Design Vocab

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Last updated 2:21 PM on 9/4/26
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33 Terms

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Iteration

designing things in phases each phase building on the last untill the desired result is acheived.

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Design iteration

Iteration employed during the Design stage by repeating analysis and prototyping steps.

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Developement Iteration

Iteration that happens during the development stage

  • not good

    • expensive

    • happens because things get overlooked in the design stage


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Two types of Iteration

  • Design Iteration

  • Development Iteration


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Prototyping

Creating mockups or mini models to explore different variations and ideas of a project

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Three Types of Prototyping

  • Concept Prototyping

  • Throwaway Prototyping

  • Evolutionary Prototyping


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Concept Prototyping

Exploring Ideas for a design

ex. Sketching, storyboard

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Throwaway Prototyping

building a model that is designed to be thrown out after the information needed from it is gathered

ex. 3d printing a cheap mockup of a design to test if parts fit together

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Evolutionary Prototyping

The initial prototype is built upon and changed until it becomes the final product

different than throwaway where the prototypes get discarded

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Saticficing

choosing a satisfactory solution over an optimal solution when trying to solve a problem.

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Three Types of Problems to use satisficing

  1. complex problems

  2. time limited problems

  3. problems when good enough is good enough or better than a perfect solution

    • know value perceptions

    • mindful of design resources

    • if an imperfect solution isn’t costly


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Ackoffs Law

its better to do the right things wrong than the wrong things right

  • prioritize strategy over execution


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Pareto principle

80% of outcomes are the result of 20% of causes

  • ex. 20% of features are used 80% of the time

  • use to focus resources and determine the importance of elements in a design


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Affordance

the physical characteristic of something the determines how it works vs how its used

  • products preform well when affordances are good and intuitive

  • ex. push door with push bar indicates to push the door vs handle which is more unclear

  • should not need signs or instructions to tell user how to use product it should be perceptable

    • pill bottles have bad affordability on purpose to keep kids out


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constraint

limiting the actions that can be preformed to simplify use and prevent error

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two types of constraint

physical constraint

psychological constraint

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physical constraint

limits physical motion of an object

  • paths

  • axes

  • barriers


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psychological constraint

limits actions by leveraging the way people perceive and think about the world (using peoples preconceived notions)

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three types of psychological constraints

symbols

  • icons, labels, sound

conventions

  • common understanding of how things work based on tradition (red means stop)

mapping

  • things are perceived to be more related when they closer together


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Mental model

an idea of how something will work based on looking at at

  • influenced by past experience


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2 types of mental models

  • how systems work

  • how people interact with systems


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Cost benefit

analysis that determines if something is worth it by weighing the perceived cost and perceived benefits

  • goal is to make a design that consumers perceive to be valuable at a cost that they are willing to pay for that value


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Root cause

the problem that cause all of the other problems

  • use the 5 whys technique to find the root cause

  • be careful of circular reasoning


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Play Prefrences

tendency for male children and female children to like different kids of play

  • males prefer hunting, weapons, fighting, angular shapes, object movement

  • females prefer nurturing, aesthetics, color, round shapes, babies, interpersonal interaction

  • consider these when designing products for kids


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Kano model

Model for understanding customer needs and then prioritizing design features accordingly

  • as features become more common they move down in the model (delighter becomes performance, performance becomes threshold) because they become expected


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3 key features under the Kano model

  • Delighter features

  • performance features

  • threshold features


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Delighter features

  • create surprise or delight

  • customers didn’t know they wanted them


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Performance features

  • sought out by customers

  • researched and compared between brands

  • makes a product competetive


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Threshold features

  • assumed to be present

  • basic and fundamental to the product


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