Design Flashcards

Learn about all the design processes

1
Q

Designers Influence

A

Provides initial information and creative input for the product

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2
Q

Accountant Influence

A

Manages all costs during all stages of the design process and may set a cap for spending

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3
Q

Manufacturer Influence

A

Ensures the Product can be manufactured and also providing information on how a product can be best manufactured

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4
Q

Function

A

Is the fundamental task of a product for example a kettles function is to boil.

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5
Q

Aesthetics Meaning

A

Human Perception of Beauty

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6
Q

Aesthetic Features

A

Sight, Touch, Sound, Taste and Movement

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7
Q

Ergonomics

A

Aims to improve interactions between people and their products or environment

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8
Q

Anthropometrics

A

Data to ensure full range of intended users of the Product. 95the percentile

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9
Q

Physiology

A

Specific Movements and Characteristics of the human body. Such as range of movement, fatigue and strength. Needs to ensure the design is accessible to a range of users.

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10
Q

Phycology

A

The study of mental processes such as perception and memory. Influenced on how something looks feels sounds and tastes. The product would need to look safe and not over complicated

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11
Q

Technology Push

A

Development of new technology drives the development of a new product

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12
Q

Market Pull

A

Products are produced as a result of market demand

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13
Q

Target Market

A

Group of Coustomers which a company directs it’s products to

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14
Q

Product 4p’s

A

The product should have the right features to appeal to the target market

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15
Q

Price 4p’s

A

Must be able to compete in the market and make a profit

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16
Q

Place 4p’s

A

Must be in the right place at the right time for example retail store, online or at a special event.

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17
Q

Promotion 4p’s

A

The target group needs to be made aware of the product

18
Q

Niche Marketing

A

Concentrates all marketing on a small segment of the population

19
Q

Brand

A

Is the logo impression and experiences associated with a brand for example apple can be assisted with quality.

20
Q

Maintenance

A

Keeps a product working smoothly and saftey, enabling the user to keep their product in working order and extended the life cycle for example parts of a car.

21
Q

Planned Obsolescence

A

Is a strategy used to give a product a specific life span to it can be replaced. Encouraging the user to purchase another version of the product.

22
Q

Style Obsolescence

A

When products are designed to be fashionable on thier release date and are likely to fall out of fashion in a couple of years. For example chockers

23
Q

Ease of Maintenance

A

Lifespan of the product for example razor’s and disposable razors

24
Q

Saftey for Coustomer

A

The product should be easy to understand. Risks can also be eliminated by warning s and showing and potential risks

25
Q

Design Brief

A

Normally supplied by a client and should contain an outline for the requirements of a solution.

26
Q

Open Brief

A

Gives general ideas and allows for a range of possible outcomes.

27
Q

Closed Brief

A

More specific and detailed of its requirements

28
Q

Product Specification

A

Is a statement that tells the designer exactly what the product has to do and what the design requirements are.

29
Q

Product Evaluation

A

Safety and suitability for use by customers includes function and ergonomics

30
Q

Questionare

A

Questions filled in by a person to show the persons preferences and ideas

31
Q

User Trial

A

This is when products are tested by real users in a controlled environment, can show potential for improvement.

32
Q

Test Rigs

A

Are used to perform physical tests on products, can repeat actions of a short period of time and simulate extended use of a product

33
Q

Secondary Information

A

Information from other people

34
Q

Pie Charts

A

Compare parts to a whole and percentage distribution, also allowing for make in 3d and detach segments to outline things

35
Q

Line Graph

A

Allows to display trends in continuous data, for example sales over a number of years

36
Q

Bar Chart

A

Conpare and display diffrent results

37
Q

Analogy

A

When you apply existing knowlage into a new contet, can be used to solve a problem by using ideas of another product

38
Q

Biommimicry

A

Uses analogies of nature, for example animals, plants and microbes

39
Q

Brainstorm

A

When you come up with many ideas to spark off new and better ideas.

40
Q

Setch Models

A

Low cost and easy to do, can be done very quickly and easy to create.

41
Q

Block Models

A

Can form dimensions and surface details of the product can be phyically touched and seen.

42
Q

3D Computer Modeling

A

Allows for suface finishes and realistic looking image, can also be viewed in multiple angles with ease