Design Technology Flashcards

1
Q

Anthropometric Data

A

Aspect of ergonomics - deals with body measurements e.g. size, strength…

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2
Q

Static Data

A

Human body measurements when subject is still i.e. height
Measured with:
- Callipers, stadiometer, anthropometer.

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3
Q

Dynamic data

A

Measurements when subject is moving.
i.e. reach, grip, reaction times.
Measured with:
- Callipers, stadiometer, anthropometer.

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4
Q

5th + 99th Percentile

A

Population stereotypes + mass market target consumers (common features)

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5
Q

50th Percentile

A

Model Person + common physical features
- Mass market products

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6
Q

Extreme User Population

A

extreme physical features (tailored)

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7
Q

Psychological Factors

A

User: feel/respond emotionally

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8
Q

Physiological Factors

A

physical characteristics to optimise user safety + health + performance

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9
Q

Biomechanics

A

Research + Analysis of how living organisms work.

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10
Q

Design for discomfort

A

Product intended to cause discomfort

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11
Q

Green Design

A

Zero negative impact
production -> disposal

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12
Q

Six R’s

A

Re-use - products like paper
Recycle - disassemble into raw materials
Repair - when broken down
Recondition - returns to manufacturer
Re-engineer - redesign (effectiveness)
Refuse - consumer’s awareness

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13
Q

Fossil Fuels Pollutants

A

Sulphur -> acid rain
CO2 -> additional = excess heat

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14
Q

Clean Coal

A

washed to remove impurities

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15
Q

Wet Scrubbers + Fuel gas removers

A

Remove Sulphur with limestone spray

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16
Q

Lo-Nox Burners

A

reduce nitrogen oxide by charged particles

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17
Q

Bio-Fuels

A

Vegetable oils + Internal combustion engines

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18
Q

Bio-mass

A

by-product of decomposition
e.g. methane gas

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19
Q

Conceptual Modelling

A

Outline principles, processes + functions

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20
Q

Graphic Modelling

A

Simplify + present data for further development

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21
Q

Physical Modelling

A

Production of tangible artefact
-> helps visualise

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22
Q

CAD modelling

A

virtual prototypes (speed up processes)

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23
Q

Rapid Prototype Manufacture

A

Array of models with more complexity
Simulated by software

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24
Q

Mathematical Modelling

A

Use of calculations to plan future costs.
e.g. material requirements

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25
Q

Aesthetic characteristics

A

Taste
Smell
Appearance
texture

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26
Q

Smart Materials

A

React to changes in their environment

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27
Q

Ionic Metals

A

Metal + Metal

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28
Q

Velant Metals

A

Metal + Non-Metal

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29
Q

Covelant

A

Non-Metals

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30
Q

Workhardening

A

Hardening by manipulating shape in particular way.

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31
Q

Tempering (Metals)

A

heated + left to cool = weaker bonds
- deformed to desired shape

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32
Q

Composite timber

A

Man-made Timber with wood adhesives
e.g. MDF

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33
Q

Thermosetting

A

Cast/Modelled once

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34
Q

Thermoplastic

A

Cast/remodelled many times

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35
Q

Polypropylene (PP)

A

tough
e.g. ropes

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36
Q

Polyethylene (PE)

A

synthetic + most used
e.g. plastic bags

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37
Q

High Impact Polystyrene (HIPS)

A

tough, rigid
e.g. toys, packaging

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38
Q

Acrylonitrile - Butadiene - Styrene (ABS)

A

resistant (heat, chemicals) + low cost
e.g. battery cases

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39
Q

Polyethylene Terephalate (PET)

A

water/moisture resistant
e.g. soft drink containers

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40
Q

Polyvinyl Chloride (PVC)

A

Flexible + strong + easily sterilised
e.g. medical appliances

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41
Q

Urea - Formaldehyde

A

Toxic + cancerous -> Vapour emitted

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42
Q

Malemine Resin

A

Stiff + hard
e.g. protective layers

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43
Q

Epoxy Resin

A

Insulant + multi purpose
e.g. wire insulator

44
Q

Additive Techniques (Manufacture)

A

adding materials e.g. 3D printer

45
Q

Subtractive Techniques (Manufacture)

A

remove material e.g. Milling machines

46
Q

Shaping Techniques (Manufacture)

A

Changing physical shape
e.g. moulding, laminating

47
Q

Joining Techniques (Manufacture)

A

permanent -> glueing riveting
Temporary -> nuts + bolts, Velcro.

48
Q

Intellectual Property (IP)

A

ownership of intangible goods

49
Q

Patents

A

Protects functional expressions (20 years)

50
Q

Copyright

A

protects works of authorship
e.g. paintings

51
Q

Trade Mark (TM)

A

identifies + distinguishes sources

52
Q

Design Patent

A

protection of physical (14 years)
- easy to issue

53
Q

Utility Patent

A

protects function (20 years)
- difficult to issue

54
Q

Service Mark

A

Identification associated to a service

55
Q

Process Innovation

A

Implementing new production + delivery methods e.g. equipment

56
Q

Strategic Design

A

future orientated = increase innovation

57
Q

Architectural Innovation

A

improvements in how we assemble components e.g. flexible manu. systems a

58
Q

ROGER’s characteristics of innovation and consumers

A

Relative advantage
-> perception product

Compatibility
-> consistent with customers needs/expectations

Complexity (Simplicity)
-> easy use of product

Observability (Visibility)
-> product seen as beneficial/an advantage

Trialability
-> Opportunity for customers to experiment product prior purchase.

59
Q

Categories of consumers

A

Innovators - first (risk takers)
Early adopters - 2nd fastest
Early Majority - 3rd group after feedback
Late Majority - Adopt after market established
Laggards - Last, prefer traditions + no risk

60
Q

Classic Design

A

Image - recognizable
Status/culture
Obsolence -defies it
Mass production
Ubiquitous/Omnipresent (constant presence)
Dominant - marketplace

61
Q

Form vs Function

A

form follows function
e.g. hammers

62
Q

User Centred design

A

design targetted to user’s demands + interaction with it
Process is Iterative

63
Q

Usability (product)

A

product acceptance, know your target users.
e.g. ease of use

64
Q

User Population

A

general characteristics of whole user group

65
Q

Physio-pleasure

A

sensory organs
e.g. the feel of a product

66
Q

Psycho-pleasure

A

emotional/mental reactions
e.g. social interactions

67
Q

Socio-pleasure

A

Emotional reactions to interactions about product.
e.g. Society + status

68
Q

Ideo-Pleasure

A

satisfying tastes/cultures…
e.g. aesthetically pleasing

69
Q

Triple Bottom line Sustainability

A

environmental
- negative impact

Economic
-no negative impact on economy

Social
- no negative impact on society

70
Q

Decoupling

A

disconnecting economic growth with env. impact
-> economy grows without increase in env. impact

71
Q

Kyoto protocol

A

International agreement
-> emission reduction targets
negative
-> heavy impact on developing countries
(Japan, 1997)

72
Q

Sustainable reporting

A

documents companies release:
- impact by energy activities
advantages
-> goals + manage change

73
Q

Integrated reporting

A

recent development
- combines financial + non-financial performance

74
Q

Product stewardship

A

Focuses on product life cycle.
Manu. -> recycling + design
Customers -> proper disposal

75
Q

Sustainable consumption

A

products/services meet sustainability requirements.

76
Q

Sustainable design

A
  • eco design
  • analyse impact through life cycle
  • considers sustainability
77
Q

Datchefski’s Principles (5)

A

Solar - energy to produce a product/service/system should be renewable.

Safe – products must be made with non-toxic materials.

Social – the product has to be good for consumers/communities and the workers/manufacturers.

Efficient - the product must use the least amount of raw materials = reduce waste.

Cyclic – using recycled materials or recycling the materials used.

78
Q

Sustainable Innovation

A

services/systems eco-friendly
- lowers costs

disadvantages
- radical change (costly)

79
Q

Top-down strategies

A

Top = Global/national
targets + management of resources

Designers
-> less investment + predictable

80
Q

Bottom-up Strategies

A

Bottom = Local + regional
e.g. planting trees campaign

Designers
-> enthusiasts + risk takers

81
Q

Government1 Intervention in Innovation

A

1) Regulation - limits
2) Education - info e.g. labels
3) Taxes - penalise = costly
4) Subsides - Support sustainable innovations

82
Q

Energy Security

A

influenced by energy demand + supply trends

83
Q

Energy Demand

A

Not constant
Responsibility on those who manage and generate elec.

84
Q

Market Development

A

selling products to a wider audience = increase sales

85
Q

Geographic Segmentation

A

nations, regions

86
Q

Demographic Segmentation

A

age, gender, occupation
-tailored to individual

87
Q

Behavioral Segmentation

A

usage rate, response…

88
Q

Psychographic Segmentation

A

studying activities/opinions

89
Q

Occasional Segmentation

A

impulse buyers

90
Q

Segmentation by benefits

A

Customers perceived by benefits

91
Q

Cultural Segmentation

A

purchase based on culture

92
Q

4 P’s

A

Product - maintain quality
Place - implications of selling
Price - strategies (types)
Promotion - awareness

93
Q

Registered Design

A

Protects appearance
- new design
- industrially applied
Advantages
- right to owership

94
Q

Lean Production

A

assembly line methodology ‘just in time’ production strategy

95
Q

Lean Management

A

Continuous improvements
Long-term = small -> big changes

96
Q

Lean manufacturing

A

Eliminate waste + wasteful activity

97
Q

Value stream mapping

A

Lean tool
- Document + analyse + improve flow of info + materials needed

Advantage
-> used at broader level
-> identifies focus

98
Q

Six sigma

A

Management technique
- evaluates efficiency using statistic analysis
- manufacture products with no defects (3.4 per 1mill)

Advantage
-eliminates wasteful practices
-reduce production costs

99
Q

Work Flow analysis

A

Review processes + improve business (consultants do it)
Main factors
1) tech. advances = less costs
2) Overlook tasks for improv.

100
Q

Product Family Matrix

A

Groups products in Families.
1) Products - left column
2) process steps from customer to production
3) common process steps
= product family

Downstream
- closer to consumer

Upstream
- closer to raw materials

101
Q

Kaizen
(by Masaak Imai)

A

Continuous movement
= competitive strategy

Principles:
1) good processes
= good results
2) Speak with data + manage
with facts
3) Correct causes of
problems (actions to
contain)
4) Work as team

Small changes over time
= big results

102
Q

5 S’s

A

Determine approaches to business through Standards

Sort - needed vs not
Straighten - arrange, identify
Shine - clean = safety
Standardise - revisit first 3 S’s
Sustain - keep to rules

Advantages
- improve safety
- sense of involvement
- Reduces waste e.g. stock
- improved performance

103
Q

Seven Wastes

A

1) Overproduction - costly
2) Waiting - processes slow
3) Transportation - moving
4) Inappropriate processing
- elaborative + costly
5) Unnecessary motion
6) Defects - inspections
7) Excessive inventory

104
Q

Zero Defects
+ Zero Inventory (ZIPS)

A
  • Strives for prefect production (0 defects)
  • time inventory control system (waste = eliminated)
105
Q

CIM (Comp. Int. Man.)

A
  • Supports lean production systems
  • work flow analysis required
  • included in ZIPS
    e.g.
    raw materials stored in automated systems
    -> picked when needed
    -> no need for human involv.
106
Q

Quality Management

A

Ensured product/service is consistent
- focus on quality
- oversee tasks to maintain it

107
Q

Economic Viability

A

When project proves it is economically viable
- innovative + sustainable
- positive impact on society
+ environment
1) Funding + profits
2) Operation costs
3) integrate project into wider scales
4) Adapt to future changes
5) Robust economic models