FIRST Senior Mentor
Over 1500 hours of FRC experience
Ran a team in 2014
Made a lot of mistakes
Will address them at the end
Simple
Consistent
Effective
Goal
Design
Results
Prototype
Building
Testing
Engineering
Analysis





Team 67 in 2012 is a perfect example of the balance between simplicity and being effective.


Some strategies take away potential
1 pointers in most games
Some strategies are 100% effective - no points are lost
Some strategies aren’t used commonly - opens opportunities to be most effective
Opposite is true too - popular strategies “steal” each other’s potential
Being effective is a combination of:
You can think of your design as having a +/- value, being worth a certain amount of points per game.
Do not fall for the "we'll get it working better later"
Prototypes are there for a reason!

For most people, this comes naturally.
Well, not really. Smart ideas start as "obvious" ones.
Countless examples of teams - consistently the most obvious solutions are ignored because they don't feel "clever" enough.
Iterate on the obvious ideas, don't purposely go outside the box.
Other teams are your best resource during build season
Look at industry solutions and bring them to simple ideas. (ie. 2012 tennis ball thrower VS. basketball shooter)
Be clear about when design decisions will be made. The people who want to be heard need to be there prior to that time.
Once you've decided, do not go back.
Design should always be done before week 3.
Each team must have a defined way to make your design decisions.
As always, every team is unique.
My experience:
Transmit power from the motors to the drive shafts.
It is important to choose a gearbox with the right gear ratio for the setup you are using (wheel size, sprocket gearing, number of motors, etc).
Three main decisions to make when choosing gearboxes: custom vs. stock, high speed vs. low speed, and one speed or shifters.
Off The Shelf
Ready to go - no time spent troubleshooting.
Very specific options available.
May have to modify designs to work with stock gearboxes.
Custom
Design and labor intensive.
Can be made to work with design - easier to access, install, maintain, replace, etc.
The “pro” option.
High Speed
More maneuverable, less time to traverse field, harder to block.
High speed = minimal torque = minimal pushing power.
Low Speed
Pushing power.
One Speed
Simple. Very little maintenance required.
Have to choose - either fast or slow.
Shifter
Multi-speed pneumatic operated transmission allows for comfortable motor RPM ranges at different speeds.
Custom shifters are difficult; if you choose shifters, off the shelf/modified will likely will be be your best choice.
Can be both fast and pushy.
There are three options for power transmission, being belts, chains, or gears.
Lightweight
Durable
Not adjustable


Perhaps the easiest option.
Maintenance intensive - tensioning as they stretch, grease, etc.
Not always accurate - you need to remove two links when you remove one.


Some teams decide to go with an entirely geared setup.
Requires minimal maintenance.
Requires most know-how to build.
Slightly heavier than belts, about the same as chains.

Drivetrains are the base of any robot.
They are the wheels, motors, and metal that allow the robot to move around the field.
There are drivetrains that allow for omnidirectional movement at a cost of complication and pushing power.
Types of drivetrain
Potential for high speed and
pushing force.
Agile
Very complex.
Extra motors required for
manoeuvring.
Difficult to program and drive.


Fairly easy to design and build.
Agile (if implemented correctly).
No potential for high pushing force.
Requires one gearbox per wheel.
Wheels are expensive.



Agile
Can be configured in a wide variety of ways.
Requires one gearbox per wheel.
Difficult to drive and program well.
No potential for significant pushing force.


Can switch wheel in contact with floor using pneumatic cylinder.
Allows for omnidirectional movement as well as pushing power when needed.
Complicated. Really complicated.




Easiest drive
Can be configured in 6, 8, and 10 wheel variations.
Steers like a tank by controlling the wheels of each side independently.


Need to move something linearly?

Pneumatics has pros and cons

Options are:
Essentially, if you need something small to happen, FRC is a bad place to do so
Look at smaller robotic parts (PM hobbycraft is great)

When you just need pure torque or lifting power:
Motors are great because you can always extend torque to crazy proportions. You'll never be limited by a CIM or BAG motor.
Software is underrated as a key component of design
Outline in advance:
What the robot will do
How it will do that
What and how software will make that easier
What kind of autonomous modes it will have
How safeties will be implemented
More scoring in autonomous
Consistency and avoiding breakage
Consistent uptime
Uncovered features and aspects of strategy
Do your electronics get interference from the physical components of the robot?
How does the game object move through your robot (if it does) ?
As mentioned before, ensuring nothing conflicts which another subsystem
Design with the entirety of the robot in mind! Never prototype without that consideration.

Climb all three levels
Less than 30 seconds
Simple explanation of mechanism
3 different prototype ideas
Ways to iterate that design





“The best designers sometimes disregard the principles of design. When they do so, however, there is usually some compensating merit attained at the cost of the violation. Unless you are certain of doing as well, it is best to abide by the principles.”
- William Lidwell, Author of Universal Principles of Design
Unity
All elements of the design work together
Cohesive flow
Balance
Components fill the holes of other elements
Ex. Floor loader & Shooter
Dominance/emphasis
Main elements should be obvious
Functionality is naturally dominant part of design