3.3: Physical Modelling

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15 Terms

1

physical model

a 3 dimensional, tangible representation of a design or system

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2

What can physical models provide important info about?

  1. Ergonomics and fit: how design will fit to user’s body

  2. Relationships between the internal and external structure: e.g how electrical components can influence button placements

  3. Aesthetic considerations: form, shape, texture…

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3

scale models

a model that is either a smaller or larger physical copy of an object

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4

where are scale models used?

Scaled down: architecture buildings- to communicate form of building/ visualise it to make changes

Scaled up: screws, mechanisms- to understand how parts lock/fit together

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5

aesthetic models

a model developed to look and feel like the final product

can be used to evaluate properties of a material;

  1. weight and balance: using materials in similar weight/density to see how heavy it is

  2. texture and surface qualities: paint finishes/textures shows how surface reflects light

  3. ergonomic testing, evaluating visual appeal: see and feel how real product will be, allows production engineers to collect data to assess the feasibility for matching manufacturing systems

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6

Why do car companies choose clay car models over only CAD models?

  • Expensive but cheaper than creating real steel thing

  • Allows designers to see how product looks and reflects light, allows them to easily manipulate the form and make small changes

  • Visually helpful

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7

mockups

a scale or full-size representation of a product used to gain feedback from users

  • can be functional- usually a prototype

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8

prototypes

a sample or model built to test a CONCEPT or a PROCESS

  • Can be developed at a range of fidelity and for different contexts

  • Tests if an idea will work, or refining it

  • Usually created towards end stages of design process

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9

What is the difference between a mockup and a prototype?

A mockup is a high-fidelity render of the design, focusing on form and aesthetics- showcasing what the finished product will look like WHEREAS a prototype is an early model of the finished product that focuses on the functionality of it, or of a particular concept.

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10

fidelity of prototypes

the degree to which a prototype is exactly like the final product

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11

Why are prototypes used?

  • to gain feedback from the user (qualitative data)

  • to gain results + a better understanding of the product’s functionality to make small changes (qualitative data)

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12

instrumented model

prototypes that are equipped with the ability to take measurements to provide accurate quantitative feedback for analysis

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13

what can instrumented models be used for?

  • crash test dummies can be used to examine how well the car contains features that protect the passengers in a car crash + what needs to be added

  • instrumented model of a keyboard can record user’s actions and provide data on how often keys are used and the number of errors a user makes

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14

Advantages of physical modelling

  • explore and test new ideas

  • easily understandable

  • communication (with user, engineers)

  • tangible (easily to visualise)

  • user testing (gain qualitative data)

  • some models (instrumented) provide accurate quantitative feedback for analysis

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15

Disadvantages of physical modelling

  • designers can mistakenly assume that the model accurately represents the reality of the design context

  • time consuming (e.g crash test dummies can take 5+ months to make)

  • expensive

  • materials (may not be able to use same material- can impact results)

  • environmental cost (may create waste that impacts environment)

  • skill (high level of skill required to make them)

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