tight-knit community. Association, and American Institute of
He graduated Valedictorian of his class with Chemical Engineers. He is also an active
a passion for learning. He hopes to live in member of Engineers Without Borders, the
Oxford for the rest of his life because he Alliance of Civically Engaged Student, and
believes that his town is truly a diamond in Solar Decathlon at Northeastern University.
the rough.
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APPENDICES
Elle Arcand, Emilie Cocke, Caleb Hagner, Matthew Szela | September 11, 2023
Contact Information
Respect
Work will be considered late when a group member comes to a meeting without having completed
their defined responsibilities. To ensure that submissions are organized, work should be turned in to the
project manager 36 hours before an assignment will be due on Canvas. Being punctual to a meeting will
mean arriving at the meeting location ± five minutes of the designated start time. The project manager will
assume a leadership position for the meeting, including assigning work for the milestone and having
members report on progress. If someone violates group expectations for respect, the violation will be
acknowledged in front of the group so that the violator can take responsibility for their actions and plan to
change their behavior. If respect violations become egregious or repetitive, the situation will be elevated to
the mentor, TA, or professor.
Commitment
All group members are expected to be available between 9 a.m. and 9 p.m. on weekdays,
excluding times which they have marked busy on the group’s Outlook calendar. The team will plan to
regularly meet on Tuesdays from 8:15-9:15 PM and Fridays from 5:30 PM to 6:30 PM. However,
exceptions may be made if other group members are given sufficient prior notice–at least 3 days–of the
need to change the meeting time for a particular week. Outside of meetings and class, group members are
expected to answer questions from other members within 24 hours of the question being sent or prior to the
next class or group meeting, whichever is earlier.
The expectation of quality is that members are giving their best effort and doing what they can
within their ability. This definition of quality also includes members asking for help if they feel unsure
about their work or need assistance—help could from another group member, professor, mentor, TA or
FYELIC red vest. Either way, group members should have the amount of work completed that they agreed
to complete at the last meeting. The project manager for each milestone will be primarily responsible for
measuring the quality of completed work. If it is felt that a group member is consistently submitting low-
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quality work, the group will talk about how to avoid this issue going forward. In the event that this behavior
persists after a group meeting, the situation will be elevated to the mentor, TA, or professor.
Transparency
In the decision-making process, the team will first begin by having brainstorming sessions during
which members may suggest any ideas, and each idea will be valued and built on with the “Yes, and”
method. Following the brainstorm, all ideas will be considered as group ideas and no longer any
individual’s idea. The group will then decide which idea to proceed with by discussing the benefits and
drawbacks of each idea. During this process, combining or compromising more than one idea will be
performed as necessary until all group members feel satisfied with the decision.
All information related to the project will be disseminated through official channels (email, text,
Microsoft Teams). If there happens to be an informal meeting between two or more members when at least
one member is not there, the members meeting informally should share what they discussed with the rest of
the team as soon as possible. If a member does feel excluded, it is their responsibility to express their
concern with the rest of the group. For such a problem to be fixed, it must be voiced in the first place. Once
a group member shares such a problem, the entire team will be responsible for discussing how the issue can
be addressed moving forward to create a more inclusive environment.
Communication
The group will use text messaging as their primary method of communication. If a member of the
group is running late, feeling sick, or is unable to complete their responsibilities, that member should let the
rest of the group know as soon as possible so plans may be adjusted. To ensure everyone’s voice is heard,
group members should practice active listening and kind communication during meetings. When conflict
arises, group members should work to find a fair compromise that respects both points of view. If a
disagreement escalates, the group will talk to the professor about their concerns. At the end of the last
meeting of the week, the project manager will facilitate a group reflection where members share a high
point and low point of the week.
Justice
Equitable contribution will be defined as group members spending a similar amount of time,
energy, and effort each week. The group recognizes that each members brings a unique skill set to the team
and may be stronger in some areas but weaker in others. This is expected to be taken into account during
the assignment of work each week. The group also recognizes that individual bandwidth can vary from
week to week due to life (getting sick, family business, etc.). They will also take this into account when
dividing work.
The group will work to avoid conflict by being transparent, having open communication, and
assuming good intent. However, the group recognizes that conflict will likely occur at some point and that
it is more important to effectively work through conflict than to try to avoid it completely and not be
prepared to handle it. As such, group members are expected to express issues early so that they can be
addressed before they contribute to larger issues. If a member has an issue, they should address it at the
lowest level—if it only involves one other member, try to work it out with that member before escalating to
the group. If any conflict ever escalates to where the group believes they need additional support to
navigate conflict resolution, they will escalate to the mentor, TA, or professor.
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If someone stops contributing, the other group members will prioritize completing work for a
milestone deadline before circling back with the non-contributor to address their behavior. They will then
work to create a plan of action with the non-contributor to try to prevent the same behavior in the future. If
this becomes a pattern of behavior or resolution within the group fails to fix the issue, the situation will be
elevated to the mentor, TA, or professor.
Team Goals
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o By the end of the semester, a solid understanding of graphics and/or programming
languages pertinent to my major, such as MATLAB and SOLIDWORKS. A solid
understanding is defined as feeling comfortable performing the basic functions identified
in the relevant textbook section on TopHat. This will help me succeed in my major.
o Prior to the day of each presentation for Cornerstone, rehearse it at least three times and
get good grades on the presentation assignment(s). Being able to present effectively is a
good skill for an engineer.
Team Roles
Team Calendar
• Note: No events were added to the calendar on weekends as the team expressed a general
preference to only meet during the week and leave weekends for recharge.
• Note: Milestone due dates show up as small purple boxes without visible text due to the number of
availability events in the calendar.
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Figure 1. Calendar Week of 9/10-9/16
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Figure 3. Calendar Week of 9/24-9/30
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Figure 5. Week of 10/8-10/14
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Figure 7. Week of 10/22-10/28
90
Figure 9. Week of 11/5-11/11
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Figure 11. Week of 11/19-11/25
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Figure 13. Week of 12/3-12/9
Signatures
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Emilie Cocke
Matthew Szela
Caleb Hagner
Elle Arcand
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APPENDIX B - DECISION ANALYSIS
Musts Design 1 Design 2 Design 3 Design 4
Educational about biomimicry GO GO GO GO
Cannot spend more than $100 GO GO GO GO
Can be transported easily GO GO GO GO
Design constraints GO GO GO GO
Handle regulation interaction by students GO GO GO GO
Must contain one 3D printed or laser cut part GO GO GO GO
Must include two interactive elements for the user GO GO GO GO
Must include two components from Sparkfun GO GO GO GO
Wants Weights Score Weighted Score Weighted Score Weighted Score Weighted
Exhibit itself be sustainable 4 2 8 3 12 1 4 3 12
Aesthetically pleasing 8 4 32 4 32 2 16 5 40
Way to measure how fun the exhibit is 8 3.5 28 1 8 1 8 5 40
Uniqueness 5 3.5 17.5 3 15 2 10 4 20
Easy to build and transport 6 2.5 15 3 18 4 24 2 12
Game like aspect 8 2 16 4 32 5 40 3 8
Total Score 116.5 117 102 132
The wants and needs for the KTDA were determined in collaboration with our mentor during a mentor
meeting. The needs were primarily guided by client constraints and objectives, while the wants were team
objectives or features that research suggested would help the exhibit educate students effectively. The
highest ranked ones were ones that the team felt were most importance to performance, followed by the
moderately and low ranked wants. The highest performing design in the KTDA was Design 4, which had
more than a 10% margin over the next highest exhibit (132 – 117 = 15 and 15 / 132 > 10%). However, we
decided that we wanted to integrate key elements from Designs 1 through 3 that would enhance the
function of Design 4 in simple ways: LEDs that responded to user interaction, a separate back panel for the
laptop screen, and 3D printed button covers.
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APPENDIX C – FINAL SOLIDWORKS/AUTOCAD DRAWINGS
C-1 SOLIDWORKS Final Assembly
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C-2 SOLIDWORKS Stamp Handle Assembly
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C-3 AutoCAD Stamper Design
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