exam sem 1 2024 Flashcards

1
Q

the double diamond

A

this design approach is what we follow as designers to ensure adequate planning and research is conducted, so we are able to produce the best possible product to meet the needs of our enduser/s.

-we go through the double diamond process over and over again, stepping through both divergent and convergent thinking repeatedly to achieve our final design.

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2
Q

The Double Diamond process describes the process designers use to:

A
  • identify and research a need or opportunity and possible end users
  • define the design problem through writing a design brief (and evaluation criteria)
  • research a wide range of information that can be used when designing
  • develop and refine product concepts through drawings and physical modelling/prototyping
  • identify the best solution (proof of concept)
  • plan and produce the product* evaluate the end result.
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3
Q

end user definition

A

Someone or something that might use the product or solution. Can be a person or a creature (human/non-human)

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4
Q

double diamond
STAGE ONE: investigate and define

A

DISCOVER: DIVERGENT THINKING
- identify and research a need or opportunity
- listen to people, learn about their needs
- consider opportunities
- need for new and improved solutions
- research

DEFINE: CONVERGENT THINKING
- need is refined and clarified
- design brief is constructed
- outline is created
- constraints and evaluation criteria

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5
Q

double diamond
STAGE TWO: GENERATING AND DESIGNING

A

DEVELOP: DIVERGENT THINKING
- ideas are suggested
- exploration and sketching
- trials and experimentation
- a range of design options considered

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6
Q

double diamond
STAGE THREE: PRODUCING AND IMPLEMENTING

A

DELIVER: CONVERGENT THINKING
- working drawings
- detailed plans
- product solution
- production of product
- quality standards check
- modifications
- evaluation by designer, manufacturer and end users

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7
Q

divergent thinking

A
  • CREATIVE
  • divergent thinking is all about creatively exploring multiple ideas and pathways
  • we use divergent thinking to come up with a range of ideas and potential solutions, so we have a variety of ideas to research and further explore.

-divergent thinking is used during two phases of the double-diamond process: in initial investigating and defining stage and again during the generating and designing phase.

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8
Q

ACTIVITIES AND APPROACHES - divergent thinking

A

INITIAL PHASE:
- brainstorming a need
- interviewing potential end users
- researching existing products
- exploring potential opportunities

SECOND PHASE:
- trialing and modelling
- range of design options
- generate visualisations
- material trials
- experimenting

  • using creative thinking techniques
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9
Q

convergent thinking

A

-CRITICAL
- convergent thinking is all about critically analysing and evaluating our brainstormed ideas, narrowing down these ideas to one final option.
- we use this type of thinking to complete pros and cons, strengths and weaknesses, appropriateness, and reflect on end user feedback to make decisions and conclude your thought to a final decision.

  • convergent thinking is used during two phases in the double diamond process: during the second part of the investigating and defining stage, and during the producing and implementing phase.
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10
Q

ACTIVITIES AND APPROACHES - convergent thinking

A

INITIAL PHASE:
- refining ideas and sketches
- narrowing ideas to a final need or opportunity
- critiquing existing ideas
-

SECOND PHASE:
- detailed production plans
-working drawing of final design
- production
- evaluating the final product
- checking for quality

  • making decisions
  • costing and budget
  • analysing results of trails and tests
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11
Q

collaboration in design

A

-collaboration means to work together cooperatively for a common goal or task.

-a designer will often use collaborative strategies to work together with other designers and specialists to create the best possible outcome for the product they are designing.
- collaboration allows us, as designers, to brainstorm and collate ideas, gain feedback and advice from others and bounce ideas off each other to be creative and innovative.

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12
Q

Advantages of working in a team

A
  • it brings multiple ideas and brains together – people get inspired when working closely with others, sharing ideas, skills and knowledge.
  • Team members can bounce ideas off others rather than make all the decisions in isolation.
  • Teamwork in the same room also has the benefit of quick responses.
  • When the workload is distributed between a number of people, it can speed things up.
  • more energy and enthusiasm which can improve motivation.
  • members can support each other
  • teamwork improves problem solving, cooperating and listening skills.
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13
Q

to work effectively and collaboratively, it is important to:

A
  • set clear timelines and deadlines for particular tasks
  • have a regukar meeting time to share your ideas and to work through the process
  • have a clear role for everyone in the team
  • make sure members know what they need to do
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14
Q

for teamwork to be effective, it requires each member to:

A
  • contribute and communicate frequently
    -stick to decisions made
  • ask for input for each team member and listen to their ideas
  • express ideas clearly and freely
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15
Q

using technology in teams

A

Many designers are located far from their clients or manufacturers. They use a wide variety of digital technologies to help them effectively communicate design work across an office, between states or around the globe.

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16
Q

Wherever possible, create digital versions of your work in this unit toallow for easy sharing with others. Suggestions include:

A
  • using a cloud-based sharing platform for sharing and editing documents, or creating a website on your school’s system
  • creating mind maps and mood boards in Microsoft Word and PowerPoint, Google Slides or with specific software
  • sharing research in a Google Slides file with one or two slides per student
  • using Illustrator or Photoshop for initial concept ideas, design options and technical ‘flats’
  • using computer-aided design (CAD) to create 2D and 3D technical drawings for wood, composite materials, metal and plastics
  • scanning any drawings done by hand and adding a digital table for others to give feedback
  • manipulating scanned drawings and enhancing them with software; captions can be added. Learn how to reduce the file size of images
  • uploading photos of work in progress into a shared journal or production log
  • using a spreadsheet for timelines, costs, calculations, etc. to plan and monitor production done by the team.
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17
Q

developing a product as a team

A

-a group of students design and make a single product together.
- At the designing stage, there needs to be close collaboration tomake sure that each student is thinking in the same direction.
-This approach means that each team member is required tomake a part, or that team members each take responsibility for certain processes or stages within designing and producing.

18
Q

developing a production line product as a team

A
  • the entire team designs one product and then creates multiple using an assembly line method
  • each student then owns one version of the product.
19
Q

developing a product range as a team

A

-A product range usually includes a number of products that have a similar style or function, or use materials in a similar way.
- In this approach, each team member gets tobe fully responsible for a completed product, while using a team ‘theme’ or style, or sticking with team requirements in some way.

20
Q

using divergent and convergent thinking strategies in teams

A

DIVERGENT:
- brainstorming as a group
- increasing your knowledge and skills
- idea sharing

CONVERGENT:
- questioning and providing critical feedback
- checking and evaluating
- making clear and considered decisions
- managing the process

21
Q

FACTORS THAT INFLUENCE PRODUCT DESIGN

A

PET FAMEN

Product lifecycle
End-user
Technologies; materials, tools and processes

Function
Aesthetics
Market needs and opportunities
Ethical considerations in design
Need or opportunity

22
Q

FACTORS THAT INFLUENCE PRODUCT DESIGN

Product lifecycle
End-user
Technologies; materials, tools and processes

Function

A

PRODUCT LIFECYCLE:
-the lifespan materials that a product is composed of.
-sourcing materials
-useful nd purposeful life
-impact of disposal/reuse

END USER:
- human or non human
- consumers or things that use the products
- considerations for the end users may be:
-quality of life
-cultural needs
-religious needs
-universal design
- demographics
-trends

TECHNOLOGIES: MATERIALS, TOOLS AND PROCESSES
- traditional and emerging tools
- material properties
- material characterists
- research of designers and their pratices

FUNCTION:
- the purpose of the product
- designed so it is fit for use

23
Q

FACTORS THAT INFLUENCE PRODUCT DESIGN

Aesthetics
Market needs and opportunities
Ethical considerations in design
Need or opportunity

A

AESTHETICS:
- products for, appearance and feel
- design elements; point, line, shape, texture and colour
- design principles; balence, contrast, repitition, movement, petteren, proportion, symmetry, neg and pos space
- may rekate to ethics

MARKET NEEDS AND OPPERTUNITIES:
-innovation
-creative approach
-new and improved designs
- creating solutions
- responding to new needs or oppertunities

ETHICAL CONSIDERATIONS IN DESIGN:
- individual and public values
-products that enable and reflect end users values
- societal values, access, usablity, equity
- inclusive design
- sustainablity
- minimal negative impact
- legal responsibilities

NEED OR OPPERTUNITY:
-identifying the purpose of or for a product
- the context for a product
- how a product will be used
- research and development
- using end user feedback
- new and emerging technologies

24
Q

research

A
  • research potential needs and oppertunities
  • conduct interveiws and surveys
  • explore existing products
  • discover ares for improvement
25
Q

hwo you might identify a need:

A

-through personal experience
- family and friends
- improve something that doesnt function properly
- gap in the mraket
-sustainable change
- positive change for end users

26
Q

primary and secondary research

A

PRIMARY RESEARCH
is information that is created first hand (investigations, observations, interveiws, surveys)

SECONDARY RESEARCH:
information published by others. (reseach on the web, books, videos, social media)

27
Q

ethics when researching

A

PRIMARY RESEARCH:
-informed consent
- dont cause harm
- respect privacy

SECONDARY RESEARCH:
-acknowledge the source
- ensure research is presented honestly and correctly

28
Q

annotations

A

-are used as an explaination and reflection tool.
-we use annotations to point out particular details we have included or drawn
-in the second phase of the double diamond we relate annotation to the deisgn brief.

29
Q

the design brief

A

-is an outline of why a product is needed, what it is required to do and for who
-lists the constraints and considerations
-provides the who, what, when, where, why and the musts of the product
- that factors that influence product design must be disscussed

30
Q

end user profile

A
  • a summary of the information collected about the potential end users, gained from interveiws and surveys

some things to include could be:
-gender and age
-living situation
-income level
-special needs
-values
-passion and lifestyles

31
Q

purpose/function of the product

A

-why the product is needed and what is it for
- a statement about the products purpose

32
Q

constraints and considerations

A

CONSTRAINTS:
-are the things that the end product must have

CONSIDERATIONS:
-are the things the end product could have

33
Q

evaluation criteria

A

is used to identify the standards your product needs to meet, to be successful.

they have the following features:
-are drawn directly from the design brief
- can be written as a question
- clear and specific

the product can be tested by:
- carrying out physical tests and trails
- seeking feedback from team members and end users
-comparing it against similar products
-observing the product when its used and over time.

EG. is the garment withing the 50$ budget?

34
Q

drawing methods

visualisations

A

VISUALISTATIONS:
- sketching your initial designs ideas, used to explore a large number of ideas
-exploring ideas
-thumbnail sketches
-drawing can be rough or refined

35
Q

drawing methods

design options

A

DESIGN OPTIONS:
-two or more polished and realistic drawings, used to show others, to help choose the best option
-show more details than visualisations
-indicate what the whole product will look like
-annotations are use to; explain the product, proposed materials, consstruction process, how it will address the design breif

36
Q

drawing methods

working drawings

A

WORKING DRAWINGS:
- detailed technical drawings of your chosen design option, used to guide you through production
- are needed once the concept is finalised
-are used to show exact measurements, shapes, joins and placement of components for construction or manufacture

37
Q

common properties of non-resistant materials

A

fibre- the hair like structures that are the source for yarm or fabric

yarn - the spun structure that fibres are usualy turned into

fabric construction- the way that flat cloth structure is madeusing yarn or fibres.

38
Q

prototyping

A

-the purpose of a prototype is to trial or test a design concept to see if it functions, looks good and achieves the design brief requirements.
-prototypes can also be used to trail and develop skills in the production methods required to make the product

e.g. toile

39
Q

final design

A

-the design options are analysed with end user/s
The final design option is selected
- a justification of the final design option is presented
- working drawings and final designs are completed

40
Q

risk assessment

A
  • risk assessments are carried out to identify hazards and to minimise the risk of incidents related to hazards.

INVOLVES:
- the purpose of the tool or process
- identifying hazards
- identifying possible injuries
-calculating the levels of risk
-identifying and implementing controls

41
Q

evaluation

A

-justifying the design
-assessing against the evaluation criteria
-end-user feedback
-strengths and areas for improvement
- final comments