Key Vocab Flashcards

1
Q

Define context.

A

Circumstances (e.g. people, places, surroundings) that form a setting for us to design with.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Define creativity.

A

‘A phenomenon whereby something new and valuable is formed’. The ability to transcend traditional ideas/rules or to create new ideas.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Define critique.

A

A method of detailed evaluation that finds the positives and negatives of a piece of work.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Define design optimisation.

A

Making the right compromises between product attributes in the areas of cost, weight, manufacturability, quality and performance to give the best overall design.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Define design solution.

A

Any existing products or systems, or any design development that is offered as an answer to any needs.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Define digital design.

A

Use of electronic devices to create graphics & designs.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Define disruptive technology.

A

A new emerging technology that unexpectedly displaces an established one.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Define disassembly.

A

Taking things apart. Used in DT to analyse & test products.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Define enterprise.

A

A progressive approach that demonstrates initiative, resourcefulness and willingness to undertake new & challenging projects.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Define fixation.

A

Being unable to stop thinking about something like an idea.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Define global sustainable development.

A

The principle of sustaining finite resources that are necessary for future generations.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Define innovation.

A

Considering new methods/ideas to improve and refine their design solutions and meet the needs of their intended market.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Define incremental innovation.

A

A series of small improvements to an existing product implemented over time. Regularly used by high-tech businesses to ensure products have desired features.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Define iterative design.

A

A cyclic process of prototyping, testing, analysing and refining a product.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Define just-in-time (JIT).

A

A methodology in which goods are received only as they are needed in production.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Why is JIT manufacturing used?

A

It reduces flow times within production as well as response times from suppliers to customers. Is cheaper and reduces waste.

17
Q

Define lean manufacturing.

A

A systematic method for the elimination of waste within a manufacturing system.

18
Q

What is lifecycle assessment (LCA)?

A

A technique to assess environmental impacts associated with all the stages of a product’s life from extraction through processing, manufacture, distribution, use, maintenance and disposal.

19
Q

Define need.

A

A thing that is necessary for someone to live a healthy, safe & fulfilled life.

20
Q

Define ongoing dialogue.

A

An exchange of ideas or opinions on a particular issue, with a view to reaching an amicable agreement.

21
Q

Define practical activities.

A

All stages of designing and making, as well as investigative, testing & analytical activities.

22
Q

What is meant by the term ‘primary user’?

A

The person/group of people that is intended to use a product/system in their lives.

23
Q

Define prototype.

A

A functioning design outcome. This can be a highly finished product, or working scale models of a system.

24
Q

Define real-time evidence.

A

Evidence that demonstrates design activity as it happens. Gathered chronologically to tell a real story.

25
Q

Define requirement.

A

A singular physical and functional need that a particular design must be able to perform. A statement that identifies a necessary quality for a system to have value to a stakeholder.

26
Q

Define sketch modelling.

A

Modelling using cheap materials. Helps to explore parts of a design and understand the space in 3D.

27
Q

Define social footprint.

A

The impact that our actions & choices have on other people.

28
Q

Define solution.

A

A way of solving a problem.

29
Q

Define stakeholder.

A

A person, group or organisation with an interest in a project.

30
Q

Define systems thinking.

A

A holistic approach to analysis that focuses on the way that a system’s parts interrelate.

31
Q

Define technical textiles.

A

Materials meeting high technical and quality requirements which give them the ability to offer technical functions.

32
Q

Define upcycling.

A

The process of transforming waste materials or unwanted products into new materials or products of better quality or environmental value.

33
Q

Define user-centred design.

A

A framework of processes in which the needs, wants and limitations of end users are given extensive attention during the design process.