01 · Mechanical product system

Curling
Minigame.

A physical tabletop game engineered through repeated CAD, printing, assembly and gameplay tests.

Project type
Collaborative
Team
Yiming Aizezi + Junze Wang
Period
2024–2025
Methods
Fusion 360 · FDM printing · User testing
Completed red and blue tabletop curling minigame with launchers, stones and target board
Completed prototype

Frame · Adjustable launchers · Weighted stones · Replaceable playing surface

01 / Project overview

From digital play to a durable physical system.

The team translated a compelling digital toy-curling experience into a repeatable tabletop game for the school community. The final build coordinates a modular frame, adjustable spring launcher, weighted stones and an acrylic playing surface.

256 mmPrint-bed constraint
25+ hrsFinal component printing
27 pagesEngineering log
v27Archived final model

02 / Design challenge

Coordinate motion, fit and fabrication.

The build had to remain printable on a limited bed, keep the stone centred while the player changed aim, survive repeated use and provide predictable interfaces between printed parts and acrylic.

Constraint 01

Oversized frame

The 340 mm frame exceeded the printer bed.

Response

Re-architected the walls as four mirrored modules assembled around the playing surface.

Constraint 02

Launcher alignment

Early aiming geometry moved the stone and loaded a weak pivot.

Response

Developed a captured donut mechanism centred on the stone to preserve alignment.

Constraint 03

Support damage

Supports inside the acrylic slot damaged a critical interface.

Response

Changed the wall cross-section for support-free printing and easier replacement.

Constraint 04

Unreliable nominal gaps

A 0.2 mm CAD gap produced loose printed interfaces.

Response

Retuned each fit from physical evidence and increased guidance surfaces.

03 / Engineering approach

Design the whole system, then isolate the next uncertainty.

Yiming recreated the acrylic board in Fusion 360, developed the frame and launcher geometry, divided large parts for fabrication and used small print tests to resolve overhang, strength, ballast and tolerance decisions before committing to final components.

01

Frame the problem

Define the intended school setting, play sequence and essential product interfaces.

02

Design around constraints

Modularise the frame and preserve the stone’s launch centre while changing aim.

03

Print, observe, measure

Expose weak cylinders, excess friction, wobble and inaccurate clearances.

04

Refine the system

Strengthen guidance, replace weak geometry and tune printed interfaces.

05

Validate through use

Complete the two-player system, publish rules and test it with the community.

Prototype development

Physical evidence drove each revision.

Testing & iteration

A working prototype is an argument supported by evidence.

Test pieces revealed purge-line conflicts, friction, wobble, weak pivots and fit errors that were not obvious in CAD. Each failure became a specific geometry change.

Documented contributions

  • Recreated the board and developed frame and launcher geometry in Fusion 360.
  • Split the frame for a 256 × 256 mm build plate.
  • Redesigned overhangs, feet, ballast chambers, covers and interfaces for fabrication.
  • Tuned clearances and developed a weighted curling stone.
  • Recorded failures, fixes, assembly and evaluation in a dated log.
Contribution boundary

Concept selection, launcher brainstorming, testing, rules and school deployment were completed with Junze Wang. Individual claims above are limited to tasks explicitly recorded in the shared engineering log.

06 / Outcome

Playable, documented and reusable.

The outcome is a complete two-sided tabletop system and a traceable engineering record from early concepts to community use.

Skills demonstrated

Fusion 360Mechanical mechanismsDesign for additive manufacturingTolerance tuningRapid prototypingTechnical documentationUser testing