DT Flashcards

1
Q

Iterative design

A

a cyclic approach: each iteration of a design is tested and then altered accordingly

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2
Q

iterative design advantages

A
  • each iteration is fully tested/evaluated so issues will be discovered and fixed earlier
  • it encourages focus on the most critical aspects of a design
  • user feedback is constantly gathered
  • evidence of progress is easily provided to stakeholders
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3
Q

Iterative design disadvantages

A
  • it can be time consuming
  • it can be expensive to make so many iterations?
  • designers can lose site of the bigger picture when focusing on an iteration
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4
Q

User centred design

A

the needs and wants of a user are considered extensively at each stage of the design process.

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5
Q

user-centred design advantages

A
  • The end user feels listened to and is more likely to be satisfied with the product
  • the user feels a greater sense of ownership of the product due to input
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6
Q

user-centred design disadvantages

A
  • it requires extra time to meet/discuss with the client and then alter the design
  • It can become focused on one specific person: it is then unavailable to sell to the wider population
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7
Q

Systems thinking

A

a top down approach that starts with an overview of a product in terms of : input, process and output. The details of each component are considered later.
- often used in electronic/mechanical systems

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8
Q

Systems thinking/approach advantages

A
  • does not require specialist knowledge to design system overview
  • this approach is easy to explain / communicate to non-specialists e.g. clients/stakeholders
  • The system is designed in blocks so it is easier to discover faults in the design
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9
Q

Systems thinking/approach disadvantages

A
  • it can lead to the use of unnecessary components
  • this can lead to larger systems and extra cost
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10
Q

Structure of a system

A

input device –> process –> output device
input devices take a’real world’ signal e.g. light/movement/sound and turn it into an electronic signal.
Output devices take this electronic signal and turn it into a real world signal e.g speakers produce sound and lamps produce light

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11
Q

CIRCUIT SYMBOLS

A

P.11 revision guide

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12
Q

Microcontrollers

A

a small computer or an integrated circuit that can be programmed to provide functionality, timing counting and decision making.

  • process
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13
Q

push to make switch

A

allows current to flow through when pressed

  • input
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14
Q

LDR

A

a resistor that changes depending on light level

  • input
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15
Q

buzzer

A

produces a buzzing noise when current flows through it

  • output
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16
Q

speaker

A

turns electronic signals into sounds

  • output
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17
Q

lamp

A

produces light when current flows through it

  • output
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18
Q

Apple (The Work of Others)

A
  • multinational consumer electronics company
  • initially solds personal computers such as the Macintosh
  • later they introduced the aesthetically iconic iMac G3, portable iPod and the iPhone.
  • The iPhone combined components of the iPod and the G3.
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19
Q

Primark (the work of others)

A
  • international clothing retailer
  • low cost, fashionable products
  • produces clothes in factories in china, bangladesh, india etc.
  • fast fashion contributor
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20
Q

Zara (the work of others)

A
  • uses a Just in time approach (JIT)
  • began working with Greenpeace in 2011 to eliminate harmful toxins from its clothing
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21
Q

Deforestation

A

forests are removed so land can be used for other uses. this causes:
- loss of habitat
- increased CO2 levels

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22
Q

Mining

A

some raw materials must be mined from the ground e.g. metal ores. This causes:
-erosion
- contamination of soil
- visual pollution
- loss of habitat
- non renewable

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23
Q

Drilling for oil

A
  • non renewable
  • oil spills are detrimental to the local area
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24
Q

Things to consider when designing a product (environmental) (x6)

A
  • obtaining raw materials
  • distance/mileage to place of manufacture
  • manufacture
  • distribution
  • use
  • disposal
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25
Q

The 6 Rs

A

Refuse - should it be produced?
Rethink - what can be changed (e.g. less packaging)
Reduce - use less/produce less
Reuse - use it again
Repair - fix instead of repurchasing
Recycle - reuse materials

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26
Q

Fair Trade

A

A movement that works to aid people in developing countries in receiving a fair wage for the products that they produce
- producers are paid an agreed minimum rate even if global prices fall

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27
Q

Market research

A

the collection of information to find out gaps in the market, client requirements, price etc.

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28
Q

focus group (what and why)

A
  • a focus group is a group of people that match the target user group: ideally 7-10 people. This to ensure a range of opinions/feedback however if it is too big, people may not all be able to share their ideas.
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29
Q

product analysis

A

the detailed investigation or analysis of current or previous products. Aspects considered include:
- aesthetics
- function
-price
- societal impact
- environmental impact

30
Q

Primary data

A

firsthand data / original research e.g. a questionnaire produced by the designer themselves

31
Q

secondary data

A

freely available data that is taken from other sources e.g. available data sheets

32
Q

Ergonomics

A

Human factors: involves how the user interacts with the product.
ergonomic factors include safety and comfort.

33
Q

Anthropometrics

A

The study of the human body and how it moves.
Anthropometric data is taken from millions of people to create well suited products e.g. a helmet uses average head circumferences, doors use average heights etc.
- Designers often work with 5th to 95th percentile

34
Q

Design brief

A

a short description of the design problem and how it is to be solved

35
Q

Design specification

A

a list of measurable design criteria that the product must meet.
A good specification should include:
ACCESS FM :
- Aesthetics
- Client
- Cost
- Environment
- Safety
- Size
- Function
- Materials

36
Q

Manufacturing specification

A

contains the information needed to successfully manufacture the design.
It should include :
- scale of production (e.g. batch/mass etc.)
- description and/or drawing of final design
- assembly and construction details
- details of materials needed
- how quality will be ensured

37
Q

Freehand sketching (uses/pros/cons)

A

uses: getting initial thoughts onto paper
pros:
- does not follow conventions so can be done quickly and freehand

cons:
- needs to be followed by a more formal design

38
Q

modelling (uses/pros)

A

use: to gain insight on how a product will look and function in 3D. This is often done with card because it is cheap, easy to cut, crease and fold.
pros:
- can be presented to clients for feedback
cons
- issues can be found and sorted early before the use of more expensive materials

39
Q

Toiles

A

a test version of a piece of clothing made from cheap material
- used to check the effectiveness of a sewing pattern
- design can be improved without wasting expensive material

40
Q

Breadboarding circuits

A

Breadboards consist of rows of metal strips, covered by plastic holes.
Components and wires are placed into these holes to form a circuit.
- circuits can be quickly tested
- components can be reused
- better than CAD since it uses real components: software is not always accurate in predicting problems.
- temporary model, a more permanent construction method should be used for the final product.

41
Q

3D sketching

A

can be produced by: freehand, perspective or by isometric projection. It creates a realistic view of a product e.g. to show to clients.
- The drawing is not to scale
- has a horizon line
- one or two vanishing points sit on the horizon line

42
Q

Exploded drawings

A

These show how components fit together, the parts should be lined up and in proportion to the other components of the drawing.
- often used in furniture assembly instructions

43
Q

Orthographic drawings

A
  • Third angle orthographic projection (plan, front and side)
  • to scale
  • follow conventions
44
Q

PRACTICE ORTHOGRAPHIC DRAWINGS

45
Q

schematic diagrams

A

represents the elements of a system using standard symbols, they show which components are linked together
- often used in circuits

46
Q

Virtual meeting software

A

Allows face to face meetings to take place from various locations.
- no wait time for responses
- visuals can be shared
- no misinterpretation as there is with text/email

47
Q

CAD uses

A

CAD:
- drawing / modelling / simulating ideas
- designs can be viewed from all angles
- CAD files can be directly sent to CAM
- CAD files are easily shared: email, USB etc.

48
Q

Prototypes

A
  • full sized, actual versions of a product
  • used to check aesthetics and functionality
  • ensures money is not wasted on large scale manufacture if there is an issue
49
Q

Evaluating prototypes

A

CAFE QUE :
Cost
Aesthetics
Function
Ergonomics
Quality
User
Environment

50
Q

Fossil Fuels

A
  • inc. coal/oil/natural gas
  • They are burned to create steam which turns turbines which drive generators that produce electricity
  • releases greenhouse gases e.g. CO2 (contributes to global warming)
  • reliable
  • non-renewable
51
Q

Nuclear Power

A
  • Nuclear Fission
  • Non Renewable (Uranium)
  • If radioactive material is released, it can cause serious health issues
  • Nuclear waste must be disposed of carefully and stored for thousands of years
52
Q

Solar Power

A
  • Photovoltaic cells convert solar energy into an electric current
  • renewable
  • no waste products
  • unreliable
  • high initial cost, but no ongoing cost
  • converts less than 10% of sunlight
53
Q

Wind power

A
  1. wind turns the turbine
  2. the turbine turn the generator
  3. the generator produces electricity
    - unreliable
    - renewable
    - visual and sound pollution
54
Q

hydro-electrical

A
  1. water is held in a reservoir behind a dam
  2. the water is released downhill, this turns turbines as it goes
    - renewable
55
Q

Biomass fuel

A
  • fuel from organic materials
  • readily available
  • can be expensive
  • can drive up prices of food
  • CO2 to grow the fuel
56
Q

storing energy

A
  • batteries: transfers chemical energy into electrical energy
  • kinetic pumped water storage
57
Q

4 types of motion

A

reciprocating
linear
oscillating
rotating

58
Q

rotating motion

A

movement in a circle

59
Q

linear movement

A

motion in a straight line in one direction

60
Q

reciprocating motion

A

back and forth motion

61
Q

oscillating motion

A

swinging back and forth motion

62
Q

Levers function

A

to reduce the amount of effort required to move a load

63
Q

first order lever (mechanical advantage and examples)

A
  • fulcrum in the middle between effort and load
  • there is mechanical advantage if the effort is further from the fulcrum than the load
    e.g. scissors, seesaw
64
Q

mechanical advantage second order lever (and example)

A
  • Load in the middle between effort and fulcrum
  • there is always a mechanical advantage because load is closer to the fulcrum than effort
    e.g. wheelbarrow
65
Q

Linkages

A
  • used to transfer motion between two positions
66
Q

third order lever (mechanical advantage and example)

A
  • effort in the middle between fulcrum and load
  • no mechanical advantage: effort is greater than the load HOWEVER movement of load is greater
    e.g. tweezers
67
Q

push-pull linkage

A

reverses the direction of linear motion
- 2 moving pivots, 1 fixed
PRACTICE DRAWING THIS

68
Q

bell crank

A

changes the direction of motion by an angle
- 2 moving pivots, 1 fixed
PRACTICE DRAWING THIS

69
Q

cams

A

convert rotary motion to reciprocating motion

70
Q

follower meaning

A
  • a rod that is moved as the cam rotates
  • normally connected to the object that wants moving
  • followers can: rise, dwell or fall