DTECH LAST MIN - ONLY ESSENTIAL!!!!

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80 Terms

1
Adjustability
The ability of a product to be changed in size
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2
Alertness
The level of vigilance
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3
Anthropometrics
The aspect of ergonomics that deals with body measurements
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4

Biomechanics

The research and analysis of the mechanics of living organisms. Human factors includes the research and analysis of the mechanics (operation of our muscles

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5
Clearance
The physical space between two objects.
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6
Cognitive ergonomics
How mental processes
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7
Comfort
A person's sense of physical or psychological ease.
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8
Dynamic data
Human body measurements taken when the subject is in motion related to range and reach of various body movements. E.g. crawling height
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9
Environmental factors
A set of psychological factors that can affect the performance of an individual that come from the environment that the individual is situated.
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10
Ergonomics
The application of scientific information concerning the relationship between human beings and the design of products
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11
Fatigue
A person's sense of physical or psychological tiredness.
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12

dynamic data

measurements while performing a required task e.g. reaching abilities

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13
Human error
Mistakes made by users
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14
Human factors
A scientific discipline concerned with understanding how humans interact with elements of a system. It can also be considered the practice of designing products
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15
Human information processing system
An automatic system that a person uses to interpret information and react. It is normally comprised of inputs
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16

Interval data

based on numeric scales in which we know the order and the exact difference between the values. Organised into even divisions…

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17
Nominal data scale
Nominal means 'by name' and used in classification or division of objects into discrete groups. Each of which is identified with a name e.g. category of cars
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18
Ordinal data
A statistical data type that exists on an arbitrary numerical scale where the exact numerical value has no significance other than to rank a set of data points. Deals with the order or position of items such as words
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19

Percentile range

That proportion of a population with a dimension at or less than a given value

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20
Perception
The way in which something is regarded
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21
Physiological factor data
Human factor data related to physical characteristics used to optimise the user's safety
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22
Primary data
Data collected by a user for a specific purpose.
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23
Psychological factor data
Human factor data related to psychological interpretations caused by light
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24
Qualitative data
Typically descriptive data 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.
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25
Quantitative data
Data that can be measured and recorded using numbers. Examples include height
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26
Range of sizes
A selection of sizes a product is made in that caters for the majority of a market.
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27

Ratio data scale

allows you to compare differences between numbers.

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28
Reach
A range that a person can stretch to touch or grasp an object from a specified position.
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29
Secondary data
Data collected by someone other than the user.
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30
Static data
Human body measurements when the subject is still.
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31
Structural data
Refers to measurements taken while the subject is in a fixed or standard position
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32
Workplace environmental factors
These factors can be considered to maximise performance of a user in a role and reduce the risk of accidents. They can be categorised as: • Management (policies
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33
Circular economy
An economy model in which resources remain in use for as long as possible
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34

Clean technology

Innovative products and services that use renewable materials and energy while reducing emissions and waste.

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35
Combined Heat and Power (CHP)
A system that simultaneously generates heat and electricity from either the combustion of fuel
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36

Converging technologies

when different technologies merge…

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37
Cradle to cradle
A design philosophy that aims to eliminate waste from the production
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38
Cradle to grave
A design philosophy that considers the environmental effects of a product all of the way from manufacture to disposal.
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39
Dematerialization
The reduction of total material and energy throughput of any product and service.
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40
Design for the environment software
Software that allows designers to perform Life cycle analysis (LCA) on a product and assess its environmental impact.
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41
Eco-design
A design strategy that focusses on three broad environmental categories - materials
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42
Embodied energy
The total energy required to produce a product.
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43
End-of-pipe technologies
Technology that is used to reduce pollutants and waste at the end of a process.
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44
Energy distribution
The method with which energy is transported from a source to where it is used.
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45
Energy storage
The method with which energy is stored for later use.
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46
Energy utilization
The method with which energy is used.
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47
Green design
Designing in a way that takes account of the environmental impact of the product throughout its life.
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48
Green legislation
Laws and regulations that are based on conservation and sustainability principles
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49
Incremental solutions
Products which are improved and developed over time leading to new versions and generations.
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50
Individual energy generation
The ability of an individual to use devices to create small amounts of energy to run low-energy products.
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51
Legislation
Laws considered collectively to address a certain topic.
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52
Life cycle analysis (LCA)
The assessment of the effect a product has on the environment through five stages of its life: pre-production
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production
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distribution (including packaging
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utilization
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and disposal.
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Linear economy
An economy based on the make
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Local combined heat and power (CHP)
CHP plants that generate heat and power for a local community - the plant is close enough to the community so that the heat generated can be dispersed through the community efficiently.
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59
National and international grid systems
An electrical supply distribution network that can be national or international. International grids allow electricity generated in one country to be used in another.
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60
Non-renewable resources
A natural resource that cannot be re-made or re-grown as it does not naturally re-form at a rate that makes its use sustainable
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Product cycle
Also known as the product life cycle
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62
Product recovery strategies
The processes of separating the component parts of a product to recover the parts and materials.
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Quantification of carbon emissions
Defining numerically the carbon emissions generated by a particular product
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Radical solutions
Where a completely new product is devised by going back to the roots of a problem and thinking about a solution in a different way.
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Recondition
Rebuilding a product so that it is in an “as new” condition
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Recovery of raw materials
Strategies for the separation of components of a product in order to recover raw materials.
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67
Recycle
Recycling refers to using the materials from obsolete products to create other products.
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68
Re-engineer
To redesign components or products to improve their characteristics or performance.
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Renewability
The level at which a resource is renewable. The rate that a resource can be replenished.
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70
Renewable resources
A natural resource that can replenished with the passage of time
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71
Repair
The reconstruction or renewal of any part of an existing structure or device.
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Reserves

natural resources that have been identified in terms of quantity and quality.

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73
Resources
Resources are the stock or supply of materials that are available in a given context.
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74
Re-use
Reuse of a product in the same context or in a different context.
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System level solutions
Solutions that are implemented to deal with the whole system
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The precautionary principle
The anticipation of potential problems in relation to the environmental impact of the production
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The prevention principle
The avoidance or minimization of producing waste in relation to the production
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Waste mitigation strategies
Strategies used to reduce the waste produced by a product or in the production and disposal of a product.
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79
Aesthetic models
A model developed to look and feel like the final product.
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80
Animation
The ability to link graphic screens together in such a way as to simulate motio
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