Design Tech Sept-May year12

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/112

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 12:44 PM on 5/19/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

113 Terms

1
New cards

Anthropometrics

The aspect of ergonomics that deals with body measurements.

2
New cards

Ergonomics

The application of scientific information concerning the relationship between human beings and the design of products systems and environments.

3
New cards

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.

4
New cards

Clearance

The physical space between two objects.

5
New cards

Percentile

A term that describes how a data point compares to all data in that set divided into 100 equal parts.

6
New cards

Range of sizes

A selection of sizes a product is made in that caters for the majority of a market.

7
New cards

Static data

Human body measurements when the subject is still.

8
New cards

Dynamic data

Human body measurements taken when the subject is in motion.

9
New cards

Reach

The range that a person can stretch to touch or grasp an object from a specified position.

10
New cards

Biomechanics

Research and analysis of the mechanics of the human body.

11
New cards

Workspace envelope

A 3D space that is typically physical and/or virtual that needs to have defined permissible boundaries of movement and operation.

12
New cards

Ergonomics

Ergonomics is the relationship and interaction between people and the products systems and environments they use.

13
New cards

1.1.2 Anthropometrics

Anthropometrics involves the measurement of human physical dimensions expressed in the percentile range.

14
New cards

Static Measurements

measurements of length between points on a body.

15
New cards

Dynamic Measurements

measurements of reach movement or strength.

16
New cards

5th Percentile

Represents the smallest 5% of the population.

17
New cards

50th Percentile

Represents the median value or the middle point of the population.

18
New cards

95th Percentile

Represents the largest 5% of the population.

19
New cards

Work Envelopes

The area within which a user can comfortably reach and work.

20
New cards

Reach

The distance a user can extend their arms to reach objects.

21
New cards

Clearance

The space required for movement or objects.

22
New cards

Adjustability

The ability to customize a product to fit different users.

23
New cards

Range of Sizes

Offering multiple size options to accommodate various body types.

24
New cards

Physiology

Physiology is the study of how living organisms function.

25
New cards

Biomechanics

Biomechanics is the study of how the body moves using principles from physics.

26
New cards

Comfort

A person’s sense of physical or psychological ease.

27
New cards

Fatigue

A person’s sense of physical or psychological tiredness.

28
New cards

Force

The amount of compression pushing twisting pulling etc. that a person can exert.

29
New cards

Repetition

How frequently a task is repeated.

30
New cards

Posture

The position the body is in whether standing sitting or lying down.

31
New cards

Duration

How long the task is performed or repeated.

32
New cards

Muscular control

The ability to coordinate and control muscle movements.

33
New cards

Strength

Strength refers to the physical power and endurance of the human body in different positions and tasks.

34
New cards

Hearing thresholds

The sensitivity of the human ear to sound at different frequencies and intensities.

35
New cards

Colour perception

Color perception involves the ability to distinguish different colors and shades.

36
New cards

Visual accuracy

Visual accuracy is the ability to see clearly and accurately under various lighting conditions distinguishing fine details and patterns.

37
New cards

Psychology

Psychology is concerned with the study of the human mind and involves the study of all the human senses which may be involved in sending information to the brain.

38
New cards

User-centred design (UCD)

A design process that pays particular attention to the needs of potential users by involving them in all stages of the design process.

39
New cards

Advantage of user centred design (UCD)

The design will be more intuitive to meet the needs of the user.

40
New cards

Disadvantages of user centred design (UCD)

Expensive difficulty interpreting different types of data into the initial design takes more time.

41
New cards

Five stages of user centred design (UCD)

Research concept design implementation and launch.

42
New cards

Population stereotype

Responses that are widespread in a user population.

43
New cards

Primary persona

A profile of the primary user for a product experiencing a challenge in a process that presents a design opportunity.

44
New cards

Field research

A first-hand observation of users conducted in their real environment.

45
New cards

Research question

A type of question that focuses research to find the required answers.

46
New cards

Research stage

Shadowing diary studies interviews focus groups benchmarking usability testing.

47
New cards

Secondary research

Research undertaken by someone other than the user.

48
New cards

Scenario

An imagined sequence of events in the daily life of a persona based on assumptions.

49
New cards

Task analysis

The process of learning about a user by observing them carry out an action to understand how they perform it.

50
New cards

Target user

A particular group of customers or potential customers for whom a product system or environment is designed.

51
New cards

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.

52
New cards

User population

The range of users for a particular product or system.

53
New cards

User requirements

The essential requirements that a product system or environment must satisfy in relation to the user.

54
New cards

User-Centered Design (UCD)

A design process that prioritizes the needs wants and limitations of end-users throughout the design process.

55
New cards

5 stages of UCD

Research stage Concept Design Implementation Launch.

56
New cards

Inclusive design

Inclusive design ensures products that address the needs of the widest possible audience regardless of their age or ability.

57
New cards

Aesthetic prototype

A physical model developed to look and feel like the final product but that does not function.

58
New cards

Augmented reality (AR)

A technology that uses a device to superimpose a computer-generated image onto a user’s view of the real world.

59
New cards

Assembled drawings

A high-fidelity drawing technique typically presented in an isometric view that shows a product as it appears when fully assembled.

60
New cards

Computer-aided design (CAD)

The use of computer software to aid the design process.

61
New cards

Exploded drawing

A formal drawing technique that depicts components of a product apart but in a relative position to how they would be fitted together.

62
New cards

Digital Human

Digital simulation of a variety of mechanical and biological aspects of the human body.

63
New cards

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.

64
New cards

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.

65
New cards

Finite element analysis (FEA)

Digital model calculation and simulation of unknown factors in products using computer-aided design systems.

66
New cards

Free-hand sketching

Graphical drawing model created without the use of instruments such as a ruler or compass.

67
New cards

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.

68
New cards

Haptic technology

A technology that enables the user to interface with simulated touch sense via a haptic device or glove.

69
New cards

Isometric drawing

A graphic representation of 3D objects where two axes are angled at 60° from the vertical axes.

70
New cards

High-fidelity prototype

A physical or virtual model of a design concept that is highly functional and interactive.

71
New cards

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.

72
New cards

Motion capture

The recording of human and animal movement by any means.

73
New cards

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.

74
New cards

Physical prototype

The creation of a full-size smaller or larger tangible version of an object that can be physically interacted with.

75
New cards

Prototype

A physical or virtual prototype created to test samples or models built to test a concept or process.

76
New cards

Rapid prototyping

A group of manufacturing techniques used to manufacture a physical object quickly for testing aspects of a product.

77
New cards

Scale prototype

Physical models that are bigger or smaller than the real product but are exactly in proportion with the product.

78
New cards

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.

79
New cards

Solid model

Virtual digital models are clear representations of the final part.

80
New cards

Stereolithography (SLA)

An additive manufacturing technique that creates 3D physical prototypes layer by layer by hardening molecules of a photosensitive liquid polymer using a laser beam.

81
New cards

Surface model

A virtual digital model presenting the outer appearance and form offering some machining data.

82
New cards

Virtual prototype

Photorealistic digital computer-aided design based interactive models that use surface and solid modelling.

83
New cards

Virtual reality

The ability to simulate a real situation on the screen and interact with it in a near-natural way.

84
New cards

Aesthetic characteristics

Refers to the visual and sensory qualities of an object or design that contribute to its overall appearance.

85
New cards

Iterative design

Act of repeating a process with the aim of approaching a desired goal target or result.

86
New cards

Advantages of prototyping

Test and validate design concepts Gather user feedback Iterate and refine designs Communicate design ideas.

87
New cards

Low fidelity prototypes advantages

Quick and inexpensive to produce Encourages experimentation and iteration Facilitates early user testing and feedback.

88
New cards

Low fidelity prototypes disadvantages

Limited representation of final aesthetics and materials May not accurately represent weight or ergonomics.

89
New cards

High fidelity prototypes advantages

Accurate representation of the final product Allows for precise ergonomic and usability testing Effective for presenting to stakeholders and potential customers.

90
New cards

High fidelity prototypes disadvantages

Time-consuming and expensive to produce May limit flexibility for major design changes.

91
New cards

Physical Prototyping

Physical prototypes are tangible representations of a product or feature often created using materials like cardboard plastic or 3D printing.

92
New cards

Virtual Prototyping

Virtual prototypes are digital representations of a product or feature often created using computer-aided design software or 3D modeling tools.

93
New cards

Low-fidelity models

Low-fidelity models are a conceptual representation analogous to an idea.

94
New cards

Mid-fidelity prototypes

communicate more about an idea or concept.

95
New cards

High-fidelity prototypes

High-fidelity prototypes attempt to represent as close as possible the functionality of the final product.

96
New cards

2.2.4 Physical prototypes

Physical prototypes are used to test ideas and gather insights that inform the development of a product.

97
New cards

Different types of physical prototypes

Scale Aesthetic Material Functional Performance.

98
New cards

2.2.5 CAD

CAD is used to create virtual prototypes to test ideas and gather insights that inform the development of a product.

99
New cards

Different types of virtual prototypes

Surface & Solid Generative Design Digital humans Motion capture Haptic technology Virtual reality & Augmented reality.

100
New cards

Importance of FEA

Risk Reduction Design Optimization Performance Prediction Cost Efficiency.