Year 9 Steady Hand Game
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Transcript Year 9 Steady Hand Game
Year 9 Steady Hand Game
Remember to clean all remaining
photopolymer from the surface of the
copper tracks and pads prior to drilling
and soldering.
Drill size = ø1.2mm
Fixed value resistor
470Ω = Yellow, Violet, Brown
Push to break reset
switch – connected by
flying leads to the PCB.
There is no polarity on
this component.
Remember that the image of the PCB
below shows the board from the
component side. Your component pins
and wires should therefore pass
through the board to be soldered
directly onto the copper side.
Fixed value resistor
1K = Brown, Black, Red
Toggle switch –
connected by flying leads
to the PCB. There is no
polarity on this
component.
Buzzer – Remember red
lead = positive, black
lead = negative
gate
Battery connector –
soldered directly to the
PCB
PP3 – 9v battery
Do not connect the
battery until you have
had your circuit
checked by a member
of staff.
anode
cathode
LED – connected by flying
leads to the PCB.
Remember long leg
positive, short leg
negative.
Fixed value resistors
1K = Brown, Black, Red
10K = Brown, Black,
Orange
Thyristor – the silver side
should face across the
PCB towards the on/off
switch and battery
connector.
Contact pads should have
two pieces of multicore
wire long enough to allow
them to be soldered to
your wire track and hoop.
Design & Technology
Year 9 Steady Hand Game
Design Brief
You are asked to design and manufacture an electronic game which makes full use of the circuit illustrated on the previous slide.
The game must be capable of:
• detecting movement.
• making use of the latching function.
• being built in the time specified.
Restrictions
The game must be of a reasonable size (Max size 300X200X100mm, minimum size 100X80X50mm)
In the space below produce a bubble diagram of the key words and ideas which you think are relevant to the project.
When you have read this text, delete it to allow maximum space for your work
NAME
Design & Technology
Year 9 Steady Hand Game
ANALYSIS & SPECIFICATION
You should aim to produce at least 8 points for both the Analysis & Specification. Remember to write your points out fully in sentences.
Analysis
In the space below make a list of questions and areas that need to
be considered when designing the product.
NAME
Specification
In the space below make a list of points which you feel your design
must follow if it is to be successful.
Design & Technology
Year 9 Steady Hand Game
RESEARCH
Use this sheet to present your research as directed by your teacher.
NAME
Design & Technology
Year 9 Steady Hand Game
INITIAL IDEAS
Use this sheet to produce a minimum of 4 different ideas for your game. You should ensure that your work communicates clearly the details
for the case, as well as how the ‘contact’ is made.
Your sketches should include comments and clear labelling.
Delete this text once you have read it, to allow maximum space for your work and print out A3 size.
NAME
Design & Technology
Year 9 Steady Hand Game
EVALUATION OF IDEAS & DEVELOPMENT
Use the next two sheets to develop and finalise your chosen design.
You should try to include as much detail as possible on materials, manufacturing processes, methods of joining and assembly.
Again, remember to use a variety of drawing styles to convey your ideas clearly as well as comments and labels to explain your drawings.
Evaluation of Ideas
In the space below explain why you have chosen this design above the others. Remember to make reference to your specification.
NAME
Design & Technology
Year 9 Steady Hand Game
DEVELOPMENT - Continued
Use this sheet to concentrate on the whole design and show clear detail of every aspect of the finished
product.
NAME
Design & Technology
Year 9 Steady Hand Game
WORKING DRAWING
Use this sheet to produce dimensioned sketches of your final design as directed by your teacher.
NAME
Design & Technology
Year 9 Steady Hand Game
EVALUATION
NAME
Design & Technology
Year 9 Steady Hand Game– Evaluation Guidelines
Evaluation
Being able to evaluate your work and personal performance is a key skill in Design & Technology. It allows you to take a step back and look at
what you have achieved and to decide what you did well and what you could improve upon. This makes evaluation particularly useful as a means
of improving your work and performance in the next project you undertake.
In order for your evaluation to be useful there are several key areas you need to cover.
☻
Does your product look/function as intended?
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Have you made any changes to the design as a result of problems that occurred during manufacture and could these have
been avoided?
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Which aspect of the project did you find most challenging/rewarding and why?
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If you could go back and make changes to your design what would you change and why?
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Have you asked anyone else there opinion about you product? If so what did they say?
How to lay out your evaluation
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Be aware that your work is marked not just on its contents but on its presentation as well.
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Where appropriate use diagrams and sketches to illustrate your points. This is especially appropriate when you are
showing changes to your design.
☻
The best means of presenting an idea is through a combination of text (annotation) and graphics.
☻
Use headings and sub headings to divide your evaluation up into easy to understand sections which relate to the points
mentioned above.
☻
Remember that there is always room for improvement and that your first attempt, however good, is a prototype and
not a saleable product.
Design & Technology