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A set of vocabulary-style flashcards covering key concepts, movements, tools, materials, and principles from the supplied notes to aid revision.
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Design process
The sequence of steps to develop a product, from identifying a design need to realising the product, including research, brief, specification, modelling, testing, evaluation and improvements.
Design brief
A concise description of a design need, describing the problem, target users and constraints to guide development.
Primary research
Original data collected firsthand for the design need (e.g., observations, interviews, questionnaires).
Secondary research
Information gathered from existing sources relevant to the design need.
Market research tools
Methods such as observations, interviews and questionnaires used to gather data about users and markets.
Design specification
A succinct, justified and measurable set of requirements that the final product must meet.
Iterative refinement
Repeating cycles of testing and analysis to improve ideas against the design specification.
Modelling
Creating representations of ideas or proposals to test viability and appearance before production.
Design thinking stages
The key stages: empathise, define, ideate, refine, realise, and test.
Empathise
Researching users’ needs and experiences to inform design.
Define
Articulating users’ needs and problems based on research.
Ideate
Generating a wide range of ideas and potential solutions.
Refine
Developing ideas iteratively to improve and converge on viable solutions.
Realise
Starting to create solutions or products from developed ideas.
Test
Trying out solutions to assess effectiveness and suitability.
Function
What a product does; its purpose and performance.
Aesthetics
The visual appeal of a product, including line, colour, shape and proportion.
Ergonomics
How humans interact with environments and products; usability, comfort and safety.
Anthropometric data
Measurements of the human body (e.g., height, handspan, sitting height, BMI) used to inform design.
Form vs. Function
Balancing how a product looks (form) with how it works (function).
Art Deco
A design movement (1920s–30s) with sleek geometry, luxury materials and bold contrasts.
Arts and Crafts
A movement opposing excess machinery, emphasising craftsmanship and materials.
Bauhaus
A 1919–1933 German design school linking crafts and mass production to functional design.
Scandinavian design
Nordic design emphasizing simplicity, minimalism and functionality.
Minimalism
Design with restrained, simple forms and few elements.
Modernism
A design movement prioritising new technologies, function and rational form.
Postmodernism
A design movement embracing eclectic, ironic styles beyond modernism.
Exploded view
A 3D drawing showing how parts fit together by ‘pulling’ them apart for clarity of assembly.
Sectional view
A cut-away view showing internal features, typically with hatching.
Isometric drawing
A 3D representation using 30°/30° axes; no perspective, true scale.
Planometric
An axonometric view at 45°/45°, showing top and sides with true circles.
One-point perspective
A drawing with a single vanishing point, creating depth toward the horizon line.
Two-point perspective
A drawing with two vanishing points, with most lines receding to either point.
Surface developments (nets)
Unfolded 3D shapes laid out in 2D to be cut and reassembled.
Nets
Pattern templates used to trace and cut material for 3D forms.
Kiss (Keep It Simple, Stupid)
Principle favouring simplicity and avoiding unnecessary complexity.
Dieter Rams – 1st principle: Innovative
Good design should push new technologies and opportunities.
Dieter Rams – Useful
A product should be useful, satisfying functional, psychological and aesthetic needs.
Dieter Rams – Aesthetic
A product’s beauty is integral to its usefulness and well-being.
Dieter Rams – Understandable
Good design should clearly communicate how a product works.
Dieter Rams – Unobtrusive
Design should be neutral and not overwhelm the user’s self-expression.
Dieter Rams – Honest
Design should not overstate a product’s capabilities.
Dieter Rams – Long-lasting
Good design remains useful and relevant over time.
Dieter Rams – Thorough
Attention to detail; nothing arbitrary or left to chance.
Dieter Rams – Environmentally friendly
Design should preserve resources and minimise environmental impact.
Dieter Rams – Less is more
Design should be concise, focusing on essential elements.
Six Rs (sustainability)
Reuse, Reduce, Recycle, Repair, Renewable, Rethink – guiding sustainable design.
CAD
Computer-Aided Design software used to create and modify product designs.
CAM
Computer-Aided Manufacturing; computer-controlled production processes.
IT
Information Technology; digital systems for design, communication and production.
AR
Augmented Reality; overlaying digital data onto the real world.
ISO
International Organization for Standardization; sets international quality standards.
QA
Quality Assurance; checks during production to ensure standards are met.
QC
Quality Control; checks on finished products to ensure standards are met.
TQM
Total Quality Management; quality is embedded at every stage of production.
XPS
Extruded Polystyrene Foam; rigid insulation board used in modelling and construction.
Polymorph
A thermoplastic modelling material that softens at ~62°C and can be remoulded.
Sculpey
Polymer clay (PVC-based) used for modelling; hardens when baked.
Balsa wood
Extremely lightweight modelling wood, easy to cut and shape.
Plaster of Paris
Quick-setting calcium sulfate used for casting and molding.
Ferrous metals
Metals containing iron (e.g., cast iron, mild steel, stainless steel).
Non-ferrous metals
Metals with little or no iron (e.g., aluminum, copper, zinc, titanium).
Composite materials
Materials made from two or more constituent parts (e.g., GRP, CFRP, foam cores).
Smart materials
Materials that respond to environmental changes (e.g., pigments, shape memory alloys).
Bioplastics
Biodegradable plastics derived from biological sources (e.g., PLA, PHB).
Product life cycle
Stages of a product’s life: research and development, introduction, growth, maturity, decline.
Kaizen
Continuous improvement process in manufacturing and design.
Jigs
Custom tools that guide cutting or assembly to ensure repeatability.
Templates
Patterns used to replicate shapes or positions for marking/c cutting.
Aids
Devices that assist processes (lifting, alignment, measurement) without guiding tools.
Art Deco – key features
Geometric shapes, symmetry, luxurious materials, bold colour contrasts.
Arts and Crafts – key idea
Emphasis on craftsmanship and materials against mass production.
Bauhaus impact
Unified design approach combining function, craft, and mass production.
Scandinavian design principles
Simplicity, minimalism, functionality and democratic design.
Planometric vs isometric
Planometric shows top face with 45° angles; isometric uses 30°/30° axes for 3D without perspective.