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Discover
Divergent thinking in first diamond - gather research on end users
Define
Convergent thinking in first diamond - narrow down problem using research and write design brief
Develop
Divergent thinking in second diamond - brainstorm and create visualisations/ prototypes to get end user feedback
Deliver
Convergent thinking in second diamond - use feedback to create the final product
Divergent thinking
Creative thinking - research widely, think unrealistically, talk to end users
Convergent thinking
Critical thinking - asking questions, thinking realistically, apply evaluation criteria
Need or opportunity
Factor - purpose for/of a product
Function
Factor - purpose of a product that makes it fit for use for its intent
End users
Factor - the human/non-human consumers of the product
Aesthetics
Factor - relates to product’s form, appearance and feel (what is appealing)
Market needs and opportunities
Factor - Solving problems or new needs/opportunities using innovation and entrepreneurial activities
Product lifecycle
Factor - materials sourcing, useful life and impact of disposal
Technologies; materials, tools, processes
Factor - materials, tools and processes used (traditional and emerging)
Ethical considerations in design
Factor - enabling individual and public values, work towards social goals (belonging, access, usability, equity) *also includes legal responsibilities
Visualisations
Rough, scribbly sketches that show parts of a whole. Used to put forward many ideas
Design options
Demonstrates how the finished product could look. Presentation style
Working drawings
Outlines only, not coloured. Shows accurate shapes and drawn to scale.
Point
A singular mark. Can be small, circular, raised, flat, coloured etc.
Line
A connection between two points. Can be straight, curved, irregular
Shape
When a line meets itself and creates a defined space. Can be organic, geometric, abstract, symbolic
Form
Three dimensional and can be illustrated or constructed. Can be organic, geometric, abstract, symbolic
Tone
How light/dark a colour is. It is used to indicate form
Texture
Tactile aspect, can be real or implied. Comes from the material a product is made from
Colour
Derived from light, objects and the human eye/brain. Can be used to specify areas or distinguish form
Transparent
You can totally see through it
Translucent
Allows light through, but is cloudy
Opaque
Does not allow light through and cannot be seen through
Balance
The weighting and arrangement of elements and principles
Symmetry/asymmetry
Elements are identical/non-identical on both sides of a central axis
Contrast
Opposite qualities used to create visual interest
Repetition
Repeating certain elements to create unity and consistency
Movement/rhythm
The visual flow created by the placement of elements in a design
Pattern
Design elements arranged in a regular and predictable manner
Proportion
The scale of design elements in relation to each other
Positive space
The material or parts of a product that are real
Negative space
The empty area around the material of an object
Surface qualities
How the surface of a product appears both visually and texturally.
Scale
The relative size of something to what it represents
Material tests
Assessing the properties and characteristics of a material
Construction trials
Experimenting with production processes and techniques