Rapid Prototyping with Milling and 3D Printer Technology

Large-Format Printers + Printer/Cutters

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Dental Milling Machines + 3D Printer

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Beautifully Functional Parts & Prototypes

Rapid Prototyping with Milling and 3D Printer Technology

Roland DG provides a selection of3D printer technology and milling machines that are perfect for rapid C millssupport a variety of materials including ABS, nylon, wood, non-ferrous metals, chemical woods, styrene and more while delivering a smooth surface finish, tight tolerances and a low cost of ownership. 3D printer technology from Roland DG prints photopolymer resins for creating smaller, complex prototypes that would typically require deep undercuts.

The following items are just some of the rapid prototyping applications that are possible with Roland DG technology.

Roland DGCNC milling devicesenable precision production of prototypes from aluminum, aluminum alloys, brass, zinc, tin and many more non-ferrous metals. Create snap-fit parts, models, tools, electronic parts, product designs and proof-of-concepts for thermal and structural trials.

With high-precision Roland DGCNC milling technology, you can mill complicated wooden shapes and sculptural forms out of virtually any wood. Perfect for making industrial prototypes, Roland DG milling machines are also ideal for artistic applications, custom dcor items, and limited edition toys and models.

Acrylic, acetal, nylon and ABS are quickly and easily milled with Roland DG desktop and benchtop milling machines. Mill precision fan parts, gears, bearing blocks, tools and thousands more items for accurate proof of concepts. With hundreds of plastics to choose from, you can create limited edition toys, product prototypes, industrial prototypes, electrical parts and casings, models and so much more.

Copper clad, punchboard and other circuit board material can be easily milled with Roland DG CNC milling technology. Perfect for FabLab production and educational purposes, Roland DGs compact milling machines provide a quick, cost-effective and easy-to-use solution.

For creating multiple parts and short run prototypes, Roland DG milling technology enables the casting of wax, plastic and metal for models, industrial parts, special edition toys, jewelry making, snap fit parts, and more.

3D Made Easy with Included Software

Roland DG milling machines come complete withSRP Player Softwareto prepare your CAD model for rapid prototype manufacturing, with no programming skills required. Roland DG also provides Player AM software for the monoFAB ARM-10 3D printer, offering simple drag and drop set up of print-ready 3D designs.

The seals I can create using the MDX-540 are tight enough for us to actually use the prototype to run the experiment.

MODELA MDX-40A Benchtop Milling Machine

MODELA MDX-540 Benchtop Milling Machine

Can Your 3D Printer Do This? Rapid Prototyping Hype vs. Reality.

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Rapid Prototyping An Overview

Rapid Prototyping (RP) can be defined as a group of techniques used to quickly fabricate a scale model of a part or assembly using three-dimensional computer aided design (CAD) data. What is commonly considered to be the first RP technique, Stereolithography, was developed by 3D Systems of Valencia, CA, USA. The company was founded in 1986, and since then, a number of different RP techniques have become available.

Rapid Prototyping has also been referred to as solid free-form manufacturing, computer automated manufacturing, and layered manufacturing. RP has obvious use as a vehicle for visualization. In addition, RP models can be used for testing, such as when an airfoil shape is put into a wind tunnel. RP models can be used to create male models for tooling, such as silicone rubber molds and investment casts. In some cases, the RP part can be the final part, but typically the RP material is not strong or accurate enough. When the RP material is suitable, highly convoluted shapes (including parts nested within parts) can be produced because of the nature of RP.

There is a multitude of experimental RP methodologies either in development or used by small groups of individuals. This section will focus on RP techniques that are currently commercially available, includingStereolithography(SLA),Selective Laser Sintering(SLS

),Laminated Object Manufacturing(LOM),Fused Deposition Modeling(FDM),Solid Ground Curing(SGC), andInk Jet printing techniques.

The reasons of Rapid Prototyping are

To increase effective communication.

To minimize sustaining engineering changes.

To extend product lifetime by adding necessary features and eliminating redundant features early in the design.

Rapid Prototyping decreases development time by allowing corrections to a product to be made early in the process. By giving engineering, manufacturing, marketing, and purchasing a look at the product early in the design process, mistakes can be corrected and changes can be made while they are still inexpensive. The trends in manufacturing industries continue to emphasize the following:

The basic methodology for all current rapid prototyping techniques can be summarized as follows:

A CAD model is constructed, then converted to STL format. The resolution can be set to minimize stair stepping.

The RP machine processes the .STL file by creating sliced layers of the model.

The first layer of the physical model is created. The model is then lowered by the thickness of the next layer, and the process is repeated until completion of the model.

The model and any supports are removed. The surface of the model is then finished and cleaned.

Everything You Ever Wanted To Know About Prototyping (But Were Afraid To Ask

Jamie is the Founder & Technology Director of Arbitrary, a design-minded development studio based in the Bay Area. Jamie has led development on sites and More about

Integrating prototyping deeply into your creative process can be transformative. It can make for a more positive, enriching team culture. Jamie shares his experiences and advice on how prototyping can help you work on a wider variety of projects much faster.

Wonderful, friendly people who keep this lil site alive andget smarterevery day.

Prototypes are my framework for learning new tools, platforms and techniques. A prototype works as hard proof that an idea will or wont work. It is central to my entire creative process and is the medium I use to relate to the people and businesses I collaborate with.

Im gushy about prototypes becauseI think they can work wonders, but I also think they dont get theyre due. Prototyping is usually not incorporated into project timelines at all or, if it is, usually as some tangential deliverable to a larger project. It can be more if you want it to be!

I want to convince you to build prototyping more deeply into your workflow. This way of approaching projects could change the way you collaborate, learn and grow as a creative person. Heres the deal: Ill take a stab at getting a good definition down on paper, and then dig intohow you can make prototyping as important to your practice as it is to mine. And to sweeten the pot, Ill provide some prototypes that I created for a game I made,Melody Jams, which got featured by Apple in 130 countries and was the number one kids app in the store for a brief time.

The classic definition of a prototype is that it is a scale demo of a full-scale thing you want to make. A prototype might be partially built or designed to showcase a particular feature of a bigger system. This is a pretty good definition, but I like to think of prototypes as something even broader. My definition of a prototype? Its atangible artifact that explores an idea.

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It could be as simple as some rough sketches drawn on paper. Maybe its purely designed, like an animated walkthrough of how an interface works in After Effects. Maybe its a rough demo tossed onto Codepen. Or it could be something much higher in fidelity. When someone sees a prototype, there should not be any ambiguity in their response. In other words, if the person were to ask, What if the app was blue?, then thats not a prototype. If you show what the app would look like if it was blue, then it is.

There are also different kinds of prototypes, each with a different purpose:internal, external and public.

An internal prototype doesnt necessarily convey immediate value to anyone outside of me or my team. It can be as rough and fast as I want to make it. In the website world, I might build a simple component using vanilla CSS, HTML and JavaScript, React, Angular or Vue, just to get a sense of how it works and to weigh the pros and cons. These types of prototypes tend to show up very early in my process the first day a project starts, in fact. With these prototypes, I dont need to be afraid that someone wont get it or that it will cause more harm than good. I may choose to show Internal Prototypes to a client or stakeholder to reinforce the value of the prototyping process at my discretion, but that isnt the point yet right now I want to show ideas fast, fast, fast.

This prototype shows when a circle is dragged close to another circle on iOS. This was an early prototype for Melody Jams shared with the internal team to show the progress of development. (View large version)

An external prototype makes a case for the direction youre trying to go in, to show progress or to demonstrate how something works. When a client needs an admin tool, I might spin up a quick blog in Craft, WordPress and Contentful (yes, all three!) to give them a sense of how each tool works, so that they can make a more informed decision about whats best for them. These prototypes are great in the middle and later stages of a project. I can recall one project in which a client was considering a change to include a new service providers API. Whipping together a prototype demonstrated to the client what the provider could do, how quickly we could integrate it and what the impact would be on the rest of the project.

This quick iPhone app showcasing howContentfulloads content is a great example of an external prototype. A prototype like this could be used simultaneously to evaluate a CMS and to prove whether itd be viable to use to power an iPhone app. (View large version)

A public prototype is out there in the wider world. This is basically about sending the actual design process out into the wild, learning what users do and iterating from there. It could be a full-fledged pilot product or something accessible to a small subset of users. It is the most polished type of prototype and gets closest to that traditional definition I referred to earlier. It tends to fit into a larger project as part of a testing phase of some nature.

Customers and clients can easily click through this publicInVisionprototype and provide feedback on it. (View large version)

Are Fast Prototypes Good Prototypes?

The short answer is yes. Prototype quickly and as soon as possible in a project. To give you a sense of why, lets try an exercise.

Picture in your mind what a chair looks like. Got a good idea of it? Was it this chair?

Probably not, right? You might have been thinking of an outdoor chair, an armchair, an office chair or a stool. You may not have even been thinking of a photorealistic chair! Now that you have a picture of this chair, theres no ambiguity. This is the chair Im talking about, and, henceforth, we all know that. We now have a common frame of reference.

When your client says, I need my website to feel modern, how do you know what that means? Without a tangible artifact, such as a mood board, everyone will have a different definition of modern in their mind, just like with the chair above. The problem isnt specific to design. Its about the way a login flow works or choosing between hosting environments. Making things quickly forces conversations and reactions. All of the nebulous stuff gets figured out faster.

Importantly, theprototype doesnt have to solve the problem you expect it to solve. Simply creating and sharing it will sometimes unlock ideas, inspiration, challenges or concerns that people werent aware of. The faster and more frequently you prototype, the earlier all of that good stuff will surface.

This is the key. Prototyping unlocks your ability to experiment, fail, learn and grow in a sandbox. Youre simultaneously improving yourself and the product youre working on.

Everyone! Prototyping is an opportunity to break down walls between disciplines. Designers should prototype so that they can learn the limitations, complexities and possibilities of the project. Coders can prototype to test feasibility, of course, but also to get more involved in the creative process. Project managers, producers, copywriters, anyone who has an idea can get involved.

Again, prototyping isnt necessarily about coding something crazy or even coding at all! Its about generating and testing ideas with real things to play with and explore.

Because prototyping can be as simple or as complex as you want it to be, you will get a ton of value out of adopting it as a part of your practice. Lets go through some of the benefits.

Sometimes you just want to try to build something youve never seen before, or to emulate something you think is cool. It might be a harebrained idea or the next UI trend who knows? At a minimum, figuring out how stuff works is one of the most satisfying parts of being a designer, and prototyping prov
ides fertile ground.

Its hard to simultaneously try to ship something users will understand and be inventive. Even if you just kick off a project with prototyping week, thats a week where the skys the limit.

Every development shop I know seems to have deep expertise in one platform and secretly desires work beyond it (Im sure this is the same for designers). Are you building everything in PHP and want to get into Rails? Build a few prototypes as you kick off a project, even if theyre irrelevant to the business goal.

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Making something youve never made before is scary. Figuring it out roughly and quickly removes psychological barriers. Suddenly, the impossible takes only a day or two to make.

As your library of prototypes grows from project to project, ideas get revisited. Sometimes the trash from one project becomes treasure for the next.

When youre just starting to figure things out, titles, years of experience and skill sets shouldnt matter. Good ideas can come from anyone, but thats hard to do when the senior creative so-and-so is coming from on high to direct the thinking. Starting with a pure maker process melts away titles and bubbles up good ideas from the bottom.

Ive worked with a number of designers and agencies, and one thing they seem consistently blown away by is how quickly I start working. I dont wait for requirements to get filled out, art direction to get approved or anything else. By hitting the ground running, I can move the project forward much faster.

The wrong way to prototype is to worry that youre prototyping the wrong way. Like Bruce Lee said, Strive not to strive. With that in mind, here are some guidelines to help you foster a fast prototyping practice.

Given the thing youre trying to learn or solve, break it down into atomic units, and treat each of those as distinct prototypes. How do I load a map in iOS? How do I position the map to a particular location? How do I draw a shape on the map? How do I place a pin on the map? Four statements, four prototypes, four things learned quickly.

Like stretching before working out, you cant get into a rhythm by starting at full speed. If youre a coder who is prototyping a website, maybe you want to start by building your own boilerplate: a static HTML file, a Gulp configuration, that sort of thing. This will get your creative juices flowing, so that by the time youre in uncharted territory, your mojo is already working.

Use Comics Sans MS and bright lime green for your fonts. Dont name your layers. Break all the rules. Now isnt the time for pixel perfection; its the time to put ideas down on paper.

Prototyping and complexity are mortal enemies. When youre doing it right, you should be able to churn out at least four prototypes by the end of your first day on the project.

What do you feel like making today? Doesnt have anything to do with the project? Dont fight it. Make it. Who knows? Maybe it has value yet undiscovered!

Never overwrite a prototype. Instead, make a copy and iterate from there. That way, your prototypes will always be the simplest they can be, can be forked in different directions and will be easy to learn from.

Show everyone what youre making! Be proud of it! The positive energy you build around the practice will feed into the projects entire life cycle. This step alone can dramatically enhance the culture of a project.

This could be as simple as a README file in a directory or a message on Slack. Always go back to learn from what you did.

So, you just pushed your first website to Heroku, but youre worried about how to set up an SSL certificate? Not a problem. Queue it up for prototyping later.

Problem statements describing a basicthree.jsbuild are shown here in the format of aTrellocard. (View large version)

How to Budget This Into Your Project

Heres the thing: You dont.This isnt some sort of upsell. This is the way I do it.This article has the word process in the title for a reason: This isnt just about how to create a prototype. Its a guiding principle on how to build stuff.

You would start prototyping on the day you begin a project. You wouldnt stop until theres nothing left to prototype. A prototype isnt the same as your main code or design files. Early on, your prototypes should be too rough to be ready for production. Later, if finding a way to transition feels like it makes sense, thats fine. Its a project-by-project decision. Prototyping is always a constant. When its set up that way, there is no such thing as a failed prototype or a mistake.

When I talk to a potential client, I explain to them that this process tends to generate a lot more output much more quickly than they would expect from my competitors (read: you). That output could help to define an API or prove technical feasibility or check a scary task. Where its particularly impactful is with designers and internal design teams they love to work this way because Im very quickly in the weeds with them, figuring things out. I produce higher-quality, more custom, less error-prone work. Because everyone gets used to seeing rough work, theres no risk that a prototype that fails will alarm a client some stuff not working is just an expected part of the process.

It also positions me well long term, because Im capable of picking up new technologies very quickly. My clients know they can get in touch with me for an installation, a physical computing project, an app or a website of any scale, because they know the approach guarantees successful results.

For me, this isnt about maximizing profit. Its about making a living doing the thing I want to be doing. I never set out to be good at websites or apps in fact, those things didnt exist when I got started! I set out to learn cool, interesting things with code. I want my career to be long and fulfilling and exciting and constantly full of new stuff to learn. A prototype-driven process is perfect for that.

These days, it seems like you cant say the word prototype without thinking ofInVision its like the Kleenex of prototyping. In case you havent used InVision before, its a great tool for designers to make clickthroughs of projects without requiring a coder. Its the real deal: fast, intuitive and easy to pick up.

WithSketchgaining widespread popularity, loads of plugins are showing up to facilitate prototypes using it.Frameris one fantastic example; it imports Sketch files, and with a little coding knowledge, you can create custom demos such as tapping animations. InVision has a Sketch plugin as well. Others, includingMarvelandCraft, are worth exploring. There are aton of tools to try.

You dont need to be a coder or even use software to prototype.Paper prototypingis a great way to experiment with UI design without needing a computer. You can whiteboard as well. These techniques even work forgame design.

Dont know which to start with? Consider a prototyping sprint using each of these tools!

Back in the world of web and software development, one thing I love to do is set up aGitHub repositoryspecifically for prototypes. Ive included a README file that describes some of the rules I care about when prototyping, which you can use or fork to give a shot.

About a year ago, I built and launched an iOS game for kids with some friends, namedMelody Jams(and wrote anarticle for Smashing Magazineall about it!). That game was coded soup to nuts in about three months. There were some challenges: The designer had never made an app before, he lived 3000 miles away from me, and we had never met. Also, I had not coded an iOS app in a year, so my chops had atrophied considerably.

The game involves dragging monsters from the bottom of the screen into designated hotspots on the stage. From that one design alone, a number of problem statements flowed through my head:

How do I create a thing in the game?

How do I have multiple things that can be dragged?

How do I detect when one thing is near another thing?

And so on. Each of these became individual bespoke prototypes an iOS app for each one until all were solved. Each one solved a problem, and some raised new problems for example, how do I animate a thing when I finish dragging it?

Iverecreated these prototypesin Swift 3, so that you can see how the prototype repository might look if it were built today. One thing youll notice is that the documentation on these is pretty light a README file and a screenshot or GIF in each directory, but not a ton of detailed documentation. If it helps to print our comments, by all means do it. For me, this is about seeing a progression. Theres no theory here, no blog post or tutorial. Prototype 3 flows from prototype 2, which flows from prototype 1. Given enough practice, you can pick up the nuances of the programming language quickly, even if youve never seen it before.

We followed this flow for the first few weeks of the project, largely developing prototypes without working on the core application. By the end of the project, we had over 50 distinct prototypes that tested different kinds of animation, loading schemes, caching, sound tests and UI mechanics.

While that was going on, the designer was prototyping logos, motion tests, app icons and so on. The sound designer provided examples of songs he was thinking about. And everyone loved what we were making the whole time we were making it.

This prototype of the song from Mars Disco, from one of the game levels, was composed by Nate, our sound designer, before any design or animation had been produced.

Going by my broad definition, you likely already do some prototyping without even thinking of it as such. Perhaps the next step for you is to share with your peers more frequently, or to assert that prototyping will be how you kick off your next project.

Integrating prototyping deeply into your creative process can be transformative. It can make for a more positive, enriching team culture. It can be a mechanism for developers to learn new languages or for designers to learn new tools. Projects get done faster and at higher quality and are more fun. Your clients will have greater visibility into the process and will be prepared to see things at a lower fidelity, which makes sharing things with them more frequent and less painful. You will also look like you work a lot faster than your competitors and that youre able to work on a wider variety of projects.

With all of these benefits, whats not to like? So, tell me, are you convinced? Inspired? What does your next step look like?

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ProtoShare is used to create, review, and refine website, web application, and mobile prototypes. When clients interact with a prototype, they gain a much greater understanding of the proposed ideas, and can provide real-time feedback within ProtoShare. Many companies have seen an immediate positive impact on their process by moving from static wireframes and design comps to interactive prototypes. By uncovering requirements and testing prototypes early, they have significantly increased quality assurance. Once the process of prototyping and collaboration is finished, the development team will have a strong visual specification to follow, reducing rework, delays, and cost in the programming stages.

Quickly build an interactive prototype to gain internal team input and agreement

Share the prototype with clients to get them engaged with the proposed functionality and gain true understanding and buy-in

Once the team iterates through the build and collaboration phases and uncovers key insights, the prototypes then serve as a design framework for the creative director

What our customers have to say about ProtoShare Prototyping

We received some great insights from the prototype that we would not have been able to get in the traditional way of wireframing with other tools or a PDF document. Sure, you can do paper prototyping with those, but they dont give you the same engagement and quality feedback that you do from the computer by clicking through the site. Without ProtoShare, in order to get an equivalent experience for user testing, we would have had to develop HTML prototypes that would have taken twice as long.

With ProtoShare, were uncovering key insights much earlier in the cycle, making adjustments when they are quick and easy to do, says Morgan. Fuller adds Making these kinds of adjustments late (after development) typically would have taken 3 or 4 days to complete. Now with ProtoShare, these types of changes are found early and are implemented into the prototype over the course of a morning

My clients preferred meeting in a group to discuss the prototype. With ProtoShare, I can make changes on the fly, and my clients can immediately see the effects of their ideas. When a decision has been made, I can capture it using the Review feature. The result has been fewer, shorter, and more productive meetings. ProtoShare reduced our information architecture time from 6 weeks to 2 weeks. It is the most user-friendly prototyping tool Ive ever used.

Try for free today, to find out why so many companies have chosen ProtoShare for their prototyping solution.

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Engineering Design and Rapid Prototyping

HomeCoursesAeronautics and Astronautics Engineering Design and Rapid Prototyping

An image from the final report of Team V1, the ingress-egress team. (Image courtesy of Anas Alfaris and Martin McBrien.)

This is one of over 2,200 courses on OCW. Find materials for this course in the pages linked along the left.

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This course provides students with an opportunity to design, optimize, manufacture, and validate a physical system component. The projects from the course are included here. This course is offered during the Independent Activities Period (IAP), which is a special 4-week term at MIT that runs from the first week of January until the end of the month.

This course provides students with an opportunity to conceive, design and implement a product, using rapid prototyping methods and computer-aid tools. The first of two phases challenges each student team to meet a set of design requirements and constraints for a structural component. A course of iteration, fabrication, and validation completes this manual design cycle. During the second phase, each team conducts design optimization using structural analysis software, with their phase one prototype as a baseline.

This course is made possible thanks to a grant by the alumni sponsored Teaching and Education Enhancement Program (Class of 51 Fund for Excellence in Education, Class of 55 Fund for Excellence in Teaching, Class of 72 Fund for Educational Innovation). The instructors gratefully acknowledge the financial support. The course was approved by the Undergraduate Committee of the MIT Department of Aeronautics and Astronautics in 2003. The instructors thank Prof. Manuel Martinez-Sanchez and the committee members for their support and suggestions.

OCW has published multiple versions of this subject.

See related courses in the following collections:

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Mechanical Engineering

Systems Engineering

Aerospace Engineering

Aerospace Engineering

Olivier de Weck.16.810 Engineering Design and Rapid Prototyping.January IAP 2007. Massachusetts Institute of Technology: MIT OpenCourseWare, License:Creative Commons BY-NC-SA.

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Plastic Rapid Prototyping Services

, we provide plastic rapid prototyping services and complete product development. These offerings include: form studies, functional, and visual proof of principle prototypes. We can create samples from 3D printing, flexible stereo lithography (SLA), fused deposition modeling (FDM), urethane casting and soft tooling methods. Our experienced design staff uses CATIA, Pro-E, UG, SolidWorks, and MoldFlow modeling programs to develop parts for functionality and manufacturability. We can assist customers throughout the product development process from prototype to production run, including FMEA, statistical process, internal & supplier corrective action, and lot traceability reports.

Ancillary services available include: design engineering, assembly, fabrication, machining, and patent development. We have Class 10K and 100K clean rooms available for the production and manufacturing of medical, pharmaceutical, food & beverage, and electronic products. We are also a FDA registered site as well as ISO 13485:2003, ISO 14001:2004, ISO 9001:2008, and ISO 16949:2009 certified. All plastic rapid prototyping services are provided with fast turnaround times.

Environmental Management Systems (EMS)

Program Operations Protocol for Success (POPS)

Minority Business Enterprise (MBE) Certified Company

Society for Process Engineers (SPE)

International Society for Pharmaceutical Engineering (ISPE)

For more information about our plastic rapid prototyping services and product development capabilities,contact usdirectly.

Evo Prototyping

Experts in Product Design & Development Prototype

Necessity is the mother of invention, which means need, is the driving force behind inventions. Your imaginative mind is what feeds the ever growing consumer products market. The world needs you! We work with innovators to bring those ideas into reality; we welcome all ideas and encourage inventors to keep creating new ideas. You have great ideas why not work with a team of experts who are great at what they do. Our team has the experience making ok ideas into truly amazing products you can be proud of. Product Design and Product Development are our specialties.

We approach product design and development like learning how to walk. You must crawl before you can walk. Our years of experience have helped us develop a system which benefits our clients. Using a systematic approach helps eliminate time wasted, revisions and cost of the project.

We are only limited by your imagination.It is your vision and our expertise which makes a successful product. Do you have an idea which you have been sitting on and do not know where to go from here? Well let one of our experts guide you through the entire process of taking your idea from an idea to a final product.

From Denver to Dubai our team of CAD experts have designed products in all industries.

Not only did they beat the pricing that I previously paid, customer service and timing of parts delivered were right on. I highly recommend them.

It was great to find a company not looking to sell you everything useless. They told me what needed to be done and they were very direct, at times a bit too direct but I needed that. Thank you  Ralph Goodman -RG Concepts

I met them at a trade show and I was impressed, what they delivered was shocking. A+ To you guys GREAT JOB

It took me 20 years about 100 different prototypes and I still didnt get very far.  You guys got it right in about 18 months. Thank you so much my family and I love you guys…

The folks at EVO were very responsive and met our difficult deadline with ease. I would definitely recommend them and will use them again!

We came to them with a difficult problem and they quickly developed a game plan and saw things we didnt even see. Immediately we were impressed with their knowledge. We are in Australia and were happy with how quick they were able to get us parts.

I contacted several companies and no one could understand what my concept was all about. The moment I spoke to Evo they knew exactly what my idea was about, these people are amazing…

Our first conversation had me hooked. They knew exactly what I was thinking. What I wanted. They even suggested things I didnt know about. When it came to modifying things the were dead on. I love what you did for me. Thank you.

I had a great experience! I was lost and confused before I found them. They educated and cleared up a lot of questions I had.

Initially, I was hesitant about doing business with Evo because they were not located in my city. However, once I began the process, I immediate knew that I made the right decision…

At first I thought because they are not local to me I would not receive the service I needed but I was quite pleased. The opposite was true. Very knowledgeable, Very responsive, I will use them again!

Their knowledge on product development was amazing! I had no clue how to start the process. They guided me from start to finish and now I have something to show. They were great to work with.

Worth every single penny! Well worth the investment I can now see why it is important to choose the right company. We had alot of questions and they figured everything out…

What can I say I am shocked! I received an email from them that they are working on my project on a holiday. I was pleasantly surprised! The work they have done for me is outstanding!

I needed my parts for a meeting with investors, which was the next day, didnt think they could deliver, but they did….WOW. Thank you!

I am a control freak and was surprised how involved I was able to be. I loved how much input I had, it was my vision all the way. Loved the experience

I like how you offered me protection and showed me how to extend my protection of my product. I didnt think I could do it, with your help I was able to. Thank you   Shelly Sackolmaon – Sheilds and Galm

First, can I tell you I am thrilled with the book mate! I have been using it on floor, table, lap, counter, on a towel, side of tub, bed and in sand. I have some in back yard!

Thank you to everyone at Evo. You were very professional. You made my dreams come true with my pocket clocket…

Not only did they provide an exceptional price compared to a couple of other quotes we received elsewhere, their advice on product testing and development was invaluable.

Drew and Doug – Wall of Pong – Balls to the wall beer pong!

PCB Prototyping

data-content=FR-4 is the most commonly used PCB material. Aluminum Base performs well with heat radiation and is commonly used for LED projects. Flexible Printed Circuit Board (FPCB) can be bent to some extent.Learn MoreMaterial

data-content=This option is set for how many circuit layers in your design. Please try to design your board with fewer circuit layers because multi-layer board is not cheap.

data-content=The maximum length and width of your board. Dimension limitation is minimum 10mm and maximum 500mm for an online quotation. Contact us for additional sizes. data-html=true

data-content=Number of separated different designs included in your Gerber file. Please learn more if you are unsure about the amount.Learn MoreSeparated Different Design

data-content=If you require panelized PCBs, you can either define it by yourself in your Gerber file or we can help you define it (for our help please select, Required).Learn MorePanelized PCBs

data-content=Note: The silkscreen color is white for all solder mask colors except the white solder mask. For white solder masks, the silkscreen is black.

data-content=Board thickness tolerance is +/-10%. Solder mask and copper plating will make the boards thicker.Learn MorePCB Thickness (mm)

data-content=This parameter is for the Top/Bottom layer circuits copper weight.Learn MoreCopper Thickness

data-content=Inner copper weight by default is 0.5oz and has no extra fees.

data-content=OSP (Organic Solderability Preservative) is a water-based, organic surface finish that is typically used for copper pads.Learn MoreSurface Finish

ENIG (Electroless Nickel Immersion Gold)

data-content=The minimum width of the trace /space in your PCB.

data-content=The minimum drilling size of the hole in your PCB.

data-content=Gold Fingers are gold plated connectors on one edge of a printed circuit board.

data-content=The online quotation is for 1-order blind/ buried vias. If your board is more complex our customer service will contact you for extra charge.

data-content=Should half-cut holes on the edge of the PCB be made with copper? This will allow it to be soldered to another PCB.

data-content=Please make sure the effective area should be larger than PCB size.Learn MoreStencil Dimensions

data-content=Fiducial Mark is designed to help the SMT placement machine to check the location.

data-content=BGA plating is also called Electropolishing. If your board has BGA, we highly recommend you to choose BGA Plating.

If you have any other special requirements, please send email .

FR-4, Aluminium Base PCB, Flexible PCB, Rigid-Flexible PCB

The online quotation system only accepts up to 500 x 500 mm. If you require a bigger dimension, please contact us

4/4 mil, 5/5 mil, 6/6 mil (finished copper thickness 1 oz), 10/10 mil (finished copper thickness 2 oz), 15/15 mil (finished copper thickness 3 oz). We strongly suggest increasing the trace width and spacing for 2 and 3 oz. copper thickness

Minimum mechanical via diameter is 0.25 mm. Minimum laser via diameter is 0.20 mm

Hole Tolerance (Mechanical Drilling)

The tolerance of laser drilling hole is 0.01mm

Minimum via is 4 mil. Minimum Components Hole is 6 mil. Increasing via annular ring is good for over current

The thickness of the board including External plating and finishes

The thickness of the board including internal plating and finishes. Only applies for multiple layers

White, Black, Blue, Green, Yellow, Red, Purple, Matt Green and Matt Black

If the minimum silkscreen letter width is less than 0.15 mm, the letters on the boards may not be clear

If the minimum silkscreen letter is less than 1 mm, the letters on the boards may not be clear due to the design

FR4 material PCB thickness: 0.4/0.6/0.8/1.0/1.2/1.6/2.0/2.4 mm;

Aluminium Base PCB thickness: 1.0/1.2/1.6 mm;

Flexible PCB thickness: 0.1/0.15 mm

If you want to separate the panel board by V-cut, keep the space between 0 – 0.2 mm

If you want to separate the panel board by Milling, make sure the milling width is over 1.6 mm

Smart Prototyping delivering you the best in prototyping services, components and equipment.View More

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