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Adjustability
The ability of a product to be changed in size, commonly used to increase the range of percentiles for which a product is appropriate.
Anthropometrics
The aspect of ergonomics that deals with body measurements.
Biomechanics
Research and analysis of the mechanics (operation of our muscles, joints, tendons, etc.) of the human body.
Clearance
The physical space between two objects.
Dynamic data
Human body measurements taken when the subject is in motion.
Ergonomics
The application of scientific information concerning the relationship between human beings and the design of products, systems and environments.
Percentile
A term that describes how a data point compares to all data in that set, divided into 100 equal parts.
Percentile range (upper and lower limits)
That proportion of a population with a dimension at or less than a given value. For a given demographic (gender, race, age), the 50th percentile is the median.
Physiology factors
Human factor data related to physical characteristics used to optimize the user's safety, health, comfort and performance.
Psychology factors
Human factor data related to psychological interpretations caused by light, smell, sound, taste, temperature and texture.
Range of sizes
A selection of sizes a product is made in that caters for the majority of a market.
Reach
The range that a person can stretch to touch or grasp an object from a specified position.
Static data
Human body measurements when the subject is still (refers to measurements taken while the subject is in a fixed or standard position; e.g. arm length and overhead reach).
Workspace envelope
A 3D space that is typically physical and/or virtual that needs to have defined permissible.
Advantage of user-centred design (UCD)
The design will be more intuitive to meet the needs of the user.
Disadvantages of user-centred design (UCD)
Expensive, difficulty interpreting different types of data into the initial design, takes more time.
Field research
A first-hand observation of users conducted in their real environment.
Five stages of user-centred design (UCD)
Research, concept, design, implementation and launch.
Population stereotype
Responses that are widespread in a user population.
Primary persona
A profile of the primary user for a product experiencing a challenge in a process that presents a design opportunity. Persona provides a human face and story to a particular audience, making it easier to empathize and cater to the user's needs effectively.
Research question
A type of question that focuses research to find the required answers.
Research stage
Shadowing, diary studies, interviews, focus groups, benchmarking, usability testing.
Scenario
An imagined sequence of events in the daily life of a persona based on assumptions.
Secondary research
Research undertaken by someone other than the user.
Target user
A particular group of customers or potential customers for whom a product, system or environment is designed.
Task
How the design is expected to function and fulfil its expectations. Consider the user may have several sub-uses for the product.
Task analysis
The process of learning about a user by observing them carry out an action to understand how they perform it. The goal of task analysis is to identify aspects of the process that could be improved.
User observation
A research activity where the user is observed interacting with a product or completing a task to find pain points in the process or interaction.
User population
The range of users for a particular product or system.
User requirements
The essential requirements that a product system or environment must satisfy in relation to the user.
User-centred design (UCD)
A design process that pays particular attention to the needs of potential users by involving them in all stages of the design process (research, concept, design, implementation and launch).
User-centred research methods
A suite of research methods used to explore the true nature of a user population or of target users. These research methods include field research, task analysis, user observation, interviews, surveys and focus groups.
Efficiency (usability)
A usability objective that concerns the speed and accuracy in which users can perform the task a product was designed to do.
Environment
The place where the product is likely to be used.
Errors (usability)
A usability objective that concerns the incidence of mistakes a user makes when using a product, the frequency of those incidences and the severity of those mistakes.
Learnability (usability)
The extent to which a user can operate a product or system at a defined level of competence after a predetermined period of training.
Memorability (usability)
A usability objective that concerns how well a user can remember how to use a product after they have not used it for a period of time.
Satisfaction (usability)
A usability objective that concerns how pleasant a product is to use, typically defined as the degree to which a user's needs, expectations and preferences are met.
Usability
The extent to which a product can be used by specified users to achieve specified goals effectively and efficiently, while functioning in a predictable and consistent manner.
Usability objectives
Usability objectives include learnability, efficiency, memorability, errors and satisfaction.
User
A person utilizing the product.
Design for extremes
A common design strategy where products are designed and/or tested to ensure that they function efficiently for those users who represent the 2.5th and 97.5th percentile.
Inclusive design (universal design)
To create products, services, environments and experiences that consider diversity, are accessible and usable by the widest range of people, regardless of age, ability or other characteristics, without the need for adaptation or specialized design.
Aesthetic prototype
A physical model developed to look and feel like the final product but that does not function.
Assembled drawings
A high-fidelity drawing technique, typically presented in an isometric view, that shows a product as it appears when fully assembled.
Augmented reality (AR)
A technology that uses a device to superimpose a computer-generated image onto a user's view of the real world; interactions include sight, sound, touch engagements and extended reality (XR).
Digital human
Digital simulation of a variety of mechanical and biological aspects of the human body.
Exploded drawing
A formal drawing technique that depicts components of a product apart but in a relative position to how they would be fitted together.
Computer-aided design (CAD)
The use of computer software to aid the design process.
Finite element analysis (FEA)
Digital model calculation and simulation of unknown factors in products using computer-aided design (CAD) systems. For example, simulating the stresses within a welded car part.
Free-hand sketching
Graphical drawing model created without the use of instruments such as a ruler or compass.
Functional prototype
Also referred to as a "physical working prototype", it works in the same way as a final product and simulates real-world functionality.
Fused deposition modelling (FDM)
A 3D rapid prototyping printing methodology that deposits melted layers of material on a bed to build up a 3D model.
Generative design
An artificial intelligence driven software used as an ideation technique to generate a range of digital model solutions based on prompts and constraints provided by the designer.
Haptic technology
A technology that enables the user to interface with simulated touch sense via a haptic device or glove.
High-fidelity prototype
A physical or virtual model of a design concept that is highly functional and interactive. A high-fidelity prototype is as functionally and aesthetically similar to the final product as possible, and typically full scale.
Isometric drawing
A graphic representation of 3D objects where two axes are angled at 60° from the vertical axes.
Low-fidelity prototype
A simplified physical or virtual prototype typically created to test a few aspects of a design idea and provide feedback for further design development in the early stages of a design process.
Motion capture
The recording of human and animal movement by any means, for example, by video, magnetic or electromechanical devices.
Orthographic projection
A formal modelling technique used to depict a 3D object in 2D, typically showing the top, side and front views of an object.
Physical prototypeT
he creation of a full-size, smaller or larger tangible version of an object that can be physically interacted with.
Prototype
A physical or virtual prototype created to test samples, or models built to test a concept or process, or to act as an object to be replicated or learned from. Prototypes can be developed at a range of fidelities.
Prototyping techniques
The methods used to create prototypes at different levels of fidelity from sketching through to functional prototypes.
Selective laser sintering (SLS)
An additive manufacturing technique that uses a laser to fuse small particles of material into a mass that has a desired 3D rapid prototyping shape.
Rapid prototyping
A group of manufacturing techniques used to manufacture a physical object quickly for testing aspects of a product. Typically, 3D computer-aided design (CAD) models are used.
Scale prototype
Physical models that are bigger or smaller than the real product but are exactly in proportion with the product.
Solid model
Virtual (digital) models are clear representations of the final part. They provide a complete set of data for the product to be realized.
Stereolithography (SLA)
An additive manufacturing technique that creates 3D physical prototypes layer by layer by hardening molecules of a photosensitive liquid polymer using a laser beam.
Surface model
A virtual (digital) model presenting the outer appearance and form, offering some machining data. Surface digital models contain no data about the interior of the part.
Virtual prototype
Photorealistic digital computer-aided design (CAD) based interactive models that use surface and solid modelling.
Virtual reality
The ability to simulate a real situation on the screen and interact with it in a near-natural way.
Constructive Discontent
A design stimulus caused by not being satisfied with a product or process, prompting the designer to redesign the product or resolve the problem in a different way.
Reverse Engineering
A method used to understand how an existing product was made by disassembling it.
SWOT Analysis
In design, this is the identification of strengths, weaknesses, opportunities and threats relating to a product.
Aesthetic characteristics
Refers to the visual and sensory qualities of an object or design that contribute to its overall appearance.
Computer-aided design (CAD)
The use of computer software to aid the design process.
Finite element analysis (FEA)
Digital model calculation and simulation of unknown factors in products using computer-aided design (CAD) systems. For example, simulating the stresses within a welded car part.
Drawings (2D, 3D, assembled, isometric, orthographic projection)
See A2.2 Prototyping techniques.
Iterative design
Act of repeating a process with the aim of approaching a desired goal, target or result. Each repetition of the process is also called an "iteration", and the results of one iteration are used as the starting point for the next iteration.
Prototype
A physical or virtual prototype created to test samples, or models built to test a concept or process, or to act as an object to be replicated or learned from. Prototypes can be developed at a range of fidelities.
Rapid prototyping
A group of manufacturing techniques used to manufacture a physical object quickly for testing aspects of a product. Typically, 3D computer-aided design (CAD) models are used.
Design a solution stage
The fourth stage in the IB DP design process, where the intended solution is developed through iterative model—test—refine cycles.
Design specification
A list of requirements, constraints and considerations that a yet to be designed product must fulfil.
Design thinking
A non-linear, iterative process used to solve problems.
Empathize stage
The first stage of the IB DP design process that prompts the user to discover the needs, motivations, behaviours and experiences of the intended user.
Focus group
A group of people representing the target market or different personae assembled to discuss a product and provide feedback for the purpose of product development.
Ideation techniques
A series of tasks used to generate ideas for solutions to a problem, which can include brainstorming, mind mapping, sketching and SCAMPER.
Interview
A face-to-face consultation, typically with one person.
Literature search
The use of consumer reports, newspapers, magazines, encyclopaedias, manufacturers' information, etc. To conduct research.
Model, test, refine cycle
A cyclic development tool used in design to develop products swiftly, requiring designers to create models of their products, test them with users, and use the feedback to refine their design. The designer repeats the cycle until they have resolved all user requirements related to the product.
Mock-up
A digital scale or full-size representation of a product is used to test the mechanics and gain feedback from users.
Primary persona
A profile of the primary user for a product experiencing a challenge in a process that presents a design opportunity. Persona provides a human face and story to a particular audience, making it easier to empathize and cater to the user's needs effectively.
Product analysis
The examination of a product to determine its features, strengths and weaknesses and to identify opportunities for improvement.
Product requirements
The essential capabilities a product must have to be successful.
Problem statement
A concise and clear description of a problem in a few sentences that states what is to be addressed.
Qualitative data
Typically, descriptive data is used to find out in depth the way people think or feel—their perception. Useful for research at the individual or small (focus) group level.
Quantitative data
Data that can be measured and recorded using numbers. Examples include height, shoe size and the depth of a kitchen counter and the weight of a laptop.
Storyboard
In the context of DP design technology, a storyboard is a visual way to communicate product usage through images, photographs or drawings, to convey the user experience. This is recorded to identify opportunities to redesign a product in order to provide a solution.
User journey
A person's perceptions and responses that result from the use, or anticipated use, of a product, system or service. A user's journey shows empathy and is communicated through a storyboard.
User observation
A research activity where the user is observed interacting with a product or completing a task used to find pain points in the process or interaction.