Grading Scheme

The grading scheme for the course, as well as links to specific requirements for each assignment/deliverable and evaluation sheets, are given in the table below. Due dates for each assignment/deliverable can be found on the course Calendar. Please note:

  • There is a 25% penalty per day for any late submissions. "Late" means handed in after the deadline. Thus, if the deadline is 5pm and you hand in an assignment at 5:01pm, you will be penalized. The penalties are cumulative. If an assignment is due at 5pm on Monday and you hand it in at 5:01pm on Tuesday (two days late), your grade will be (1-25%)^2 of the grade you would have received had you turned it in on time.
  • Some assignments are "Individual" and team members are individually responsible for completing the assignment on time and will receive an individual grade. Many assignments are "Team" assignments and a single deliverable is handed in by the team. In most cases, all team members will receive the same grade on these assignments. However, the course staff reserves the right to "break up" any group's work and grade individually. This will be done if we feel the work or work quality has not been evenly distributed between group members.
  • The evaluation sheets provide a sense of what we are looking for with each deliverable. You should keep in mind, though, that the evaluation is not strictly binary. In other words, just because you have "checked off" each component described in the evaluation sheet does not ensure that you will receive a perfect score.

Below is the points breakdown for all assignments/deliverables for the course, sorted chronologically:

Item Team / Individual Score Points Evaluation Sheet**
Initial Post Individual 5 None
Lab Notebook Individual 50 PDF
Lab Safety Training Individual Lab Access None
Request for Approval Team 5 None
Weekly TA Meetings Team N/A None
Project Proposal Team 25 PDF
Eagle Assignment Individual 10 PDF
Soldering Assignment Individual 10 PDF
Design Document Check Individual 5 None
Design Document
Requirements and Verification
Team 40 PDF
Design Review * Team 20 PDF
Individual Progress Report Individual 25 PDF
Mock Demo Individual 5 None
Mock Presentation Individual 5 None
Final Demo * Team 150 PDF
Final Presentation * Individual 50 PDF
Final Report: Technical Team 30 PDF
Final Report: English/Format Team 20 PDF
Checkout Team N/A PDF
Peer Reviews (3 total) Individual 15 (total) None
Teamwork Individual 40 None
Continuing your project Priceless None

* Grades for these will be the average of the TA and Instructor grades; peer review grades will be used to provide feedback.
** Evaluation Sheets are subject to minor changes.

Smart Frisbee

Ryan Moser, Blake Yerkes, James Younce

Smart Frisbee

Featured Project

The idea of this project would be to improve upon the 395 project ‘Smart Frisbee’ done by a group that included James Younce. The improvements would be to create a wristband with low power / short range RF capabilities that would be able to transmit a user ID to the frisbee, allowing the frisbee to know what player is holding it. Furthermore, the PCB from the 395 course would be used as a point of reference, but significantly redesigned in order to introduce the transceiver, a high accuracy GPS module, and any other parts that could be modified to decrease power consumption. The frisbee’s current sensors are a GPS module, and an MPU 6050, which houses an accelerometer and gyroscope.

The software of the system on the frisbee would be redesigned and optimized to record various statistics as well as improve gameplay tracking features for teams and individual players. These statistics could be player specific events such as the number of throws, number of catches, longest throw, fastest throw, most goals, etc.

The new hardware would improve the frisbee’s ability to properly moderate gameplay and improve “housekeeping”, such as ensuring that an interception by the other team in the end zone would not be counted as a score. Further improvements would be seen on the software side, as the frisbee in it’s current iteration will score as long as the frisbee was thrown over the endzone, and the only way to eliminate false goals is to press a button within a 10 second window after the goal.