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Anthropometrics
study of human measurement → product dimensions
Static Anthropometry
taken in stationary position →width, height, distance from one joint to another
Dynamic Anthropometry
in motion → moving elements of the body → reach distances, angular variations in joints, crawling height, range of upper body movements
Percentile Range
proportion of a population with dimension at or less than a given value
The 50th Percentile
median value → highest frequency of users → products aimed at
Clearance
physical space between 2 objects
Reach
range can stretch to touch/grasp an object from specified position
Adjustability
ability of products to change in size
Work Envelope
area in which object can be comfortably reached → neutral → maximum reach → extended reach
Range of Sizes
sizes a product is made in that caters for the majority of a market
Global Consideration
wide selection of anthropometric data published and regionalised → work with data appropriate to target market
Psychology
mind, behaviour, mental processes, brain functions →consciousness, memory, reasoning, language, personality, mental health
Nominal Data
labelling or naming values → marital status, hair/eye colour → no hierarchy
Ordinal Data
lists in order of importance/significance → economic status wealthy, middle income, poor → no defined intervals
Interval Data
order of values + shows difference → temperature scales in Celsius → no true zero
Ratio Data
interval + ordinal →have an absolute zero
Qualitative Data
perception → nominal + ordinal
Quantitative Data
numbers → interval + ratio
Human Information Processing System
automatic information interpretation + reaction system → inputs, processes, outputs
Reason for HIPS Breakdown
age, strength, skillset, health
Environmental Factors Against HIPS
sound, temperature, lighting, air quality, smell → different effects on different people → affect efficiency + comfort
Alertness
ability to focus/stay awake → temperature, sound, lighting, air quality, smell
Perception
perceive environmental factors in different ways
Physiology
mechanisms of living things
Physiological Factor Data
physical aspect of the body
Collecting Physiological Data
performance testing, user trials/observations, collection of anthropometric data
Comfort
being free of physical pain
Fatigue
a feeling of tiredness/weakness over time → musculoskeletal disorders
Biomechanics
mechanical laws relating to movement → considers physical abilities of the user + decrease risk of MSDs
Renewable
will replenish in a human time frame
Non-Renewable
can’t be replaced by natural means at a faster pace than consumption
Reserves
portion of an identified resource that can be economically and legally recovered → proven (currently recoverable) + probable (current or future recoverable)
Renewability
ability to be renewed → natural/living resources
Recyclability
materials extracted from products at end of useable life → used to manufacture new products
Waste Mitigation
reduce/eliminate volume of material disposed to landfill
Resource Management
resources decreasing → sustainability more important
Re-use
repetitive use of products/parts
Repair
restoring product/component to a good working condition
Recycling
collection, separation, processing to recover materials from the waste system → form raw materials to manufacture new products
Recondition
return used product to original manufactured specification → aim to extend product life until not commercially viable
Re-engineer
revision of established design for improvement → cost, performance, safety etc.
Pollution and Waste
caused by raw material extraction, transport, processing, manufacture, assembly, packaging, shipping, final distribution
Waste Management Hierarchy
disposal, energy recovery, recycling, reuse, minimisation, prevention
Design for Manufacture
designing parts, components, products for ease of manufacture → better product at lower cost , waste
Dematerialisation
progressive reduction in energy and/or material used in the production of a product
Product Recovery Strategies - End of Life
government responsible for disposal of products → buried in landfill/incinerated → wasteful/impacts environment
The Circular Economy
economy based on renewable energy/recyclable materials
Embodied Energy
sum of all energy needed to produce/maintain a product/service → materials, transport, assembly, recurring, disposal
Electric Grid Schematic
power production centres + network of cables → in grid for distribution
Distributing Energy
Smart grid → sensors/software to manage electricity distribution/consumption
Local Combined Heat and Power
uses single fuel source to provide heat and electricity → reduced cost/emissions
Systems for Individual Energy Generation
systems for small-scale production of energy → solar panels
Batteries V Capacitors
battery = chemical to electrical energy to provide static electrical charge → capacitor stores electrostatic energy in an electric field
Clean Technology
reduce waste/pollution from production processes through radical/incremental developments of a production system
Drivers for Cleaning Up Manufacturing
social, economic, political
End-of-pipe Technologies
focus on reducing/eliminating pollutants in the last step in the process → prevent/minimise substance release into natural environment
System Level Solutions
address a whole system → regulatory
Green Design
re-engineering design to increase sustainability/decrease environmental impact → incremental
Eco-design
fits into a system → consideration for product’s entire lifecycle
Cradle to Grave
considers product’s environmental effects from manufacture to disposal
Cradle to Cradle
aims to eliminate waste from production, use, disposal → products made to be made again
Life Cycle Analysis
effect a product has on the environment through 5 stages of its life → pre-production, production, distribution, use, disposal
Concept Modelling
contains information required to describe a potential design solution → simulates physicality
Graphical Model
visualisation of idea → paper/software, 2D/3D
Physical Model
larger/smaller tangible interactive version
Virtual Model
photorealistic, CAD-based, interactive, surface/solid modelling → digital mockup
Systems Design
defining architecture, components, modules, interfaces, data → meet specific requirement
Service Design
conceptual → planning/organising people, infrastructure, communication physical objects → improve quality/interaction of provider/customer
Product Design
generating ideas → final product
2D Graphical Models
detail, proportion, measurements, relationships, “flat views”
3D Graphical Models
how a design might look, proportion, scale, aesthetics
Orthographic Drawings
“side view”, dimensions, form, shape, detailed/accurate for manufacturing
Isometric Drawings
shape/form, 30/90/30 grid
Part and Assembly Drawings
exploded isometric drawing → parts depicted in order of assembly
Physical Models
ergonomics and fit, internal/external structural relationships, aesthetics
Scale Models
larger/smaller copy, testing situations → form, thinking, aesthetics, ideas
Aesthetic Models
test the aesthetic elements → weight/balance, texture/surface qualities
Mock-ups
full-size representation for user feedback → some functionality
Prototypes
sample/model to test a concept/process → refinement
Fidelity of Prototypes
degree of similarity to final product
Instrumented Models
take measurements for accurate quantitative feedback for analysis
Types of CAD software
2D, 3D, rendering
Surface Modelling
surface qualities, material, lighting → rendering software, 2D graphic files
Solid Modelling
accurate digital models → STL files for 3D printing
Data Models
database/data set used to present/understand performance for a design → motion capture
Finite Element Analysis
calculation of loads/stresses on a product using CAD → fatigue/heat
Virtual Prototyping
using CAD develop realistic, interactive models
Digital Humans
simulations of the biomechanics of the human body → safety/comfort, efficiency
Motion Capture
recording of actual human movement using video, magnetic, electro-mechanical devices → improve safety and ergonomics
Haptic Technologies
use the sense of touch to provide feedback to the user
Virtual Reality
virtual environment for realistic user interactions → design, ergonomics, function, safety
Animation
simulate a process → confirm placement of equipment, safety ergonomics, efficiency