1.8 Design and development Flashcards

1
Q

What 2 things can designs be judged by

A

Good designs must be judged on their specifications and can be judged based of Dieter Rams 10 principles of good design

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2
Q

What are the 3 aspects of a “Product Design Specification (PDS)”

A

Testable criteria - The PDS must have testable criteria based or appropriate research

Quantitative data - Quantitative values to allow consistency in testing

‘Fitness for purpose’. - A designer must ensure that a design meets its product specification to ensure the quality of the design

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3
Q

What is required for a product critical analysis

A

An effective product analysis is only possible after using a product for the task it was designed for

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3
Q

What does a task analysis involve

A

A task analysis involves getting potential user to use and existing product and assess how successful product is at each stage. Making sure the user informs development (User centred design UCD)

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4
Q

What is Concept modelling used for

A

Concept modelling is used to help make decisions or prove/disprove predictions

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5
Q

What 2 things should designers do for “Critical assessment for new design development”

A

Guide the development of future products by being critical and using consumer feedback

Designers should assess and improve upon what has come before to avoid repeating mistakes

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6
Q

What are the 3 aspects of concept modelling and what do they help do

A

2D or 3D sketches (sketch modelling) used to … gain feedback from clients about form and aesthetics prior to investments in real life prototypes

Block ‘working’ models for proving ideas on mechanisms or showing ergonomic features

Visual appearance models help demonstrate visual aesthetic design forms via materials and finishes which are often not made from the same material as the final product

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6
Q

What are Prototypes used for

A

Prototypes are used to assess and test developed proposals and help prepare for production

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7
Q

What are the 3 aspects of prototypes and how do they help

A

Visual prototypes are a realistic sample or model that shows the overall visual impact, shape and size of the product

Working prototypes are used to test mechanisms and technical principles with working mechanisms and off the shelf parts

Production prototypes give a representation of how the mass produced product would look and shows the product would function may be made from bespoke parts or substitute materials

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8
Q

What are the 6 aspects of Aesthetics in detail

A

Shape and form (definitions) - Refers to the 2D and 3D physical appearances of the product. The shape refers to the 2D profile whereas the form refers to the 3D object.

Symmetry and asymmetry (definitions) - The use of symmetry in design can help handheld products(Left and right handed) and add visual balance however asymmetry can bring interest to design

Proportions e.g. Golden ratio - The relationship between product and part dimensions of 1:1.6 (Golden ratio)

Anthropomorphism (not anthropometrics!) - The design of products that reflect proportions associated with the human body or face

Colour and texture - Combining colours to contrast (Complementary) or be harmonious (Analogous). Textures such as green, woven, brushed …

Symbols and ideograms - Use of standardised colours, shapes and symbols to quickly communicate to a wider audience

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9
Q

What is the definition of Aesthetics

A

Is a term used to refer to essentially the visual qualities of a product. Its assessment is complicated and subjective but a positive emotional response to a product is key to commercial succes

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9
Q

What is the issue with concept modelling and prototypes

A

Modelling & prototyping are increasing being replaced by CAD virtual models, 3D printing and rapid prototyping because they are faster, cheaper and easier to reproduce

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10
Q

What are the 6 considerations for ergonomics and examples of them

A

Consider user sizes and abilities

Consider user movements and forces to be used in relation to the product e.g. using a touchscreen phone or exercise equipment

Consider the shapes and forms of the areas of the product that a user will interact with e.g. steering wheel or joystick

Consider the properties of materials for products e.g. garden tool handles

Consider the appropriate use of colour e.g. mood, attract attention

Consider appropriate symbols to rapidly and clearly communicate information e.g. vehicle dashboard display

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11
Q

What are some considerations for Control interfaces e.g. lift panel (Out of 7)

A

Controls should be easily accessible

Easy to grip controls e.g. larger controls and surface grip e.g. overmolding

Controls that are easy to operate

Appropriate pressure to engage controls

Controls that can be identified by touch

Labels and markings should be easy to see and feel

Sounds, symbols and lights can also assist in displaying information

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12
Q

What is “Anthropometrics”

A

Anthropometrics is the use of scientific measurements of the human body in the design of products to ‘fit’ the user

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13
Q

What are some measurements for anthropometrics and what 2 areas are they obtained from

A

Measurements such as height, weight, shoe size, arm length, grip strength and head circumference are taken directly from users or obtained from published data sets

14
Q

What is an example of Anthropometrics for a door

A

The measurements for a door frame could be based around the 95th percentile (95% of the population who are smaller should be catered for)

15
Q

What is Empathic design

A

Is a technique whereby a designer is encouraged to experience a task and working conditions faced by a user who has different abilities

This type of immersive investigation enables designers to gain a real understanding of the problems users face

15
Q

What is inclusive design

A

The design of products that are accessible to and usable by as many people as reasonably possible (Universal design) without the need for special adaptation or specialised design.

For example indented finger grips on tool handles can be too prescriptive and uncomfortable for users with small or large hands. Instead gentle curves give multiple gripping positions for a wider range of users.

16
Q

What are some examples of Empathic design

A

-Wearing a “Third age suit” that simulates age related disabilities through restricting movement

-Wearing a “Pregnancy suit” that simulates the size, weight and restricted movement of someone who is pregnant

-Wearing thick gloves to simulate the experience of someone who has arthritis or a loss of dexterity

-Wearing frosted glasses to simulate someone with visual impairments

17
Q

What is User-centred design (UCD)

A

To help ensure products meet the needs, wants and values of users, potential users must be involved at all stages of the design process

18
Q

What does UCD involve

A

UCD involves an iterative process whereby a multi-disciplinary design team continually develop and evaluate potential solutions in regard to the whole user experience, as a means to refine a final solution

19
Q

What 2 things does UCD consider and what do these considerations influence

A

Users or consumers have physical needs e.g. sizes, shapes and abilities, and emotional needs e.g. likes/dislikes, aspirations and ambitions, and intellectual needs e.g. simulation. These requirements or desires will influence product forms, features, colour schemes and branding etc

Consumers will have values that need appreciating e.g. eco-conscious consumers will be looking for products that make a reduced impact on the environment throughout their life-cycle