bpk 180 week 12 product design

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Last updated 8:25 PM on 12/3/25
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26 Terms

1
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Explain the key characteristics that differentiate consumer products from industrial products.

Consumer: diverse users, aesthetics matter, minimal training, lower durability. Industrial: trained users, durability/safety focus, regulated, task

2
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Describe some benefits of applying ergonomics to the design process.

Improved usability, reduced injury risk, higher satisfaction, fewer errors, better market success, fewer warranty issues.

3
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How can you tell if a product is "ergonomic"?

It fits user size/strength, reduces effort and awkward posture, is intuitive, comfortable, and safe for intended tasks.

4
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What is the difference between the "manipulation interface" and the "engagement interface"?

Manipulation interface = physical interaction (buttons, grips). Engagement interface = cognitive/emotional interaction (labels, symbols, aesthetics).

5
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What is the difference between the traditional engineering approach and the spiral approach?

Traditional = linear, limited iteration. Spiral = iterative cycles of design–prototype–test–refine with user input.

6
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What stage of the design process typically takes the longest?

Testing and evaluation (especially user testing and repeated refinement).

7
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What is a "cultural probe"?

A set of tools (camera, diary, maps) given to users to document daily life and provide contextual design insights.

8
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What is a "functional analysis"?

A breakdown of what the product must do, its primary and secondary functions, and the requirements needed for each.

9
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Describe two associative techniques for developing solutions and why they are useful.

Brainstorming (rapid idea generation), Analogy

10
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Give an example of a low

fidelity and high

11
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What are some barriers to applying ergonomics to consumer products?

Cost, time pressure, lack of expertise, aesthetics prioritized over usability, diverse user population, limited testing resources.

12
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What ergonomic considerations should be applied in the production of consumer goods?

Anthropometric fit, grip design, accessibility, safety, material comfort, intuitive controls, clear instructions, minimized injury risk.

13
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Describe the matrix in which Dr. A. Hedges places consumer products and why it is helpful.

Matrix: frequency of use × consequence of failure. Helps identify what products need more ergonomic and safety

14
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Choose a consumer product in your house and identify poor design features and redesign possibilities.

Example: TV remote with too many identical buttons and poor contrast. Redesign: fewer grouped buttons, better contrast, textured grip, asymmetrical shape, voice input.

15
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ergonomic design process (5)

  1. product planning

  2. design

  3. testing and verification

  4. production

  5. marketing

16
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whats involved in product planning (the first step of ergo design process

market research - defining issues with current design, measurable facts about competitors, statistics, trade journals, interviews, focus groups, questionaires

  • design objectives - comfort, speed, accuracy, learnability, function analysis, performance requirements, specific objectives

  • constraints

  • what characteristics will affect their behaviour with the system (user proflies)

17
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whats involved in design (step 2 of ergo design process)

  • function allocation

  • task analysis

  • hazard analysis

  • solution identification and development and prioritization

  • defensible design, (ensure safety, do no harm, understand applied science, should be able to defend every design decision, test and validate design)

  • ergonomic principle application (biomech, antrhopometry, perception, control dispaly design, hazard analysis)

  • adapt existing solutions

  • scamper - substitute, change, adapt, modify, put to other uses, eliminate rearrange

18
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whats involved in testing and verification (step 3 of ergo design process)

  • prototyping, simulation

  • paper mocups (user interface represented on paper - use for early usability testing

  • static mockups(for looks non functioning) - use after task analysis, and after conceptual design, to test different options, before real prototype

19
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low vs high fidelity prototyepes

low- built out of materials that are far away from finished product suh as concept drawings storyboards interactive paper and static mockups

high - prototype built in a medium closely resembling final product - dynamic prototypes

20
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dynamic mockups

  • used later in process after task and process analysis for evaluating, usability, training, makreting

  • - needs to demonstrate interactivity to users

  • prior to manufacture if possible

  • it is a simulation of user interface and interation

21
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what happens during step 4 production of design process

  • design for manufacturability - does it casue msi

  • can it be manufactured and shipped and assembled without causeing problems to the secondary users

22
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what happens in step 5 of the desing process (marketing)

  • use resluts from testing and verification

  • use product reviews

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