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Adjustability
The ability of a product to be changed in size, commonly used to increase the range of percentiles for which a product is appropriate.
Anthropometrics
The aspect of ergonomics that deals with body measurements.
Clearance
The physical space between two objects.
Ergonomics
The application of scientific information concerning the relationship between human beings and the design of products, systems and environments.
Percentile range (upper and lower limits)
That proportion of a population with a dimension at or less than a given value. For a given demographic (gender, race, age), the 50th percentile is the median.
Psychology factors
Human factor data related to psychological interpretations caused by light, smell, sound, taste, temperature and texture.
Physiology factors
Human factor data related to physical characteristics used to optimize the user's safety, health, comfort and performance.
Percentile
A term that describes how a data point compares to all data in that set, divided into 100 equal parts.
Range of sizes
A selection of sizes a product is made in that caters for the majority of a market.
Static data
Human body measurements when the subject is still (refers to measurements taken while the subject is in a fixed or standard position; e.g. arm length and overhead reach).
Dynamic data
Human body measurements taken when the subject is in motion.
Reach
The range that a person can stretch to touch or grasp an object from a specified position.
Biomechanics
Research and analysis of the mechanics (operation of our muscles, joints, tendons, etc.) of the human body.
Alertness
The level of vigilance, readiness or caution of an individual
Comfort
A person's sense of physical or mental ease
Fatigue
A person's sense of physical or mental tiredness
Workspace envelope
A 3D space that is typically physical and/or virtual that needs to have defined permissible boundaries of movement and operation.
Nomial scale
A scale of measurement that sorts things into categories and does not provide any measurement within or between categories
Interval scale
A scale of measurement where each value has an equal division, but there no actual zero value (e.g. temperature)
Ordinal scale
A scale of measurement where the content is ordered, but there is no equal division between the values
Perception
The way something is understood or interpreted, for example temperature is 'perceived' differently by different people
Primary data
Data collected by the designer
Qualitative data
Typically, descriptive data is used to find out in depth the way people think or feel—their perception. Useful for research at the individual or small (focus) group level.
Quantitative data
Data that can be measured and recorded using numbers. Examples include height, shoe size and the depth of a kitchen counter and the weight of a laptop.
Secondary data
Data collected by someone other than the designer
Ratio scale
A scale of measurement where each value has an equal division, and there is an actual zero value (e.g. mass)
Affinity diagram
A tool used to organise ideas and information that groups things by likeness
Affordance
Property of an object that indicates how it can be used. Buttons afford pushing, knobs afford turning.
Constraints
Features that limit how a product can be used.
Efficiency (usability)
A usability objective that concerns the speed and accuracy in which users can perform the task a product was designed to do.
Empathetic
Empathetic design aims to build empathy for potential users of a product by getting the designer thinking as the user
Environment
The place where the product is likely to be used.
Errors (usability)
A usability objective that concerns the mistakes a user makes when using a product, the frequency of those incidences and the severity of those mistakes.
Feedback
When a product provides a response to an action taken. This can be audible, visual or tactile
Field research
A first-hand observation of users conducted in their real environment.
Five stages of user-centred design (UCD)
Research, concept, design, implementation and launch.
Learnability (usability)
The extent to which a user can operate a product or system at a defined level of competence after a predetermined period of training.
Mapping
Designing controls on a product which relate their location to each other against their actual function
Memorability (usability)
A usability objective that concerns how well a user can remember how to use a product after they have not used it for a period of time.
Population stereotype
Commonalities in a range of users that designers can use to make decisions about designing a product, for example, the direciton in which a light switch is operated
Primary persona
A profile of the primary user for a product experiencing a challenge in a process that presents a design opportunity. Persona provides a human face and story to a particular audience, making it easier to empathize and cater to the user's needs effectively.
Primary research
Research that is collected by the designer
Aesthetic prototype
A physical model developed to look and feel like the final product but that does not function.
Augmented reality (AR)
A technology that uses a device to superimpose a computer-generated image onto a user's view of the real world; interactions include sight, sound, touch engagements and extended reality (XR).
Assembled drawings
A high-fidelity drawing technique, typically presented in an isometric view, that shows a product as it appears when fully assembled.
Computer-aided design (CAD)
The use of computer software to aid the design process.
Conceptual model
A conceptual model originates in the mind and its purpose is to outline the general principles so that it can be communicated to others
Exploded drawing
A formal drawing technique that shows components of a product apart but in a relative position to how they would be fitted together.
Digital human
Digital simulation of a variety of mechanical and biological aspects of the human body.
Formal drawing techniques
Drawing techniques that obey fixed rules and take longer to construct
Functional prototype
Also referred to as a “physical working prototype”, it works in the same way as a final product and simulates real-world functionality.
Fused deposition modelling (FDM)
A 3D rapid prototyping printing methodology that deposits melted layers of material on a bed to build up a 3D model.
Finite element analysis (FEA)
Digital model simulation of unknown factors in products using computer- aided design (CAD) systems. For example, simulating the stresses within a welded car part.
Free-hand sketching
Graphical drawing model created without the use of instruments such as a ruler or compass.
Generative design
An artificial intelligence driven software used as an ideation technique to generate a range of digital model solutions based on prompts and constraints provided by the designer.
Haptic technology
A technology that enables the user to interface with simulated touch sense via a haptic device or glove.
Informal drawing techniques
Drawing techniques that do not obey fixed rules, i.e. freehand sketching
Instrumented model
A model (usually a high-fidelity prototype) with sensors that can gather quantitative data to be analysed
Isometric drawing
A graphic representation of 3D objects where two axes are angled at 60° from the vertical axes.
High-fidelity prototype
A physical or virtual model of a design concept that is highly functional and interactive. A high-fidelity prototype is as functionally and aesthetically similar to the final product as possible, and typically full scale.
Low-fidelity prototype
A simplified physical or virtual prototype typically created to test a few aspects of a design idea and provide feedback for further design development in the early stages of a design process.
Motion capture
The recording of human and animal movement by any means, for example, by video, magnetic or electromechanical devices.
Orthographic projection
A formal modelling technique used to depict a 3D object in 2D, typically showing the top, side and front views of an object.
Perspective drawing
A formal drawing technique where lines that would be parallel converge, emphasizing details at the front. Often used for presentations to clients/users
Physical prototype
The creation of a full-size, smaller or larger tangible version of an object that can be physically interacted with.
Prototype
A physical or virtual prototype created to test samples, or models built to test a concept or process, or to act as an object to be replicated or learned from. Prototypes can be developed at a range of fidelities.
Modelling and Prototyping
The methods used to create prototypes at different levels of fidelity from sketching through to functional prototypes.
Rapid prototyping
A group of manufacturing techniques used to manufacture a physical object quickly for testing aspects of a product. Typically, 3D computer- aided design (CAD) models are used.
Scale prototype
Physical models that are bigger or smaller than the real product but are exactly in proportion with the product.
Selective laser sintering (SLS)
An additive manufacturing technique that uses a laser to fuse small particles of material into a mass that has a desired 3D rapid prototyping shape.
Solid model
Virtual (digital) models are clear representations of the final part. They provide a complete set of data for the product to be realized.
Stereolithography (SLA)
An additive manufacturing technique that creates 3D physical prototypes layer by layer by hardening a photosensitive resin polymer using a laser beam.
Surface model
A virtual (digital) model presenting the outer appearance and form, offering some machining data. Surface digital models contain no data about the interior of the part.
Virtual prototype
Photorealistic digital computer-aided design (CAD) based interactive models that use surface and solid modelling.
Virtual reality
A computer-generated, immersive digital environment that users can experience and interact with as if it were real, typically using head-mounted displays and input devices.
Research question
A type of question that focuses research to find the required answers.
Research stage
Shadowing, diary studies, interviews, focus groups, benchmarking, usability testing.
Satisfaction (usability)
A usability objective that concerns how pleasant a product is to use, typically defined as the degree to which a user's needs, expectations and preferences are met.
Scenario
An imagined sequence of events in the daily life of a user.
Secondary research
Research collected by someone other than the designer
Target user
A particular group of customers or potential customers for whom a product, system or environment is designed.
Task
How the design is expected to function and fulfil its expectations. Consider the user may have several sub-uses for the product.
Task analysis
The process of learning about a user by observing them use a product. The goal of task analysis is to identify aspects of the process that could be improved.
Usability
The extent to which a product can be used by specified users to achieve specified goals effectively and efficiently, while functioning in a predictable and consistent manner.
Usability objectives
A set of objectives for UCD that include learnability, efficiency, memorability, errors and satisfaction.
User observation
A research activity where the user is observed interacting with a product or completing a task to find pain points in the process or interaction.
User population
The range of users for a particular product or system.
User requirements
The essential requirements that a product system or environment must satisfy in relation to the user.
User-centred design (UCD)
An approach to design that pays particular attention to the needs of potential users by involving them in all stages of the design process (research, concept, design, implementation and launch).
User-centred research methods
A suite of research methods used to explore the true nature of a user population or of target users. These research methods include field research, task analysis, user observation, interviews, surveys and focus groups.
Visibility
Controls should be easily visible to the human eye
Aesthetic characteristics
Refers to the visual and sensory qualities of an object or design that contribute to its overall appearance.
Iterative design
Act of repeating a process with the aim of approaching a desired goal, target or result. Each repetition of the process is called an “iteration”
Functional obsolescence
Over time, products wear out and break down. If parts are no longer available, the product can no longer work in the way it originally did. Also, if a service vital to its functioning is no longer available, it can become obsolete.
Planned obsolescence
A product becomes outdated as a conscious act either to ensure a continuing market or to ensure that safety factors and new technologies can be incorporated into later versions of the product.
Social obsolescence
Also known as economic obsolescence, this occurs when there is a decrease in value of the product because of external factors.
Style (fashion) obsolescence
Fashions and trends change over time, which can result in a product no longer being desirable
Technological obsolescence
When a new technology supersedes an existing technology, the existing technology quickly falls out of use and is no longer incorporated into new products. Consumers instead opt for the newer, more efficient technology in their products.
Design for extremes
A common design strategy where products are designed and/or tested to ensure that they function efficiently for those users who represent the 2.5th and 97.5th percentile.
Inclusive design
To create products, services, environments and experiences that consider diversity, are accessible and usable by the widest range of people, regardless of age, ability or other characteristics, without the need for adaptation or specialized design.