This summary results from an inquiry to newsgroup sci.engr
by Ben Crane for "alternatives in training mechanical design
engineers in the art of hand sketching." As he saw it, the
choices were as follows:
- have an engineering instructor teach basic drawing classes
on-site
- hire an artist with perspective drawing specialty to conduct
the training
His idea was based on seeing CAD as a liability for early,
conceptual design. This comment of course generated a cacaphony
of responses from folks with an almost religious point of view.
:-) This was because the discussion took of on pro-CAD v.
anti-CAD aspects, finally degenerating in some corners into a
debate over what constitutes a "Real Engineer." (This debate
surfaces in these groups, for various reasons, a couple of times
a year.) Since there could be no consensus achieved on this
subject, no doubt Crane would be satisfied just to expand his
range of choices.
This summary concentrates on conceptual design -- the earliest
stages of product development -- only. During that period of
product development, a case can be made for hand sketching as
preferable over CAD for these reasons:
- CAD calls for more detail than is necessary
- CAD doesn't convey the idea rapidly enough -- especially if
there's no drawing station nearby
- CAD doesn't allow for quick changes -- especially if there
are multiple design possibilities to consider
- there may be no significant parts viewable via CAD
- accuracy and detail aren't important
- having options in design is important
- your group may not be able to (or want to) brainstorm in
front of the computer (it's not dynamic enough)
- the CAD time investment requires that you know what
you're designing before sitting down to the computer
- there may not be enough time to learn (or find someone
who knows) the CAD program or the drawing management
system
Your mileage may vary on this. Some of the recent parametric
packages (e.g. Pro/Engineer, Mechanical Desktop) make it pretty
easy to change dimensions -- but the fact is that even they
require dimensions to start out, and some
designs get to that point after the idea
is conveyed. Although some of you can create a CAD drawing
easily and quickly, engineers who've been around will generally
sketch on the [whiteboard, chalkboard, pad, envelope, napkin --
pick one] before even turning the computer on. But this isn't
a zero-sum game: in general, software encourages attention to
detail and working by hand encourages awareness of the big
picture.
Alternatives in Conceptual Design
- Bring in a veteran who's been drawing sketches in
your shop for years. If you have one. Chances
are, if you do, that veteran doesn't like being shackled
to the computer anyway. :-)
- Turn to a college Design program (e.g.
architecture, interior, fashion, etc.) for help -- either
consultation or training.
- Contact a technical illustrator. Here
are some online sources:
- Get some software. Here are two online sources:
Be aware that these software packages have more in mind than
drawing. Intent! is for full conceptualization.
While the capability to sketch effectively is not needed by
everyone in your organization, it's essential
to have in someone. This is a tool, just
like CAD -- and you would think it essential to have CAD
expertise in someone.
Advantages to Having Hand-Sketching Capability
- Drawing by hand can reinforce some fundamental engineering
skills:
- selection of appropriate coordinate system
- grasp of spatial relationships
- design to available space
- prediction of interferences
- consideration to mass balancing
- consideration to load path planning
- Hand drawings are readily understandable by all shop
personnel, regardless of educational background. (Disclaimer:
you still need the dimensions, in the right places, to ultimately
machine the part. You can use the sketch to prepare for the
details later, or you can include the details in the sketch.)
- Hand drawings are readily passed around to draw out ideas.
There are various types of sketches, depending on where
you are in design:
| Type of Sketch |
Information Delivered |
| thinking |
clarifies ideas (e.g. the
"cocktail napkin") |
| prescribing |
scaling (for designers);
repeatability; eliminates discretion of trades,
machinists |
| talking |
guides discussion
of ideas (e.g. improvements, ambiguities) |

This was a first attempt at a sketch describing
how this Reptar toy works. You can do something like this
too, you know. :-)
It's important for engineers, especially young ones, to
realize the importance of visual communication, especially
in the early stages of design. Specifically, some
familiarity with the following would help:
- different views (e.g. perspective, orthogonal, isometric, etc.)
- simple geometry, especially 30, 45, 60 and 90-degree angles
- what information must be communicated by a drawing to enable
manufacture
- the differences in career path between the engineer and the
designer (and an appreciation for what the veteran designer
knows and the young engineer does not)
- the risks in overdependence on software before a solid
understanding of the design fundamentals involved
- a tendency to overestimate second-order effects
- a tendency to miss fundamental effects altogether due
to the large amount of program output
- a tendency to make faster mistakes, instead of fewer
- the benefits of clear visual communication of designs
(e.g. early knowledge of serious design constraints)
- the constraints placed on any design by limited space
Sketching is not the only skill supplied by designers. Few
young engineers are given significant training in these
areas before they reach the job market:
- interpretation of spec sheets
- selection of vendors
- sizing of support equipment
- tolerancing
- interference
- fastening and joining
Some drawing skill enhances the engineer's grasp of these
areas, and helps the engineer both understand and intelligently
discuss spatial relationships. Young engineers will sometimes
find that drawing/drafting courses are available in other
majors if not in their own (e.g. look in Civil if not in
Chemical). It's worth the while of undergraduate faculty
to work sketching into design courses (if they haven't
already); it's worth the while of managers to see that such
skills are passed on to new hires.
Design Symbology
There are already families of graphical symbols available
to represent most common devices in most engineering
disciplines. And most of those are simple enough to sketch.
Some rules applicable to graphical symbols for fluid power
systems are as follows:
- Symbols show connections, flow paths, and the function of
the component represented only. They do not indicate
conditions occurring during transition from one flow path
to another; nor do they indicate component construction or
values, such as pressure or flow rate.
- Symbols do not indicate the location of ports, direction
of shifting of spools, or position of control elements on
actual components.
- Symbols may be rotated or reversed without altering their
meaning except in cases of lines to reservoirs and vented
manifolds.
- Symbols may be drawn in any size. [...but choose a size that
readers can follow without eye strain...]
- Each symbol is drawn to show the normal or neutral condition
of each component unless multiple circuit diagrams are
furnished showing various phases of circuit operation.
You can guess that symbols for other types of devices
follow similar rules of thumb.
References
Hanks, et. al.
Rapid
Viz: a New Method for the Rapid Visualization of Ideas.
Crisp Publications, 1992. ISBN 1-56052-055-8
Hanks, et. al.
Draw!
a Visual Approach to Thinking, Learning, and Communicating.
William Kauffman, N/A. ISBN 1-56052-054-X
Basic Diagrams and Systems
Military Standard, Mechanical Symbols (Other than Aeronautical,
Aerospacecraft, and Spacecraft Use), Part 1, MIL-STD-17B-1.
Military Standard, Mechanical Symbols for Aeronautical,
Aerospacecraft, and Spacecraft Use, Part 2, MIL-STD-17B-2.
Common
Electrical Symbols
Contributors
Patrick Asselman,
Jonathan Barnes,
Paul Butler,
Richard Chandler,
Ben Crane,
Kelista Donovan,
"Hobdbcgv,"
Tom Hyde,
Kurt Jaeger,
Dave Lawson,
W. Letendre,
Bob May,
Eric Mieczkowski,
Doug Milliken,
Paul R. Mitchell,
Jim Papadopoulos,
"Paul,"
Chris Pollard,
Jonathan Priluck,
Tony Rizzo,
"RUSK,"
Jim Shockey,
Gerhard N. Thoen,
Christopher Wright,
S. Yoder
What You Can Do
- Find a way to show concepts quickly early.
- Find a way to prove the analyses later.
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