definitions Flashcards

1
Q

usability

A

making the product and systems easier to use and matching them more closely to user needs and requirements

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2
Q

ergonomics

A

the study of the interaction between people and products, and the application of theory, principles data and methods to the design of the products to endure maximum usability and efficiency

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3
Q

anthropometrics

A

the study of the sizes of the human body

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4
Q

percentiles

A

a means of representing anthropometric data statistically, indicating the sizes of the human body or specific percentage of people

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5
Q

throw away society

A

the collective mindset of consumers to dispose of products before they have reached the end of their life, simply to purchase updated or more fashionable versions

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6
Q

intuitive design

A

the design works the way the user would expect it to

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7
Q

user experience design

A

the process of enhancing user satisfaction with a product

done by improving the usability, accessibility and pleasure provided in the interaction with the product

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8
Q

user interface design/engineering

A

the design of the user interfaces for machines and software, with the focus on usability and user experience

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9
Q

bespoke

A

a product that has been made specifically for an individual customer

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10
Q

ethical design

A

considering the impact of a product and whether it is morally correct to produce it

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11
Q

human factors

A

study of how humans behave physically and psychologically in relation to particular products

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12
Q

inbound marketing

A

the methods a designer or company uses to establish whether there is a need or gap in the market for a proposal idea

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13
Q

inclusive design

A

designing products that are accessible to everyone without making changes or adaptations

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14
Q

marketing mix

A

the best blend of marketing methods, dependent on the type of product and specific target market

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15
Q

outbound marketing

A

how the customer ‘finds’ the product. for example, through a search engine

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16
Q

planned obsolescence

A

the process of designing products to go out of fashion or no longer function after a specific period of time

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17
Q

penetration marketing

A

setting a low price for its product to attempt to market market share (as many customers as possible)

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18
Q

price skimming

A

setting a price high after launching a product to quickly recover expenditures for production and advertising

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19
Q

primary research

A

collection, collation and editing of readily available research/information

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20
Q

trend forecasters

A

people employed to predict the mood, behaviour and buying habits of the consumer

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21
Q

standardised components

A

parts usually produced in high volumes to the same specification and quality

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22
Q

product lifecycle

A

the marketing lifecycle from launch through to decline of a product (not the same as life cycle assessment)

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23
Q

biopolymers

A

polymers in which all carbon is derived from renewable feedstocks, including corn, potatoes, rice and wood cellulose

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24
Q

ecological footprint

A

the impact we have on the environment and natural resources

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25
Q

internet of things (IoT)

A

the internet of physical devices, buildings and other items embedded with electronics and software that allows objects to collect and exchange data

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26
Q

life cycle assessment (LCA)

A

an assessment of all stages of a product’s life from raw material to disposal

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27
Q

mechanical properties

A

characteristics that indicate the behaviour of a material under pressure (force) which determine the range of usefulness of the product.

These can include:

  • brittleness
  • flexibility
  • ductility
  • toughness
  • tensile strength
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28
Q

social footprint

A

the impact we have on other people

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29
Q

social impact

A

how the use of a maternal or manufacturing method could impact on peoples lives and the community

30
Q

synthetic material

A

a material made from chemicals

31
Q

natural material

A

any product or physical matter that comes from plants, animals or ground

32
Q

design for disassembly

A

a strategy that considers the future need to disassemble a product for it to be repaired

33
Q

eco materials

A

materials that enhance the environmental impact throughout the life cycle

often called environmentally friendly material

34
Q

ethical trade

A

this is about having confidence that the products and services we buy have not been made at the expense of workers in global supply chains

it encompasses a breadth of international labour rights such as working hours, health and safety, freedom or association and wages

35
Q

upcycling

A

taking an item that is no longer wanted or needed and giving it a new life as something that Is either useful or creative

36
Q

globalisation

A

the process by which the world is becoming increasingly interconnected as a result of increased trade and cultural trade

37
Q

optimisation

A

a means of identifying the best choices from design alternatives for example optimum use of materials, manufacturability or ease of assembly, quality, performance, size etc…

38
Q

copyright

A

a set of exclusive rights or protection given to creators of original ideas, information or other intellectual works

39
Q

design rights

A

the rights of the creator of a design or designs. design rights do not, however, give protection to any 2d aspects of the design, e.g. patterns

40
Q

intellectual property (IP)

A

all kinds of intangible (not physical) types of property that people can own

for example, the relative outcomes from the mind such as design ideas, written material, artistic and musical composition

41
Q

patents

A

granted by the government to protect designs and inventions, providing strong protection against copying of the technical and functional aspects of an invention

42
Q

logistics

A

the careful organisation of a complicated activity so that os happens in a successful and effective way

43
Q

registered design

A

gives ownership rights for the appearance of a product, protecting both the shape and the pattern or decoration

44
Q

trademark

A

used by a company or an individual to identify and distinguish its products from those of others

45
Q

critical patch analysis

A

a project management tool that lists and charts all tasks that must be completed as part of a project. This then gives identification to the quickest route to completion

46
Q

cycle time

A

time taken during the manufacturing of a product for the process to go through a range of steps and return to the same point

47
Q

participatory design

A

design which actively involves all stakeholders and users in the design process

48
Q

scrum

A

a project management tool that uses iterative design process. it involves collaboration, use of software, teams organising themselves and flexibility to adapt to changed stakeholder requirements

49
Q

six sigma

A

a set of tools and techniques to ensure consistent output in manufacturing where little variation is crucial

50
Q

systems thinking

A

the understanding of a product or component as part of a larger system of other products and system

51
Q

basic machine principle

A

for an ideal machine, power out = power in

52
Q

gear ratio

A

number of teeth on driven gear / number of teeth on driver

driven / driver

53
Q

mechanical advantage

A

the ratio of output force to input force

output force / input force

54
Q

power

A

energy produced per second

energy / time

55
Q

torque

A

turning effect in a rotary system

56
Q

4 types of motion

A

rotary
linear
reciprocating
oscillating

57
Q

dynamic force

A

a force that might change position, size or direction

58
Q

static force

A

a force that does not change

59
Q

Youngs modulus

A

the resistance of a material to elastic deformation under load

60
Q

amplifier

A

a subsystem to increase the size of a small signal

61
Q

multiplexing

A

a method of driving a large display to reduce the number of connections and reduce the power consumption

62
Q

smart object

A

an item which features an embedded networked electronic system

63
Q

pulse width modulation (PWM)

A

a method of producing a pseudo analogue output

64
Q

affordance

A

the use or purpose of a product that is indicated to the user by the way it looks or is constructed

65
Q

iterative design

A

a continual and cyclical design development process to refine and perfect the product.

ongoing testing of models and prototypes, incorporating improvements and progressing towards an optimum solution for all stakeholders

66
Q

qualitative feedback

A

feedback in the form of opinions, attitude and thoughts

67
Q

quantitive feedback

A

feedback that provides numerical data or information from sources which can be converted into numbers to aid analysis

68
Q

semiotics

A

the study and use of signs and symbols

69
Q

feasibility study

A

this investigates the implications of a project before getting involved and investing resources.

in the iterative design process, the feasibility of proposed designs can be assessed through experiments, trials, mock-ups, testing and modelling

70
Q

electronic point of sale (EPOS)

A

a computerised system used in retail shops to record sales of stock by scanning barcodes