Design a Helmet

In Fusion 360

Think like an engineer: Design an helmet

Wearing a helmet can save your life. There is no question about that when it comes to racing. It's a requirement. The helmet protects drivers from impact and allows them to communicate via radio with their crew. They are designed to have a hard outer shell and an inner layer of special crushable foam. Both of these layers help disperse the crash energy and protect the brain. Just imagine, most race car drivers are reaching speeds of over 200 miles per hour, resulting in impact reaching 50 to 100 Gs. At those G's, a helmet is your best friend.

Get creative with design in class

In this project, you have been invited to design a concept Formula One race car helmet or any other helmet using Autodesk® Fusion 360. The helmet must support the highest degree of safety and comfort to the user. The design aesthetic must convey speed and the style and culture of Formula One racing.

Learning objectives:

  • Create a 3D model of a helmet using Autodesk Fusion 360

  • Define relationships between the elements of the helmet and build the assembly

  • Generate photo-realistic images of the helmet

  • Describe how helmets provide impact protection by dissipating crash energy

  • Explain Newton 2nd Law of Motion

  • Calculate impact force

  • Explain how friction and mass effect motion

  • Describe the general structure and material used to create a helmet

Key Concepts:

ACCELERATION is a change in speed over a period of time; the higher the acceleration, the faster the change in speed. For example, if a car goes from 0 miles per hour (mph) to 60 mph in 2 seconds, it is a higher acceleration than if the car goes from 0 mph to 40 mph in 2 seconds. Acceleration is a rate of change of speed; NO change means NO acceleration. If something is moving at constant speed, it is NOT accelerating.

COEFFICIENT OF FRICTION is the measurement of the level of friction embodied in a particular material. The formula is μ = f/N, where μ is the coefficient of friction, f, is the amount of force that resists motion, and N is the normal force. Normal force is the force at which one surface is being pushed into another.

CRUMPLE ZONES are areas of an object designed to deform and crumple in an impact, as a means to absorb the energy of a collision. The fronts of most automobiles are designed as crumple zones to protect the passengers from frontal collisions.

DRAG is a term used in fluid dynamics that is sometimes referred to as air resistance or fluid resistance. Friction is one of multiple factors that influence the amount of drag encountered by a body moving through a fluid such as air or water.

INERTIA: when an object remains still or moves in a constant direction at a constant speed.

G FORCE: a force acting on a body as a result of acceleration or gravity, informally described in units of acceleration equal to one g.

FRICTION is a force that resists motion when two objects or surfaces come in contact.

FORCE causes masses to accelerate; they are influences that cause a change of movement, direction, or shape. When you press on an object, you are exerting a force on it. When a robot is accelerating, it does so because of the force its wheels exert on the floor. Force is measured in units such as pounds or newtons. For instance, the weight of an object is the force on the object due to gravity (accelerating the object towards the center of the earth).

KINETIC FRICTION (or dynamic friction) occurs when two objects are moving relative to each other and rub together (like a sled on the ground).

PART 1

0. Before you start download the 5 dataset files on your Computer from Here

1. Uploading Data and Creating a New Project:

14-032_Fusion360 Uploading Data and Creating a New Project.mp4

2. User Interface:

14-033_Fusion360 User Interface.mp4

3. Navigating your Model:

14-034_Fusion360 Navigating your Model.mp4

4. Importing Reference Material:

14-035_Fusion360 Importing Reference Material.mp4

5. Creating The Base Shape of the F1 Helmet:

14-036_Fusion360 Creating The Base Shape of the F1 Helmet.mp4

6. Adding Detail to the F1 Helmet Part 1:

14-037_Fusion360 Adding Detail to the F1 Helmet Part 1.mp4

7. Adding Detail to the F1 Helmet Part 2:

14-038_Fusion360 Adding Detail to the F1 Helmet Part 2.mp4

8. Adding Detail to the F1 Helmet Part 3:

14-039_Fusion360 Adding Detail to the F1 Helmet Part 3.mp4

9. Adding Detail to the F1 Helmet Part 4:

14-0310_Fusion360 Adding Detail to the F1 Helmet Part 4.mp4

10. Rendering the F1 Helmet:

14-0311_Fusion360 Rendering the F1 Helmet.mp4

PART 2

Design your own personalized Helmet using Autodesk Fusion 360

You must create a personalized helmet that meets the basic standard requirements for motorcycle or car helmets (or others upon teacher's approval) (See the scientific definitions above and conduct your own research using other sources)

Every TEAM must:

1. Create paper sketches of the personalized helmet (Orthogonal, and perspective.)

2. Create paper designs to decorate the Helmet (Use your team's logo, Be creative.)

3. Create a detailed 3D helmet (must be physically possible, surfaces must have a thickness, all elements must be included and properly modeled including hinges, glass, rivets and padding.)

4. A written design explanation of how your helmet meets the safety standards, materials, and possible extra functionalities. MUST INCLUDE THE KEY SCIENTIFIC CONCEPTS

5. A written report of your research (with cited sources.)

7. All written products (research report, design explanation, paper sketches, and 3d models) must be uploaded to your Digital portfolio.