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92 Terms

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Anthropometrics

study of human measurement → product dimensions

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Static Anthropometry

taken in stationary position →width, height, distance from one joint to another

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Dynamic Anthropometry

in motion → moving elements of the body → reach distances, angular variations in joints, crawling height, range of upper body movements

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Percentile Range

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

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The 50th Percentile

median value → highest frequency of users → products aimed at

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Clearance

physical space between 2 objects

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Reach

range can stretch to touch/grasp an object from specified position

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Adjustability

ability of products to change in size

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Work Envelope

area in which object can be comfortably reached → neutral → maximum reach → extended reach

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Range of Sizes

sizes a product is made in that caters for the majority of a market

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Global Consideration

wide selection of anthropometric data published and regionalised → work with data appropriate to target market

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Psychology

mind, behaviour, mental processes, brain functions →consciousness, memory, reasoning, language, personality, mental health

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Nominal Data

labelling or naming values → marital status, hair/eye colour → no hierarchy

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Ordinal Data

lists in order of importance/significance → economic status wealthy, middle income, poor → no defined intervals

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Interval Data

order of values + shows difference → temperature scales in Celsius → no true zero

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Ratio Data

interval + ordinal →have an absolute zero

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Qualitative Data

perception → nominal + ordinal

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Quantitative Data

numbers → interval + ratio

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Human Information Processing System

automatic information interpretation + reaction system → inputs, processes, outputs

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Reason for HIPS Breakdown

age, strength, skillset, health

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Environmental Factors Against HIPS

sound, temperature, lighting, air quality, smell → different effects on different people → affect efficiency + comfort

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Alertness

ability to focus/stay awake → temperature, sound, lighting, air quality, smell

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Perception

perceive environmental factors in different ways

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Physiology

mechanisms of living things

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Physiological Factor Data

physical aspect of the body

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Collecting Physiological Data

performance testing, user trials/observations, collection of anthropometric data

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Comfort

being free of physical pain

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Fatigue

a feeling of tiredness/weakness over time → musculoskeletal disorders

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Biomechanics

mechanical laws relating to movement → considers physical abilities of the user + decrease risk of MSDs

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Renewable

will replenish in a human time frame

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Non-Renewable

can’t be replaced by natural means at a faster pace than consumption

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Reserves

portion of an identified resource that can be economically and legally recovered → proven (currently recoverable) + probable (current or future recoverable)

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Renewability

ability to be renewed → natural/living resources

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Recyclability

materials extracted from products at end of useable life → used to manufacture new products

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Waste Mitigation

reduce/eliminate volume of material disposed to landfill

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Resource Management

resources decreasing → sustainability more important

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Re-use

repetitive use of products/parts

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Repair

restoring product/component to a good working condition

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Recycling

collection, separation, processing to recover materials from the waste system → form raw materials to manufacture new products

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Recondition

return used product to original manufactured specification → aim to extend product life until not commercially viable

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Re-engineer

revision of established design for improvement → cost, performance, safety etc.

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Pollution and Waste

caused by raw material extraction, transport, processing, manufacture, assembly, packaging, shipping, final distribution

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Waste Management Hierarchy

disposal, energy recovery, recycling, reuse, minimisation, prevention

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Design for Manufacture

designing parts, components, products for ease of manufacture → better product at lower cost , waste

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Dematerialisation

progressive reduction in energy and/or material used in the production of a product

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Product Recovery Strategies - End of Life

government responsible for disposal of products → buried in landfill/incinerated → wasteful/impacts environment

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The Circular Economy

economy based on renewable energy/recyclable materials

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Embodied Energy

sum of all energy needed to produce/maintain a product/service → materials, transport, assembly, recurring, disposal

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Electric Grid Schematic

power production centres + network of cables → in grid for distribution

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Distributing Energy

Smart grid → sensors/software to manage electricity distribution/consumption

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Local Combined Heat and Power

uses single fuel source to provide heat and electricity → reduced cost/emissions

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Systems for Individual Energy Generation

systems for small-scale production of energy → solar panels

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Batteries V Capacitors

battery = chemical to electrical energy to provide static electrical charge → capacitor stores electrostatic energy in an electric field

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Clean Technology

reduce waste/pollution from production processes through radical/incremental developments of a production system

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Drivers for Cleaning Up Manufacturing

social, economic, political

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End-of-pipe Technologies

focus on reducing/eliminating pollutants in the last step in the process → prevent/minimise substance release into natural environment

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System Level Solutions

address a whole system → regulatory

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Green Design

re-engineering design to increase sustainability/decrease environmental impact → incremental

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Eco-design

fits into a system → consideration for product’s entire lifecycle

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Cradle to Grave

considers product’s environmental effects from manufacture to disposal

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Cradle to Cradle

aims to eliminate waste from production, use, disposal → products made to be made again

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Life Cycle Analysis

effect a product has on the environment through 5 stages of its life → pre-production, production, distribution, use, disposal

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Concept Modelling

contains information required to describe a potential design solution → simulates physicality

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Graphical Model

visualisation of idea → paper/software, 2D/3D

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Physical Model

larger/smaller tangible interactive version

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Virtual Model

photorealistic, CAD-based, interactive, surface/solid modelling → digital mockup

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Systems Design

defining architecture, components, modules, interfaces, data → meet specific requirement

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Service Design

conceptual → planning/organising people, infrastructure, communication physical objects → improve quality/interaction of provider/customer

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Product Design

generating ideas → final product

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2D Graphical Models

detail, proportion, measurements, relationships, “flat views”

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3D Graphical Models

how a design might look, proportion, scale, aesthetics

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Orthographic Drawings

“side view”, dimensions, form, shape, detailed/accurate for manufacturing

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Isometric Drawings

shape/form, 30/90/30 grid

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Part and Assembly Drawings

exploded isometric drawing → parts depicted in order of assembly

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Physical Models

ergonomics and fit, internal/external structural relationships, aesthetics

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Scale Models

larger/smaller copy, testing situations → form, thinking, aesthetics, ideas

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Aesthetic Models

test the aesthetic elements → weight/balance, texture/surface qualities

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Mock-ups

full-size representation for user feedback → some functionality

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Prototypes

sample/model to test a concept/process → refinement

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Fidelity of Prototypes

degree of similarity to final product

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Instrumented Models

take measurements for accurate quantitative feedback for analysis

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Types of CAD software

2D, 3D, rendering

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Surface Modelling

surface qualities, material, lighting → rendering software, 2D graphic files

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Solid Modelling

accurate digital models → STL files for 3D printing

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Data Models

database/data set used to present/understand performance for a design → motion capture

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Finite Element Analysis

calculation of loads/stresses on a product using CAD → fatigue/heat

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Virtual Prototyping

using CAD develop realistic, interactive models

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Digital Humans

simulations of the biomechanics of the human body → safety/comfort, efficiency

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Motion Capture

recording of actual human movement using video, magnetic, electro-mechanical devices → improve safety and ergonomics

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Haptic Technologies

use the sense of touch to provide feedback to the user

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Virtual Reality

virtual environment for realistic user interactions → design, ergonomics, function, safety

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Animation

simulate a process → confirm placement of equipment, safety ergonomics, efficiency