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Context
The circumstances or background in which something exists or happens.
Stakeholder
A person or group with an interest in a project or its outcome, such as designers, users, or investors.
Primary user
The main person or group who will use a product or service.
Human factor
Human characteristics (like physical, mental, and emotional) considered in design to improve safety, comfort, and usability.
Culture
The customs, beliefs, and values shared by a group of people, which may influence their design preferences.
Globalisation
The process by which businesses or other organizations develop international influence or start operating on a global scale.
Sustainable economic growth
Economic growth that meets current needs without compromising the ability of future generations to meet theirs.
Usability
How easy and effective a product or system is for the users.
Ergonomics
The study of designing products that fit the human body's needs, making them comfortable and efficient to use.
Inclusive design
Designing products so that they can be used by as many people as possible, including those with disabilities.
Anthropometrics
The study of the size, shape, and physical abilities of the human body, used in design.
Psychological factors
Aspects of the human mind, such as perception, emotion, and motivation, considered in design.
Aesthetically pleasing
Describing something that is visually attractive or beautiful.
Aesthetics
The study of beauty or good taste, often in the context of design.
Proportion
The relationship between the size of different parts of an object.
Symmetry
When parts of an object are identical on both sides, creating balance.
Asymmetry
Lack of symmetry, where parts are not identical on both sides.
Golden ratio
A special mathematical ratio often found in nature and used in design for pleasing proportions.
Ethical
Doing something in a morally right way, considering fairness, justice, and human well-being.
Market pull
When consumer demand drives the development of new products or services.
Marketing
The activities involved in promoting and selling products or services.
Technology push
When new technological developments lead to the creation of new products, often without clear consumer demand.
Twenty-first century design
Modern design trends focused on technology, sustainability, and user experience.
Circular economy
An economic system aimed at minimizing waste by reusing, recycling, and regenerating products and materials.
Throwaway society
A society where products are used briefly and then discarded rather than repaired or reused.
Emerging technologies
New and developing technologies that have the potential to significantly impact society.
Planned obsolescence
Designing products to become outdated or non-functional after a set period to encourage consumers to buy new ones.
Non-renewable energy
Energy sources that cannot be replenished, like fossil fuels (coal, oil, natural gas).
Renewable energy
Energy sources that can be replenished naturally, like wind, solar, or hydroelectric power.
Kinetic energy
The energy an object has due to its motion.
Thermal energy
Energy related to the temperature of an object; heat energy.
Chemical energy
Energy stored in the bonds of chemicals and released during chemical reactions.
Finite
Something that has a limited amount or is not infinite, such as non-renewable resources.
2D sketching
Drawing objects in two dimensions (length and width) to represent an idea or concept.
3D sketching
Drawing objects in three dimensions (length, width, and depth), showing a more realistic view.
Oblique drawing
A type of 3D drawing where one side of an object is shown in true size, and the other sides are at an angle.
Perspective drawing
A drawing technique that shows objects in three dimensions, using vanishing points to create depth.
Isometric drawing
A way of showing a 3D object in two dimensions, where the three axes are equally spaced at 120 degrees.
Iterative design
A design process where prototypes are continuously improved based on feedback.
Orthographic projection
A method of representing a 3D object in two dimensions using multiple views (top, side, front).
Sketch models
Rough, quick models made to test ideas.
Mathematical modelling
Using mathematical equations and calculations to simulate and test designs or systems.
Focus groups
Small groups of people used to gather opinions and feedback on a product or design.
User-centred design
A design process that focuses on the needs and preferences of the user.
Biomimicry
Designing products by copying or taking inspiration from nature's patterns or processes.
Design fixation
When designers become overly attached to one idea or solution, limiting creativity.
Usability testing
Testing a product with real users to see how well it works and how easily it can be used.
Participatory design
Involving users in the design process to ensure their needs are met.
System thinking
An approach to design that looks at how different parts of a system interact with each other.
Collaboration
Working together with others to create or improve a design.
GSM
Grams per square meter, a measure of fabric weight.
Micron
A unit of measurement equal to one millionth of a meter, used to measure very small objects.
Softwood
Wood from coniferous trees, such as pine, typically lighter and easier to cut.
Hardwood
Wood from deciduous trees, such as oak, generally denser and stronger than softwood.
Manufactured board
Engineered wood products, like MDF or plywood, made from wood fibers or veneers.
Ferrous metal
Metals that contain iron, like steel and cast iron.
Non-ferrous metal
Metals that do not contain iron, like aluminum and copper.
Alloy
A mixture of two or more metals, often to improve strength or durability.
Thermopolymer
A type of plastic that becomes soft when heated and hardens again when cooled.
Thermosetting polymer
A plastic that, once set, cannot be re-melted.
Polymer memory
The ability of a polymer to return to its original shape after being deformed.
Natural fibre
Fibres derived from plants or animals, like cotton or wool.
Synthetic fibres
Man-made fibres, like polyester or nylon.
Blended fibres
Fabrics made from a mix of natural and synthetic fibres.
Blending
The process of mixing different materials together.
Non-woven fabrics
Fabrics made by bonding fibres together rather than weaving or knitting.
Modern materials
New or advanced materials that offer improved properties, like carbon fibre or graphene.
Smart materials
Materials that respond to changes in their environment, like shape-memory alloys.
Composite materials
Materials made from two or more different materials, designed to have combined properties.
Mechanism
A system of parts that work together to perform a specific function.
System
A group of related parts that work together to achieve a common goal.
Force
A push or pull that can change the motion of an object.
Rotary
Motion that occurs in a circular path around an axis.
Linear
Motion that moves in a straight line.
Oscillating
Back-and-forth motion, like a swinging pendulum.
Reciprocating
Back-and-forth motion, similar to oscillating but often in a straight line.
Input
The energy or force applied to a system.
Output
The result or energy produced by a system.
Arm length
The distance between the pivot point and the point where force is applied in a lever.
Effort
The force applied to a machine or system.
Fulcrum
The pivot point in a lever system.
Lever
A simple machine that uses a fulcrum to lift or move an object.
Load
The object being moved or lifted by a machine.
Cam and follower
A mechanism where a rotating cam pushes against a follower to create a specific motion.
Pinion
A small gear that meshes with a larger gear (cogwheel).
Shaft
A rotating part that transfers motion and force.
Simple gear train
A system of gears that transmit motion and force.
Spur gear
A gear with teeth that are straight and parallel to the axis of rotation.
Torque
A measure of the turning force on an object.
Lubrication
The process of applying a substance to reduce friction between moving parts.
Pulley and belt drive
A system used to transfer motion and power between two rotating shafts.
Linkage
A system of connected parts used to transmit motion and force.
Subsystem
A smaller system within a larger system.
System design
The process of planning and creating the structure of a system.
Embedding
Integrating a component or system into another part.
Microcontroller
A small computer on a single chip used to control systems.
Physical quantity
A property that can be measured, like length or mass.
Program
A set of instructions that a computer or system follows to perform tasks.
Sensor
A device that detects changes in the environment and provides data.
Signal
An electrical or mechanical wave used to transmit information.