Choosing, Prototyping and Testing Mechanisms
Use a weighted decision matrix to pick between ideas, build fast prototypes from cardboard and zip ties, and prove reliability with cycle testing.
In this lesson you will
- Identify the trade-offs between speed, reliability, complexity and weight
- Build a weighted decision matrix to compare mechanism ideas
- Plan a quick prototype using cardboard, zip ties and kit parts
- Run a cycle test and calculate a success rate
Lesson
By now your team probably has more mechanism ideas than time to build them. Strong teams do not pick the idea that sounds coolest or the one suggested by the loudest person. They compare options honestly, build quick prototypes, and test them with numbers. This lesson gives you a process you can reuse all season.
Mechanical trade-offs
- Speed: how quickly the mechanism completes its job. Faster mechanisms shorten each scoring cycle.
- Reliability: how often it works on the first try. A mechanism that fails during a match scores nothing.
- Complexity: how many parts, motors, servos and lines of code it needs. More parts means more things to break and to fix.
- Weight: heavy mechanisms, especially high up, slow the robot, make it tippy and strain motors.
These goals pull against each other. A faster intake might need more compression and a stronger motor; a lighter arm might flex more. For a new team, reliability usually matters most. Think about it this way: a mechanism that works 9 times out of 10 at a moderate speed will usually outscore a faster one that works half the time, because every failure costs a whole cycle, and sometimes the rest of the match.
The weighted decision matrix
- 1List the optionsWrite down three or more mechanism ideas for the same job.
- 2Pick criteriaChoose 4 to 6 things that matter, such as reliability, speed, simplicity, weight and how well it fits your tools and time.
- 3Assign weightsGive each criterion a weight from 1 to 5 based on how important it is to your team. Agree on these before scoring.
- 4Score each optionRate every option from 1 (poor) to 5 (excellent) on each criterion. For weight, a lighter design gets a higher score.
- 5Multiply and addMultiply each score by its weight and add the results to get a total for each option.
| Criterion (weight) | Roller intake | Servo claw | Passive scoop |
|---|---|---|---|
| Reliability (5) | 4 = 20 | 3 = 15 | 2 = 10 |
| Speed (4) | 5 = 20 | 3 = 12 | 3 = 12 |
| Simplicity (3) | 3 = 9 | 4 = 12 | 5 = 15 |
| Weight (2) | 3 = 6 | 4 = 8 | 5 = 10 |
| Fits our tools and time (3) | 3 = 9 | 4 = 12 | 5 = 15 |
| Total (max 85) | 64 | 59 | 62 |
In this example the roller intake wins, but only narrowly over the passive scoop. When totals are this close, the matrix is telling you that you do not have enough information yet. The best next step is to prototype the top two and let testing decide. A decision matrix does not replace testing; it organises your team's discussion and records why you chose what you chose, which is also excellent material for your engineering portfolio.
Prototyping fast
A prototype is a quick, rough version built to answer a question, such as 'Will tubing grip this element?' or 'Is this arm long enough?'. Cardboard, zip ties, hot glue, tape, wooden dowels and spare kit parts are perfect materials. A cardboard intake spun by hand can show in 20 minutes whether an idea works at all. Only once the basic idea is proven should you spend hours on a metal version. Keep each prototype focused on one question and change one thing at a time.
Reliability testing
A cycle test means running the mechanism through its full job many times in a row, the same way it will be used in a match, and recording every result. Pick a fixed number of attempts, N, before you start, for example 20. Count the successes and calculate the success rate: successes divided by attempts, times 100%. Write down how each failure happened, because the failure notes tell you what to fix next. Also time each attempt to find the average cycle time.
| Version | Attempts | Successes | Success rate | Main failure |
|---|---|---|---|---|
| A: tubing flaps | 20 | 14 | 70% | Element slipped when off-centre |
| B: wider roller, compliant wheels | 20 | 18 | 90% | Jammed twice at the stop |
| C: B plus angled ramp at the stop | 20 | 19 | 95% | One grab missed at full speed |
Key terms
- Trade-off
- Giving up some of one quality, such as speed, to gain another, such as reliability.
- Weighted decision matrix
- A table that scores options against criteria, multiplies by importance weights and totals the results.
- Prototype
- A quick, rough build made to test one idea before committing to a final design.
- Cycle test
- Running a mechanism through its full job a fixed number of times and recording each result.
- Success rate
- The number of successful attempts divided by total attempts, written as a percentage.
Practical exercise
Matrix, prototype, cycle test
- 1As a team, pick one game-element task and list three mechanism ideas for it.
- 2Agree on 4 to 6 criteria and their weights, then score every idea and calculate the totals.
- 3Build a cardboard or kit-part prototype of the top idea (or the top two if the totals are close) in under 90 minutes.
- 4Run a cycle test of 20 attempts, recording success or failure, the cause of each failure and the time for each attempt.
- 5Calculate the success rate and average time, make one change, and run another 20 attempts.
Knowledge check
Answer every question, then check your answers.