Professional Documents
Culture Documents
Tools Report
Tools Report
Tools Report
Goswami, Raghav
NetID- rg698@cornell.edu
Index-
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1. Introduction
2. Customer Value Proposition
3. Annotated Concept Sketch
4. Customer Affinity Process
5. Context Diagram
6. Use Cases
7. Use Case Behavioral Diagrams
8. Activity Diagram
9. Requirements Table-
i. Originating Requirements
ii. Derived Requirements
iii. Sysml Requirements
10. Concept Fragment Generation
11. Combination Tables
12. Functional Flow Block Diagram
13. IDEF-0
14. Decision Matrices
15. Goal-Question-Metric
16. Analytical Hierarchical Process
17. Quality Function Deployment or the House Of Quality
18. Sub-Systems
19. Operations Description Template
20. State Diagram & Matrix
21. Interface Matrix
22. Sequence Diagram
23. Behavioral Test Plan
24. Non-Behavioral Test Requirements
25. Verification Cross Reference Matrix
26. Severity & Likelihood Rating System
27. Risk Priority Number Table & Stoplight Graph
28. Failure Mode & Effect Analysis
29. Fault Tree
30. Parametric Diagram
31. Project Timeline
1. Introduction
We have implemented the concepts of Model-Based Systems Engineering in evaluating the design that
we have developed. By the use of Models, we can clearly distinguish between different domains and
aspects of the system, i.e., sub-systems, that cumulatively make up the system. Through this report, we
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have documented the implementation of MBSE via computer simulations. This is particularly useful as it
makes the entire design process both easily accessible and understandable. Since there are a multitude
of different teams that must come together to actually make up a system, the simulation being
performed on computers is particularly pertinent in the current climate. We hope that this report would
suffice in demonstrating the usefulness both of Systems Engineering and the design for the system that
we are proposing.
1. Intellectually stimulating
2. Visually stimulating and auditorily pleasing
3. Complexity of toy parts
4. Purpose of the toy
5. Supervision required to play/use the toy
-To make the toy intellectually stimulating we added an entirely customizable body, an online persona of
each pet that can be used for help in schoolwork, and a responsive body to allow users how to interact
with animals in the real world.
-For the toy’s visuals and audio, we included bright vibrant colors to each customizable part, “cute” eyes
and a volume control knob, which would limit the sound being produced by the toy.
-With the toy body being completely customizable and being easy to assemble/disassemble we have
served the need for complexity of parts.
-The need for purposefulness of the toy was met by providing elements of companionship, learning and
group play into the toy via the feedback & responsiveness of the toy and the digital interface also
provided.
-To make the toy safe to use without adult supervision we included the cameras and sensors which
would inform and alert parents of unusual activity and by making the toy completely non-toxic and bio-
degradable
-Additionally, all these features and functions were then interconnected to meet the broader need of
allowing for more relaxation and stress-free time for the parents.
-Bridge the gap between children and seniors by designing a toy that serves the purposes of both target
audiences.
Log Line-
An animal-pet toy (simulating an animal) with an online interface for multiple gameplay environments,
customizable and configurable parts, cameras, sensors and motors to allow for an enhanced experience
of bonding and playing with a “pet”, while the pet itself provides with safety and security of the users.
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how the plan for working of the systems’ parts was assembled. This is divided into Functional and
Structural annotated concept sketch. Following are pictures of the annotated sketches of our system.
The functional sketch serves to show the Functional/Working Components (WC’s) of the system. These
show which parts of the system would actually be working and interacting with the user on some level
of interface. The changes in our sketch was based mostly on how our users would interact with the
system, and whom we hope would be using the system, therein, defining value in terms of the user.
Contrast this to the structural sketch, which aims to explain the structure of the system vis-à-vis,
abstract actions and events that the system would undergo during a period of use. Both of these
sketches define for the investor why and how we plan on designing the intricacies of the system. Our
structural sketches were also updated on similar user value-definition basis.
Although not included in our process, there also is the Storyboard tool- fleshing out a story in which we
define the use of the system, which would help to a much greater degree to visualize the working and
functions of the system.
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Figure 1.2- Structural Annotated Concept
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Figure 2.1- Level 2 Sub-Grouping of Customer Affinity Process
5. Context Diagram
The context diagram further shows us what we expect the system to represent in the lives of different
stakeholders. This tool was used in our analysis to demonstrate the relationships between the system
and different users- this required defining who our users would be. We did not limit ourselves in
establishing this userbase- in fact, we went on to include teachers and senior citizens in our context
diagram, the latter of which opened up a completely new user base that we believe our system would
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be able to associate with. In designing for children, we found that senior citizens, particularly those with
neurodegenerative diseases would be able to interact with the uncomplicated design and model that
our system is aiming to develop into. Further, as most of the features, such as security, are required by
those who care for both infants and senescent individuals, we find that with proper marketing, our
system could effectively be a product that would run the gamut in terms of targeted users.
6. Use Cases
With the defined user base and interactions to be expected amongst different users, and between the
system and the users, we now come to defining use cases. Basically, these serve as models of prediction-
how we anticipate the user to actually interact and use the system. This is especially useful in defining
the weak spots in our design, the fault lines within the system, and what it is that we should aim to
design for. The use cases posed to the designers the case wherein both teams of designers and
manufacturers would understand how our user base would use the system. In many cases, we would
find that though the main function of a particular system is prescribed, in very few cases would these be
the only ones that the system would have to endure. As such this tool gave us the opportunity to define
erroneous behaviors that could be demonstrated on the part of the user. In addition, the use cases gave
us a chance to define certain behaviors that we would need both testers and designers to be on the
look-out for.
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Figure 4.1- Use Cases of the System
A particular instance of the use cases is the SysML Use Case Diagram. A major part of the programming
and design for systems engineers is the use of systems tools, which we have accessed via sysml. These
tools are particularly helpful in-
The sysml use case diagram is one the many sysml systems tools we have employed in our design of the
system, and through its deployment we understood why systems tools are required in the design
process. Beyond the stipulated points, in our case in particular, the use case diagram shows us the
different interactions which would actually define our system, and how these functions related to the
end-user.
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Figure 4.2- Sysml Use Case Diagram
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Figure 6.1- Use Case Behavioral Diagram 1
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Figure 6.3- Use Case Behavioral Diagram 3
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Figure 6.4- Use Case Behavioral Diagram 4
7. Activity Diagram
This is a special case of the UCBD- using sysml we define a particular activity (use case) and
demonstrate, visually, the flow of the actions, events and the requirements of the system for the
corresponding activity. From the picture below we can observe the way that the three components
interact with each other, the requirements acting as a sort of buffer between the other two members.
Again, the sysml activity diagram helps keep the entire activity more succinct and is definitely more
palatable than dry words on a blank canvas. Further, the underlying intention of using sysml tools, which
will become easier to observe as we move forward with the report, is the inter-communication amongst
the different tools we use for design, which allows for much greater accessibility and clarity when
designing or implementing the system.
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Figure 7.1- Activity Diagram 1
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Figure 7.2- Activity Diagram 2
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8. Requirements Table
By now, our system begins to take on some form or shape similar to what the final product should look
like. As such, we now have several requirements that we expect our system to fulfil so that it actually
functions in the intended way. Although some of the requirements are objective and need little to no
further clarification, there are some abstract requirements, that have parameters that can be defined
only in a later stage of the design life cycle. There are three tables of requirements that our design
process implemented.
i) Originating Requirements
These are the requirements that have been gathered from the UCBD’s and Sysml Activity Diagram.
These are the building blocks, in terms of functionality of our system. They are a set of codes that govern
the way we expect the system to behave. For our system, this tool helped us in identifying a crucial
feature of the system that we are developing, which will be fleshed out even better as we progress with
the report- our system is dependent largely on electronics. Most sets of key functionalities depend on
using electronics to help users gain a more interactive experience, as well as in helping establish more of
a niche user-system interaction.
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ii) Derived Requirements
The design process in filled with hindsight and revisions- the derived requirements tool is testimony to
this fact. Having implemented a separate tool (known as the operations deployment template,
described later in the report), we find that as we narrow down the spectrum of possible states that our
system could be present in, there are a whole new set of requirements that need to be established, to
keep these more specialized functionalities in mind. Thus, we obtain the derived requirements- as the
name suggests, these are specialized instances, that are crucial enough to need independent
description, of the former originating requirements. They are named in a way that it becomes clear
which derived requirement is related to which originating requirement.
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Figure 7.3- Sysml Requirement
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Figure 9- Concept Fragment Generation Table
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11. Functional Flow Block Diagram
The functional flow block diagram is one of the tools that begins to define different actions that the
system would be expected to perform in conjunction with each other. This includes a hierarchy of how
the activities would flow, how groups can be formed from different activities- one feature of the FFBD is
the establishment of logical controls. Typically, there is one that begins the control, and another
instance that signifies the end of the control. IT- iteration; this is basically a designation of repetition of
certain actions, and the precedence in which each iteration would occur; AND- parallel sequence;
showing two activities/chain of activities that would occur concurrently; OR- branching sequence; shows
a fork at which the system proceeds towards either of multiple ways. The FFBD helps in establishing the
logical sequence of our use cases and actions that the system would display. As mentioned earlier, our
system would use these tools to establish the dependence on electronics that makes our system unique
in the segment. This tool helps our system to become more fleshed in terms of defining relations
between use cases/actions and how we expect the system to perform these actions. There is another
tool that helps in establishing precedence of activities in the system.
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Figure 11.2- FFBD Level 2
12. IDEF-0
This is the other function modelling tool. Significant difference between the IDEF0 and the FFBD is the
fact that there is more importance given to inputs, outputs and requirements for specific functions, as
opposed to the absence of these in the FFBD. In fact, each block of the IDEF0 contains information
pertinent to the specific block, that would be required by any designer. Another difference is the inter-
relation amongst the blocks themselves- the hierarchical pattern is very clearly demonstrated in the
IDEF0, with the ability to expand on inner flows, by accessing the exterior blocks in the upper levels. In
the pictures below, we show three levels of our systems’ IDEF0. Notice that here there are several
arrows pointing vertically and horizontally, into and out of the blocks. These are (clockwise from the top
arrow) – Control/Constraint, Output, Resource/Mechanism, Input. The Control shows information of
factors that influence the activity, while the Resource tags show entities that are simply being used by
the system, while not being consumed or transformed.
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Figure 12.1- IDEF-0 Level 1
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Figure 12.3- IDEF-0 Level 3
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Figure 13.1- Decision Matric Final Level
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Figure 13.4- Graph for the decision matrices
14. Goal-Question-Metric
With the GQM we begin establishing a system of feedback as to the effectiveness and working of the
planned design of our system. We begin with the insights gathered from the customer affinity process of
grouping together different options. These are the criteria that we aim to establish in our system. We
then proceed to establish questions that would allow us to gain the answers to these criteria from the
users. It must be noted here, that to have an effective design process, at least some, if not most, should
allow for insight and feedback for the systems’ effectiveness, before the final stages of production and
deployment; this is to help keep the goals and progress aligned, to prevent for scope creep and to keep
an updated team of designers. Now we work on the metrics of establishing answers to these questions-
there are two columns- ideal metric and approximate metric. As the names suggest these are just ways
of quantifying the results/answers of the questions- the former defining which would be the best, but
non-feasible, way of gathering input, the latter giving a more practical way to proceed with the
gathering of data. With our GQM, we have established some way to ensure that our system would still
be desirable to the user base, even without some of the features that would be added in later/final
stages of development. An additional point- we had to choose amongst the various insights from the
customer affinity process, setting a means in which to define our system in a more unique/narrow
spectrum, thus establishing a definite skeleton to our yet nascent system. The next step would be to
fully establish precedence amongst the different goals that we have.
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Figure 14.1- GQM 1
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Figure 15.1- Analytical Hierarchical Process
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be in the real-world market. It also sets relations between the how the customers desirability of our
product would increase or decrease, with a change in quality of an engineering characteristic. These
tools are used to ensure that our idea, or our system, should be given importance to. In fact, this entire
report shows us why it is that the system that we have designed is to be funded, and the QFD helps in
setting up this to an even greater extent, by juxtaposing our system with competitors. For the
competitors, we use a simulated version of the AHP to figure out how our system fares against the rest.
The ‘basement’ of the house of quality is quantified data on all of the systems. This includes
characteristics like weight, volume and also includes more subjective information such as quality of
camera and microphone. In the basement, we see the importance that each individual engineering
characteristic must be given and how they fare against those of the competition.
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Figure 16.3- Basement of the QFD
17. Sub-Systems
In any complex design, it is seen, that in development, there needs to be specialization and specification
of major components of the system. In the systems design process, we achieve this specialization via
sub-systems. This information however is used in collaboration with interfaces, which we will cover
later. Subsystems are parts of the independent parts of the system, that are important enough to
necessitate a separate division and definition. We begin the table by looking at our system and figuring
out which components would justify a subsystem. In our system we see that there is a lot of aligning of
the different audio-visual components. We have defined the subsystems, not with the intention of
conformity, rather to be as exhaustive in our definition of the systems separate component parts. Here,
one of the points made earlier on become quite clear- there is a great dependence of our system on
electronics. Now, this was foreseen, as we are trying to simulate a real-world experience, without much
or any of the responsibility. As such, this requires that we use electronics to achieve the same. In
addition, the subsystems show how we are choosing to separate the different major components of our
system, and even though some the elements are seen across various subsystems, this is necessary when
thinking of the teams that would develop these systems- it is necessary for the different teams to
understand how and with whom they would be cooperating with. With the subsystems defined, we
move into the more crucial functional aspect-the operations deployment template
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Figure 17.2- Sub-System Cont.
ii) Define the actions performed by operators, as a means of establishing specific interactions between
user and system,
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Figure 18.2- ODT 2
iii) Specify how the subsystems come into play with each use case, more specifically, using this
information to develop the Derived requirements,
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v) Define and elaborate on a physical aspect of the working of the system- in our case, power
consumption per action.
The ODT is thus, a more structured and detailed flow diagram. States in particular show us the entire
working range of our system- these are assumptions of how we perceive the system to behave to a
particular interaction being triggered, and how they behave, prior to the action, and after the action has
been completed.
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Figure 18.7- ODT 7
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Whereas the state diagram is, as can be inferred, a diagrammatic representation, the matrix is a table
that uses the information in the diagram and is presented in a tabular form. In addition to arrows
representing changes, the conditions that trigger these changes are also described
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Figure 20- N2 Interface Matrix
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Figure 21- Sequence Diagram
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Figure 22.1- Test Plan 1
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23. Non-Behavioral Test Requirements
Non-Behavioral requirements are those requirements that are dependent on exit conditions rather than
how the system behaves. For example, a test for ensuring that the system moves at a maximum of 7
meters/second is a non-behavioral test requirement
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be on the system. This is further divided into definition by failures of the system, which is described in
the last sections of the report. We used a 1-10 rating system for severity. We feel it was important to
define it as such as severity is something that could be scrutinized to a great extent in our system.
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Figure 25.2- Severity Rating System 2
The Likelihood system is a measure of how probable the event described above is likely to occur. We
used a 1-5 system for the likelihood. Although it may have been more pertinent to use a similar system
here as for severity, we think that the likelihood being less wide, allows for greater categorization and
grouping of critical accidents to the system.
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Figure 25.3- Likelihood Rating System
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Figure 26- RPN & Stoplight Graph For the FMEA
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Figure 27.1- FMEA 1
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Figure 28- Failure Tree
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Figure 29.1- Parametric Diagram for Motion of the System
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Figure 29.3- Parametric Diagram for the Energy Used
The first deliverable to be looked at is the formation of the skeletal structure of the system, to ensure at
the very least that the design is physically feasible and structurally achievable. We have taken time to
account for any discrepancies that may occur during the process, because of the particular time of the
year. However, we are confident that this stage would be finished well within the stipulated deadline.
The final prototype of the body is one of the first important deliverables in the design process
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With the first deliverable complete we would look to develop the main functionality of the system, i.e,
the electronics and the interactive element of the system. We are assuming that this would take a bulk
of the time, and would involve extensive testing and cross-checking for optimal performance and
activity. At the end of this stage, our second deliverable would be realized- the working of the various
electronic components of the system. This involves individual working of each component and also each
separate component working in tandem with each other to give us a model that could be likened to our
final vision of the system. This would also mark an important stage of the design process, as here we
would know the feasibility of the project, and whether or not it should receive effort and funding.
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