CLIMBING CENTRE PROJECTOR FOR TEACHING AND GAMES TECHNICAL REPORT Tristan Brown / 14-01-2020 / Student ID: 160224397
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TRISTAN BROWN TABLE OF CONTENTS INTRODUCTION Project Summary Trend Analysis Market Research Competing Products User Research Design Direction
5 6 7 8 9 10
DESIGN PROCESS Brainstorming Ideas Inspiration & Conceptualisation Concept Ideation Peer Review Form Development Ergonomic Development
12 13 14 15 16 17
FINAL PRODUCT Final Renders Functional Demonstration Technical Details User Interface
19 -21 22 23 24
DESIGN FOR MANUFCATURE Engineering drawings Manufacturing Methods Material List Business Plan Technology Used
26 -30 31 32 33 34
PRODUCT EVALUATION PDS Evaluation User Testing
36 37 - 38
PROJECT CONCLUSION Future Developments Conclusion and Reflection References and Appendics
40 40 41 - 43
Chapter 1
THE INTRODUCTION
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THANKS TO First of all I would like to thank Tim Whitehead and Becky Mallaband for their continued support and addvice throughout the project. I'd also like to thank George Berry and Danny Ellis from Redpoint Birmingham, their help during interviews has provided valuable consumer information.
MISSION STATEMENT When summarizing the previous report “An investigation into preventing injuries in climbing”, the analysis proposed that over-use injuries were the most common, which were primarily caused by poor technique. In reaction to this a projector-based teaching tool for climbing centers was designed, in order to increase the speed at which knowledge passes at centers. This report covers the design process, as well an in-depth analysis of the product proposal.
PROJECT SUMMARY The climbing market in the UK and across the globe is growing, this can be seen by the sport’s recent recognition into the Tokyo 2020 Olympics. In addition, the Association of British Climbers (ABC) released an article [1] stating that in 2017 there were around 1 million independent indoor climbers in the UK. The article also expected this number to grow by 15-20% each year. This clearly showed the growth in market, specifically around indoor centres and related equipment. In the research paper “An investigation into preventing injuries in climbing” the author concluded that the primary cause of injuries in climbing was poor technique, followed by over-use of certain parts of the body and lack of or inefficient warm-ups. Other insights observed were: • • • •
Over-use injuries are the most common, mainly in the fingers and wrists. Warm-ups are seldom conducted to the right level Poor technique is a primary cause of injury The number of beginners in climbing with little experinece or knowledge of saftey has been growing. The highest proportion of this segment is found in boudlering.
From this author’s study it is clear a device designed for indoor climbing centres would have a larger user group and market. It also showed that a significant number of beginners are receiving a lack of training on how to climb and warm-up correctly, which explains the lead cause of injuries being poor technique. A product that encourages the training of beginners at indoor centres could resolve an important problem in the sport. This report will cover how the author has utilised previous work and their design specification to direct their design process, in order to develop a product that benefits the market. Initially this report will further assess trends, markets and user groups to establish a clear design brief. Thus, providing a key outline for ideation phases, whilst being a template to evaluate the relevance of designs.
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TREND ANALYSIS
Growth in Technology (Augmented Reality) The progression of technology in the last decade has been dramatic. Augmented reality is one area where growth has been directed, commonly seen through people’s phones or VR-headsets. This limits the potential to those enabled with a device and can often be a hinderance particularly in active pursuits. An area of augmented reality more suited to indoor climbing would be projection, requiring the recipient to wear nothing and no changes to the climbing wall itself. This would unlock teaching opportunities, entertaining people and increasing the capacity of routes on a wall.The implimentation of this has been covered later on in the report. The advancement in projector systems has been steady, slowly increasing the brightness and accuracy of bulbs. Allowing smaller units to display bright and clear images over large surfaces or at further distances.
Healthy lifestyle and fitness boom Proceeding in similar ways to the previous trend, a growth particularly amongst younger demographics is the adoption of healthier lifestyles. In part driven by the “perfect social media lifestyle” but also the availability and variety of fitness centers. This can be seen in the rapid rise of cross-fit since 2015 which caused a great number of specialist sites to open. A Bloomberg article [2] states that same growth is expected to hit the climbing scene primarily in bouldering. Which is an aspect of the sport many believe is more accessible to more people than cross fit.
Adventure sport The growth of climbing has rocketed in recent years, due to a growing trend particularly amoungst millennials and gen z’s of taking part in adventure sports. In part due to perceived benefits to social media status. People can now take part in climbing within city centres, creating an edge in terms of proximity and regular conditions. To capitalize on this growth many companies have been adapting business models to suit these age groups. This was seen through climbing centre’s adoption of current trends like eco-friendliness and artisan or vegan food. In designing a product within this sport, keeping it up to date with this demographic’s trends would open it to a larger market.
Urbanization Finally, though a very predictable trend, is the growth in urbanization. Scientist estimate over 75% of the world’s population will be living in cities by 2030 [3]. This will predictably make city based climbing centers more popular, providing vital activity and respite for locals. So a product which provides a competitive edge for a centre would be vital.
MARKET RESEARCH Competition within the climbing market is consistently growing, due to the greater awareness and recognition of the sport. There are many large companies that solely supply this market. These being Black Diamond, DMM, La-Sportiva and Scarpa. Many of these companies are focused on apparal. To find a niche in this market it’s best to move away from apparel related items, due to the already diverse range. Below the author has listed key climbing product suppliers on a competitor map, to asses pricing and how specialised they are. High-End
General Mountaineering Equipment
Specialised Climbing Equipment
Affordable
Figure 1:Competitor mapping
Analysis of some of the largest competitors in the climbing market, revealed a concentration slightly more towards specialized climbing equipment. Pricing of companies seems to be similar with a few enomilies in the high end. This showed that there was potential for a product or company to be focused on a specific role and still be competitive. Assessing the competitors pricing showed willingness from the customers to spend money on high-end gear. Though it should be noted that the lead high-end companies focus on apparel.
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01-BEASTMAKER 02-INSTRUCTOR 03-MOONBOARD COMPETING PRODUCTS
Although the competition is stiff, there are fewer products related specifically to climbing training and teaching. The area in which work by the author previously highlighted as having potential. Thus, below is a list of the most relevant competitive products specific to training and teaching, in the authors opinion. These have been graded on a subjective scale of usefulness, based primarily on how much they help someone train. Specific focus has been concentrated on finding unique design elements that could potentially benefit the later design stages. In addition, any aspects not facilitated by these products can highlight potential gaps in the market.
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Pros
Pros
Pros
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Milled from a single piece of wood, making it very durable. The product has a long lifespan of over 10 years, even at centres where it is used repeatedly. The device if used correctly can help train and improve finger, arm and shoulder-
- - - -
A benefit to businesses as charging for lessons can be lucrative. Lessons can be conducted outside at crags. Personalised training to the client, as an assessment of ability can be done in person. Very accessible and popular with beginners, who probably take the most from the sessions. Can teach proper technique and train all parts of the body.
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Full body training can be achieved. Thousands of routes can be created via an app and shared throughout the community. As the holds and positions are the same wall to wall. Does not require safety training or an instructor to use.
Cons
Cons
Cons
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Requiring mounting to a solid point with free space below, making it very immobile and often only mounted at centres. Costs £80, which is relatively expensive. Except for tutorials online, the device comes with no teaching aspect. The device is suited for medium to highly experienced climbers, as people starting to climb won’t go on hard enough routes to justify this sort of training.
- - -
Lessons prices vary wildly, though for an adult tend to be in the ballpark of £25 to £40 per hour. Meaning the cost can build quickly and taking part consistently is expensive. Requires experienced staff, that need to be paid. Requiring the user to go a centre offering this training, which can be commonplace in cities. Which makes it inaccessible to many people.
- - -
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Expensive to install. A free-standing moon board costing £12,000 and a kit £3,000. Takes up space in climbing centres and can only be used by one person at a time. Created for bouldering only. Without an instructor present it serves as a training tool as opposed to teaching. As it does not teach technique. Limited by size and shape, so can’t re-create many problems that are found in outdoor climbing.
D
USER RESEARCH
Figure 2: Consumer Journey
To better understand the consumer needs, the author has evaluated multiple buyers for a teaching and training based climbing product. Candidates where selected from the largest potential markets. In this instance a climbing gym owner, specifically Danny the General Manager at Redpoint Birmingham, and a recreational climber called George were chosen.
Danny Ellis - GM at Redpoint Birmingham
George Berry - Climbing Enthusiast
How do you teach people with little experience to get better at climbing? “Climbing is mainly about technique, a lot of people come in here thinking it’s all about who’s stronger. It’s the people who listen that zoom up the wall, the ones who use their legs instead of relying so much on their arms. We try and teach them basic technique, about where to put their feet, what body positions take the strain off their arms. This can be difficult because usually we have one trainer for every 4 people climbing and their job is mostly to teach proper belaying technique. I think fear comes into it a lot, until someone’s fallen a few times on their rope, they find it difficult to trust it when going for big moves.”
Could you, sum up you climbing journey for me and how you got to where you are now? “I started climbing 4 years ago, when joining university, since then I have improved leaps and bounds. When learning to climb I didn’t use much equipment, as I believe doing the sport is the best way to learn. I did bouldering and top ropes equally at the start, around twice a week. My earliest challenge was learning the technique required to climb properly, though I had plenty of help through experienced climbers in the club, they often yelled terms at me like “put a drop knee in”. It took me a while and some YouTube videos to learn what they meant. Though eventually when I understood some basics, it was my friends and fellow climbers that helped me progress, mainly through just showing me what to do. I suppose training equipment like fingerboards help later when you get good, but at the start all you really needed is someone to show you where to put your feet, what position to be in.”
What kind of wall do you teach new people on? “We try to teach them on slabs, again cause its easier on the arms. Typically, short routes are better for newer climbers. Though these aren’t that popular amongst experienced climbers as they want longer more varied walls to climb more similar to that outdoors. This limits the number of useable walls we have for newer people; we tend to stick to the same five.” Do you ever have staffing difficulties when teaching? “During Peak times, yes, it can get quite hectic. But I feel the human interaction and good quality teachers are the best way to learn.”
Would you consider a product that helped you train? “If there was a system that showed me on the wall how to climb, I’d use it in a heartbeat, but I don’t have much money. I’m a student and paying entry to centers already feels like a lot.”
Is there anything that you believe, could help your trainers? “With all training it’s difficult to direct people from the ground verbally. You are in a crowded center and anywhere from 3 to 6 meters away from your pupil. It’s easier when bouldering as we often show them what we mean, we can’t do that while there half-way up a wall.”
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DESIGN DIRECTION Summary of findings When assessing this authors research in this document and “An investigation in preventing climbing injuries”, patterns can be found through the repetition of similar issues brought up by data and market analysis of user interviews. When summarizing these, a few key design criteria can be made which set guidlines to ensure adherence to customer needs. 1. The product should utilise emersive tehnology to attract buyers 2. The product should be able to teach a wide skill range 3. The product should add to the enjoyment of climbing 4. The product should be moveable 5. The product should be easy to set up and not limited to one area. Unique Selling point Primarily through assesing the market and competiting products it was clear the niche in the training and teaching side of the climbing market was technology intergration and accessibility for all skill levels. The majority of climbing products at the moment tend to focus more on the middle to higher skill and experience levels. To create a unique selling point a product should appeal to all skill levels, especially beginners as they inherently increase the market size and could utilise technology in a more immersive way that improves enjoyment. Currently the market solely relies on instructors to teach, incoporating technology here would be unique. Updated Design Brief Updated research has made the design brief less relevant, as it was based partly of speculation as to what the consumer would want. For that reason, the author has decided to re-write the design brief to better match user desires. This focus on the user will be revisited at every decision covered further on in this report. “To design a product that uses immersive technology to help teach new climbers and train existing ones, whilst enhancing the enjoyment of the sport.”
Chapter 2
DESIGN PROCESS
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DESIGN PROCESS INTRODUCTION For this author the design process focused on the user, ensuring at every stage from ideation through development to a final proposal that the customers’ needs were met. The customer in this case would be climbing centres, so design particularly later on focused on function, so that what we offer would be valuable to their businesses.
BRAINSTORMING IDEAS Initially 15 ideas were created and pitched to a group of designers. Each design had a different method to teach training, skills or warm-ups to climbers. Variety was key in this stage, to ensure multiple solutions were assessed. They were assessed on the feasibility of the design given the time and course restraints; the potential of that market; whether the design idea offered something unique and finally how well it met the previous design criteria.
Having assessed these the author decided partially based on the groups feedback that the solution using a projector system to teach people at centres and show new routes had the most potential. The decision was made because idea offered something unique which hadn’t been tried before. The idea had scope in that not only would it be a valuable training tool but also offer help and new routes to more experienced climbers.
INSPIRATION & CONCEPTUALISATION Introduction This section elaborates on the selected idea from the brainstorming process. The author has sketched several forms for the projector system, testing different design details on each. These sketches will then be put through a peer review process to ensure adherence to the design criteria and brief. Inspiration For inspiration a collection of photos was gathered that show design elements which the author feels are relevant to the product and market. These have been arranged to form a mood board that should enhance the designer’s creativity in the upcoming section.
“Good demonstration of form and clean lines”
Environment This product was aimed at climbing centres, which would make up almost all of the customers given its function. For this reason, analysis of the environment in a climbing centre was done to ensure the product didn’t get in the way or look out of place. Key aspects of a climbing centres are as follows: 1. 2. 3. 4. 5.
Bright holds that use luminescent colours, stand out from usually plain coloured walls Walls tend to be flat, with triangular protruding sections Centres are well lit, so the projector would have to be very powerful Two or three toned walls are common, the most common colour being white Centres are usually crowded so things need to be clear and stand out
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CONCEPT IDEATION
PEER REVIEW Introduction The peer review was conducted in a small group, where-by sketched designs were presented. The process took place in conjunction with the conceptualization phase. There was no direction for the feedback, giving people the possibility to be critical from whatever angle they found appropriate. Following this the author used the feedback (Appendix, section A, figure 1) to direct their designs and pick the one design that showed the most potential. This design was passed on to the development stage, which would also refer back to the feedback gathered here and the design criteria
Key points From the peer reviews a few key points stood out due to relevance or how frequently they came up. These were: 1. The product should have lens which can pivot to track the climber up the wall 2. The product should have a wide base to ensure stability 3. The product should have the option of bright colours to make it stand out in a crowded centre 4. The product should be easy to adjust and programme new games or routes Chosen Design This design was chosen as it features a pivoting point and has a low footprint. This feature is useful in a centre with little space. Finally, the design has sharp angles and straight edges to imitate some of the features of climbing walls.
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FORM DEVELOPMENT
The development focused on the supports and main body of the product, attention was placed on ease of manufacture and realtion to the environement. For these reasons, the tubular bent legs were chosen as well as the projector box comprissed of angled triangles, as this mimics the features of many climbing walls.
ERGONOMIC DEVELOPMENT
Ergonomics is how people physically interact with a product. The main touch points of the projector design were the controller buttons. The trianglular design was chosen as it was sleek and roughly ressembled the formation of mountains. In addition various fully scaled buttons were drawn on paper, to test dimensions and their ease of use. 17
Chapter 3
FINAL PRODUCT
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VERTICAL
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FUNCTIONAL DEMONSTRATION The possible application for the product are almost limitless. Given the product operates off a connected computer over-the-air updates could continually increase the usability and variety of features offered. The primary features of the product are listed below: » Projecting markers on holds to help direct climbers but also increase the amount of routes on a climb. Marking out a mix of hold from different routes could jurastically increase the amount of routes. » Projecting silhouttes to aid climbers in getting into correct body positions and getting through difficult sections. This has the potential benefit of reducing injuries. » Projecting games on the wall to entertain all climbers, especially beginners. » Games could have the added benefit of distracting slightly nervous climbers » Space Invaders: Dodging moving aliens, which get faster the further up you climb. » Snakes and ladder: Only being allowed to climb on ladders and getting points deducted for touching snakes. The snakes could start to move in higher levels. » Races: given the tracing capabilites of the product, the user could race against mates, whereby the last climber has a projected silhoutte, to race against.
TECHNICAL DETAILS
1. 13. 2.
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1. ZED 3D tracking camera 2. Optoma short throw lazer projector 3. 60mm corsiar fan [2] 4. Pulley and Belt System 5. 6Nm geared motor 6. DC power supply 7. Arduino Uno [3]
6. 8. Motherboard 9. 120mm corsair fan [4] 10. Spur, mount and motor 11. Rachet 12. Tilt Sensro 13. Supporting Mount 23
USER INTERFACE Up Arrow Down Arrow Select Mode Zoom Settings Power
Switch design was kept minimal and features straight lines and sharp edges to simulate rockfaces and climbing walls.
To scroll through settings and function the projector will display options on the nearest wall.
Chapter 4
DESIGN FOR MANUFACTURE
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2 1 Grab CAD Three of the CAD items were downloaded of grab cad, so it was someone else's shared work These being the arduino [1] and both of the computer fans [2] [3]. This was done as these items were for demonstration purposes only in the CAD and these were fast accurate drawings. They are decoration pieces to show where real components would be in real life.
SOLIDWORKS Educational Product. For Instructional Use Only.
MANUFACTURING METHODS Part
Manufacturing Process
Finishing Process
Top Panel & Bottom Panel
Sheet stamping (Aluminium alloy 2024)
Anodising
Step 1: Load a 2mm thick sheet of Aluminium alloy into the stamping press Step 2: Remove from stamping press Step 3: Load stamped sheet onto laser cutter for precise cutting of drill holes Step 4: Prepare material for anodising
Side, front, back and mid sections. Mounts and supports
Plastic Injection Moulding (ABS)
None
Step 1: ABS Side and front panels are produced through injection moulding Step 2: Excess trim cut away
Legs
Extrusion and Pipe bending
Chromed
Step 1: Steel is extruded at heat through a dia Step 2: The cooled steel is bent to form using a jig. Step 3: The pipes are dipped and chromed to improve durability
Figure 1: Sheet Stamping
Figure 2: Anodising Aluminium 31
MATERIAL LIST Parts
Material
Manufacturing Technique
Top Plate and Bottom Plates
Aluminium Alloy 2024
Sheet Pressed
Supports
Steel stubbing 20mm diameter
Extruded
Mid Sections and mounting brackets
ABS
Injection Moulded
Parts to build
Supplier
Amount/ Dimensions
Cost
BUSINESS PLAN Retail Price: £13,000.00 The closest large scale rival to this product would be the Moonboard by Moon, which has an upper model that retails at £10,000. This product used LED's to vary routes on a pre-built bouldering wall. Vertical was a stand alone projector system, which advanced 3D mapping capabilities. The product has the potential to be used on any climbing wall within a height restriction of 25m (which are rare). Target Market The target market for this product was climbing centres and bouldering gyms, rather than personal buyers. This was due to the fact they already own climbing walls and an exciting new product could help increase customers. Climbing centres are also likely to have a much larger budget for equipment than personal buyers.
TECHNOLOGY USED
Lazer light projector - Optoma Conventional projectors use bulbs as a light source which are prone to fading over time. However, more high end projectors use lazer light sources, typically one for Red, Green and Blue. In this case having a life span of 30,000 hours or approximately 10.2 years (assuming 8 hours of use per day). The Optoma projector chosen has a short throw ratio of 0.79:1 (distance from screen divided by width of screen. Which enables it, if the lens was calibrated vertically to project roughly a 4m screen from only 3 meters away from the wall. Ideally the projector would be distanced around 5 meters from the wall. A climbing centre is brightly lit, brighter than most home lighting, so a powerful projector will aid in image clarity. The optoma projector chosen has one of the higher in class lumen readings of 6,300, which should be suffiecent for daylight projecting. To help though, high contrasting images to the background should be used.
ZED - Stereo Labs The product gathers depth data through two 12cm spaced camera's. Throught the difference in images created in each camera depth and 3D motion in space can be worked out from the phototage in the same way the brain works. The ZED camera was chosen for its 30m maximum range, wide viewing angles and a drop of 1% of accuracy at closes distances and only up to 9% at far. When using it for Vertical, the camera will help track the whereabouts of the climber, in relation to features it regonises on the wall. Real time 3D mapping software, will collate the data to control the pitch of the device throuh the motor and sensors. In addition what image the projector is showing. Tilt sensor (inclinometer) - Cliff Electronics There are several methods of measuring the angle of devices, a capacitive tilt sensor was used in Vertical, as it was relatively low cost and accurate. It however has a relatively slow response time but that should impact the function of the device. Geared Motor A geared DC motor was chosen to power the pulley system (similar to ones used in drills) to rotate the device as it had a relatively small form factor compared to its maximum output of torque. It was calculated that the torque required would be at least 5.54Nm. 33
PARTS LIST Part
No. of Power parts consum for 1 ption unit
Heat Dissipa tion
Weight (kg)
Dimension Connection s (mm)
Purpose
Cost
Supplier
Optoma ZU606TSTe
1
389 W
1,328 BTU/hour
3.2 (estimated stripped weight)
302 x 374
HDMI + Power Socket
Projecting image
£6,575.5 0 £3,250 (est. compone nts price)
Optoma
ZED (require GPU w/ 3.0 CUDA)
1
0.38 W
0.17
175 x 30 x 33
USB 3.0 (+ for power)
Stereo Labs
Stereo Labs
Ryzen 3 3200g
1
65 W
Corsair 60mm premium magnetic fan Corsair 140mm premium magnetic fan MB ASRock B450 ITX/ac AM4 (motherboard) Memory: Vengeance LPX 8GB DDR4 MSI NVIDIA GEFORCE GTX 1050Ti Crucial CT500P1SSD8 P1 500 GB Corsair CX450M 450 Watt (power supply)
1
0.259 W
0.18
60 (dia) x 20
(powered off motherboard)
Run tracking and projection software Case airflow
£286.40 £210 (est. bulk discount) £75.00
£13.99
Corsair
1
0.259 W
0.23
140 (dia) x 25
(powered off motherboard)
Case Airflow
£21.99
Corsair
1
Variable
0.499
17 x17 x 4
Needs power unit
£109.99
Scan.co.uk
1
1.2v
(powered off motherboard)
£49.99
Scan.co.uk
1
Max 300W
0.29
PCI-E
£135.97
Nvidia
1
3.3V
0.018
80 x 2 x 22
M.2
£61.60
Crucial
1
Supply’s 450W
150 x 86 x 140
UK Plug Type
Supply motherboar d
£57.99
Corsair
STT280/60/P2 SENSOR TILT(+/60DEG)
1
0.5 - 4.5V
48 x 28 x 17.3
(powered by Arduino)
£32.16
Farnell
Arduino Uno Rev 3
1
0.025
68.6 x 53.4
USB 3.0 (+ for power)
20 (euros)
Arduino
Niolec 6Nm motor
1
5V (operating voltage) 19.2 W
1.2kg
59.8 (dia) x 163.3
Measuring tilt or inclination of product Gathering tilt sensor data Rotate top section
£123.99
RS pro white LED strip
1
12V
Design element
£8.84
CP30105 2x USB 3.0 (stacked), Type A, Cliff electronics CP30200GX HDMI Connector
1
31 x 26 x 33
£8.72
1
31 x 26 x 33
£5.06
Farnell
CP30211 USB 3.0, Type C 3-108-463 Power Entry Connector, IP40, C14
1
31 x 26 x 33
£7.78
Farnell
£11.27
Farnell
NK20/16 Budget Needle Roller Bearing
2
External I.O. / connection s External I.O. display port External I.O. Case power supply and on/off switch Reduce friction at pivot point
RS component s RS component s Farnell
£8.18
Simply bearings
Electronics
1
250V (max input) AC
65W (TDP)
40 degrees (continuou s output temperatu re)
10 x 1000 (cut-able)
48 x 63 x 50
20 x 28 x 16
(Powered by motherboard)
Ryzen
Chapter 5
PRODUCT EVALUATION
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PDS EVALUATION Given the chnages in the design since the last PDS, they have become some what irrelevant. Hence why the author wrote a second set. These were: 1. The product should utilise emersive tehnology to attract buyers 2. The product should be able to teach a wide skill range 3. The product should add to the enjoyment of climbing 4. The product should be moveable 5. The product should be easy to set up and not limited to one area. From analysing these design specification its clear that the Vertical product, has sucessfull forfilled each of the design specifications. Figure 1: Old Design Specification
DESIGN SPECIFICATION
DESIGN SPECIFICATION CORPORATE SOCIAL RESPONSIBILITY 01/12/19
The product idea at the moment is a training device to help climbers learn good tehcnique and warm-up properly to prevent injury. Form - The product should work with an app, which has all the lesson's and skills on it. - The product should include some form of motion tracking, to ensure the climbers is using good tehcnique - The product should be lightweight, in order to not impede on the act of climbing - The product should be no larger than 20 centimeters cubed - The product should not be able to get caught on anything whilst climbing risk the lcimbers life - The product should be made of a soft material, as a part of it will be worn - The product should have controls that can be operated on when the user is severily tired Manufacturing - The product should be able to be porduced using mass manufactuirng techniques, ideally from as few parts as possible - The product should be manufacturable on a small scale as well, so that if it were to launch large quantities wouldnt be need to initiate production - The product should be manufactured in the UK to reduce carbon footprint Life cycle - The product should use recycled materials where possible, to lessen its environmental impact - The product should be robust in order to withstand the bad treatment it will recieve during its life with a climber - The product must at least be funtion for 10 years, as it will be priced fairly high - The product must factor in end of use recyclin to its design - The product should be waterproof and suitable for indoor and outdoor use Market - The product should be pitched at the young adult segement between 18 and 32, as research shows this to be a growing area - The product should be priced around the £100 mark, as most climbing equipment is expensive as it is specialised - The product should be able to offer something niche in order to compete with other training devices on the market
USER TESTING The products design was shown to a group of three climbers, each with varying skill levels. The most experienced having climbed for 5 years, the least 6 months. Attached you will find images or a CAD file, which shows a projector that uses 3D mapping and real time motion tracking to cast an animation onto a climbing wall as you climb. The idea is to help the user when they get stuck by projecting beta or alternate routes. In addition the product can display multiple games like a simulation of Donkey Kong, snakes and ladders and cartoons to help you climb and have fun. Please fill in the table below, however you like. Your feedback is appreciated. Feedback
Hannah
Emma
George
What are your feelings on the design of the product?
I like the overall design, I’d maybe make the blue brighter.
The design looks practical and stable.
Angular design of the main body is eye catching, making the product look high quality. The stand on which the main section sits doesn't meet this same standard, looking like many everyday products such as chairs.
Would you find what it offers helpful and why?
When climbing my friends on the ground usually try and help if I can’t work out the next move on a route. However, it is sometimes difficult for them to describe/explain the next move from where they are standing. As a beginner, this could help me when I get stuck on a route.
Yes. When I am stuck on a route, it is usually difficult to see what move to make next, even after studying the route well, so I get tired easily from pausing to find the next move meaning I cannot complete that route even if I had the technical ability to do so. This would eradicate this problem and enable climbers to climb to the best of their abilities.
As an experienced climber the basics can often be forgotten. Having a product that could aid in reinforcing these basic maneuvers could greatly improve my overall climbing ability. If the same climbing centres are visited often I may have completed all the climbs available at my level, this makes the climbing environment feel stale and I am less likely to go to this same centre until a rest of the routes has been completed. Having a product like
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this would increase the range of climbing available increasing the attractiveness of climbing at centres using it. Do you think a climbing centre having one would affect your choice in where you go and why?
Yeah, if a climbing centre chose to invest in this product I would be more likely to choose this centre if it could help improve my climbing. Also the game aspect sounds fun.
Yes. If I knew this product had the ability to improve my climbing, I would choose a centre that owned one to further my skills.
Yes as discussed above having a greater range of climbs far increases the likelihood of me visiting the centre often, if this was linked with training. I would probably visit the centre with the product more often than others.
What would you be willing to pay for one?
£13,000
£10,000
As I would not be the purchaser of the product it is hard for me to put a price on it. But as a ballpark figure around £20,000
Do you think there is anything missing from the product?
You could add an app to be able to track your progress on routes/games etc.
A bright colour that stands out would ensure it was visible and prevent users from tripping over it and injuring themselves or the machine.
A better stand would make the product look higher quality, possibly increasing sales.
Any other comments or feedback.
Chapter 6
PROJECT CONCLUSION
3939
FUTURE DEVELOPMENTS This section by auther covers any improvments or future changes that could be made to the product, most derived from user feedback but also changes in technology. Improvments From the authors analysis of the user feedback 3, main areas for improvement were highlighted. 1. The product should be available in more colours, including more vibrant ones to make it stand out in a climbing centre. 2. The products stand should have a higher quality finish to match the rest of the product 3. The product should be pairable with an app, which allows easier and more complex control of its systems. AI Learning Given the progress and improvements in computer hardwear and AI programs, in the future it could be incorporated into this device. Tracking everyones movements and how they go about solving routes. This data could be collated and analysed to improve general climbign technqiue as well as finding the best possible route up certain walls. The learning potential from the data could also be valuable, in a similar way to Tesla data gathering to improve driverless cars. The data could help research into findind the out how people improve or get injured in the sport.
CONCLUSION & REFLECTION To concluded the vertical product sucessfully forfilled the design specification, set out at the start of the technical report. Primarily by utilising emerisive technology, through augmented reality. The product offers a unique service which has the potential to attract more business to climbing centres making them stand out from there competitors as the Vertical projector offers unparralleled entertainment benefits, especially for young climbers. Though some improvements to the product interface could be made, to potential function and broad opportunity for growth makes it a suitable business venture.
APPENDICS & REFERENCES References: [1] Association of British Climbing Walls. (2014). About the ABC - Association of British Climbing Walls. [online] Available at: https://www.abcwalls.co.uk/about/ [Accessed 3 Jun. 2020]. [2] Grabcad.com. (2020b). Free CAD Designs, Files & 3D Models | The GrabCAD Community Library. [online] Available at: https://grabcad.com/library/computer-fan-60mm-1 [Accessed 3 Jun. 2020]. [3] Grabcad.com. (2020c). Free CAD Designs, Files & 3D Models | The GrabCAD Community Library. [online] Available at: https://grabcad.com/library/arduino-uno-8 [Accessed 3 Jun. 2020]. [4] Grabcad.com. (2020a). Free CAD Designs, Files & 3D Models | The GrabCAD Community Library. [online] Available at: https://grabcad.com/library/computer-fan-120mm-1 [Accessed 3 Jun. 2020].
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Appendics Section A Figure 1: Peer Review Feedback
Doesn’t look like there will be enough space for electronics
Will be hard to adjust angle
Quite simple could do with a feature to stand out Triangle is good for the structure, but the base should be wider to make it more stable. Looks like a bucket, not nice
Seems like there’s a lot of wasted space
Too big, too bulky
Thin legs might snap
Looks like a document folder
Is this a minifridge
Doesn’t rotate
Submarine? How will this look up the wall Nice rotation mechanism, will it work on any height wall. Stolen from portal (the game)
Looks like Diglet from Pokémon Top heavy will fall over
Avoid standard projector design. Need a stable structure.
Pivoting mechanism could be knocked easily and would have to re-adjust angle each time.
Flimsy legs Spotlight design looks like other product, which is undesirable
How will this angle or point up?
Looks like a twinkie, might appeal to the American market.
Not very different from available projectors
Do a Millennium falcon design from Star Wars, might appeal to kids and encourage climbing? “Showing them the way”
Tacky design looks like a book.
I like this; however, the post may need to be thicker and sturdy to prevent falling
Looks like an Ice-cream sandwich
To similar to tesla logo IP issue
See through? Should be coloured so climbers don’t walk into it.
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