top of page
1_mQy4SMuUcRGbg3G40zQh8Q.jpeg

Studio I

Play For All

Integrates rhetorical analysis, research methods, and the conventions of academic writing into the design process.  Includes problem definition, analysis, alternate solutions, and specifications of final solutions.  Uses sketching, computer-aided drawings, and traditional orthographic drawings to communicate design decisions.  Introduces teamwork through group design efforts and instruction. Uses a project-based service learning framework in which students work as designers and writers serving community clients with authentic needs.

Studio I: Projects

Projects

Team Project I
Corn Popper

Rhetoric and Reverse Engineering

Proficient engineering designers must learn to extract knowledge and think deeply about the connections between the products, related people, and the messages that surround them. In this project, we practiced and engaged the skills of reverse rhetoric and engineering to build and present a thoughtful analysis of a classic children's toy.

front (2).jpg

Individual Project I
Spinning Top

Machine shop, Inspection, and Reflection

Engineers hoping to pursue careers in manufacturing, industry, and other production fields must have experience with the machines needed to produce a plethora of materials, products, and parts. This project served as the gateway into the machine shop as machines such as the lathe, bandsaw, and vertical milling machine were all used during the fabrication of the top.

3.jpg

Individual Project II
Fidget Spinner

SolidWorks, Inspection, and Reflection

Prototyping and modeling through computer aided design programs such as SolidWorks are necessary to bring pitch models and other design ideas to life. This project was a culmination of our classroom experience in SolidWorks in that I was able to not only fabricate my own fidget spinner design, but was also able to print a completed final model and record the accuracy of the printed measurements to the measurements I determined in SolidWorks through an inspection report as well as a reflection report.

102 (2)_edited.jpg

Individual Project III

Campus Ethnography

Observation and Interview

Ethnographies serve as a research method in which you are able to immerse yourself in the environment of the culture or people group you are studying. Through this on-campus ethnography, I was able to observe the typical atmosphere of a populated common area of campus located by the mail room in Moench Hall in preparation for my professional ethnography at Boston Scientific.

ye.jpg

Individual Project IV
Engineering Ethnography

Observation and Interview

The transition from college level engineering courses to the real world work of practicing engineers is a significant step up. A notable challenge of many recent graduates is what to expect in their day to day responsibilities as well as their specific roles in projects. During this engineering ethnography, I had the chance to observe a professional practicing engineer in the workforce in attempt to create an idea of my future in the field of biomedical engineering.

sample1.jpg

Team Project II
REACH Toy: The Rocker Board

Brainstorming, Design, Process, and Final Product

The culmination of the classwork and learning in class all quarter came through this final team project. Our assignment was to create a fully functioning toy able to be used by children with disabilities. The idea my team came up with was a rocking toy, known as The Rocker Board, which was tailored towards kids who tended to sway and move a lot, such as children with autism. The toy was designed with the intent to take this movement and turn it into a safe and enjoyable activity.

3.jpg
Studio I: Projects
bottom of page