1/66
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Aesthetics
Visual appeal and beauty of a product or space, shaped by elements like color, shape, smell and texture.
Driver for Design: Constructive discontent
Dissatisfaction with current solutions inspires innovation and improvement.
Driver for Design: Curiosity
Emerges from a desire to explore, experiment and to understand.
Driver for Design: Chance
Unintentional discoveries or results that lead to innovative ideas or solutions.
Driver for Design: Biomimicry
The imitation of the living. It aims to take inspiration of solutions in nature and translate them to human engineering.
Driver for Design: Biomorphism
Life-form (bio=life and morph=form). Biomorphic shapes are often rounded and irregular, unlike most geometric shapes.
Driver for Design: The work of others
Inspiration, collaboration and feedback.
Driver for Design: To help others
The desire to improve user experiences or to make a positive impact on society / environment.
Driver for Design: Culture
Design that aligns with the community's identity and needs.
Driver for Design: Technology push + market pull
New capabilities that drive novel designs & consumer demands.
Fidelity Range
The measure of the realism of a model or simulation.
Form follows Function
The shape of the building should primarily relate to its intended function.
Function
How well a product fulfills the task it has been designed for.
Iterative Design
A cyclic design approach of modelling and testing to achieve gradual improvements to the design.
Low-Fidelity Models
A quick and easy way to translate design concepts into prototypes so designers can check and test functionality rather than the visual appearance.
Primary Research
Data observed or collected directly from first-hand experience.
Qualitative data
Data that is personal to individuals e.g. comfort, taste, etc.
Quantitative data
Data with numbers/statistics.
User Centred Design
An iterative process that understands the users, tasks, and environments.
User Experience (UX)
How a user interacts with, and experiences a product, system or service.
Empathy Study
Understanding users' needs and emotions to create user-centered products.
Creative strategies
Approaches used to generate original ideas and solve problems.
User Studies / User Research
A form of market research where the user is observed and analysed to understand their behavior, preferences, and opinions.
Anthropometrics
The measurements of size and proportion of the human body.
Clearance
The space required to allow a change in body posture and position and the space required for people to move around comfortably without hitting any obstructions.
Cognitive abilities and limitations
Relating to attention, memory, and problem-solving skills.
Comfort
A person's sense of physical or psychological ease
Constraints
Limitations on how the product can be used
Design Specifications
A list of criteria a product needs to address. Using the brief as a starting point for research, a specification can be written when more facts are known. The statements need to be technical, measurable to evaluate the success of the prototype
Emotional needs and preferences
Relating to comfort, safety, and aesthetics.
Empathy in design
Designer takes the place of the user to see potential issues with a product
Ergonomics
Hostile Design
Also known as defensive architecture or exclusionary design, is the design of physical spaces and objects with the intention of discouraging or preventing certain behaviours.
Human Centred Design
A design approach that focuses on understanding the needs of users and designing solutions that meet those needs. It requires the designer to consider the user, task and the environment.
Human Factors
The combination of ergonomics and anthropometrics. It involves the practice of designing products, systems, or processes to take proper account of the interaction between them and the people that use them. It is a multidisciplinary field that draws on knowledge from psychology, engineering, design, and other fields.
Inclusive design
Products that are accessible and usable by as many people as possible without the need for adaptation or specialised design including those with physical, sensory, perceptual and other challenges and impairments.
Physical capabilities and limitations
Strength, range of motion, and vision.
Primary Research
Data observed or collected directly from first-hand experience.
Reach
The maximum distance that a person can comfortably access with a specific part of their body, such as their hand, arm, or leg.
Scale
a ratio indicating the size of the drawing or model
Secondary Research
Published data and the data collected in the past or by others.
User-Centred Design
An iterative process that understands the users, tasks, and environments. It involves the user at every step of the design cycle and addresses the whole user experience.
User Experience (UX)
How a user interacts with, and experiences a product, system or service. It includes how the user perceives ease of use, and efficiency
User Studies / User Research
A form of market research where the user is observed and analysed to understand their behaviour, preferences, and opinions. It can involve collecting qualitative and quantitative data through various methods such as surveys, interviews, and usability testing.
Static Data
Measurements taken while the subject is still and in a fixed position, e.g. height, arm length.
Dynamic Data
Measurements taken when the subject is in motion. Relates to the range of movement, clearance and strength of various body movements,
Anthropometric and Ergonomic databases
An organised collection of data that can be accessed by designers to collect information relevant to their designs. There are databases available to access ergonomic and anthropometric data for millions of measurements, which saves a designer the time and resources of having to create their own database.
Psychological function
The emotional response triggered by design
Design Classic
Objects or pieces that have stood the test of time, remaining relevant and influential in the design world. While there is no strict formula but there are several key elements: timelessness, cultural, historical and societal significance, instantly recognisable, evokes an emotional response and are industrially produced.
Form follows Function
A design principle that suggests the shape or design of an object should primarily be based on its intended function or purpose. The the function of a product should dictate its form or appearance.
Functional Obsolescence
Over time, products or parts wear out and stop working. New parts need to be purchased to replace the parts that have broken down.
Intellectual Property
Results from the application of someone's mind/intellect in the creation of something new/original.
Planned Obsolescence
A strategy used by manufacturers to intentionally design products with a limited lifespan or with features that become outdated quickly, prompting consumers to replace them sooner.
℗ Patent
An agreement from a government office to give someone the right to make or sell a new invention such as a device, substance, method of process that is new, inventive and useful
® Registered Design
Protects the features of shape, configuration, pattern or ornamentation which gives a product a unique appearance, and must be new and distinctive.
Retro Style
Refers to a design aesthetic or fashion trend that is inspired by trends, styles, or motifs from the past. It often draws inspiration from specific decades and incorporates elements that evoke nostalgia for that particular era.
Style Obsolescence
Refers to products or designs becoming outdated not due to functionality but because they are no longer considered fashionable or trendy. This can lead to unnecessary replacements based on changing preferences rather than necessity.
Technological Obsolescence
Occurs when a product or technology is replaced by newer innovations that offer improved features, performance, or efficiency.
™ Trademark
A symbol, word, or words legally registered to represent a company or product.
Postmodern Movement
Emerged in the late 20th century as a reaction against the modernist principles that had dominated design and architecture for much of the 20th century. It is characterised by a rejection of strict rules, a focus on individual expression, and a blending of different styles, influences, and cultural references
Memphis Design
Influential for its decorative and playful approach to design, which challenged the traditional emphasis on functionality with its use of bright colors and haphazard arrangements.
Mid-Century Modern
A 1950's style known for clean lines, organic curves, and a focus on functionality and simplicity. It moved away from ornate decoration in favor of clean lines, functional forms, and innovative use of materials, creating a style that was both modern and livable.
Art Deco
A 1920s-1930s design style characterised by sleek geometric forms, luxurious materials, and symmetrical designs, reflecting a desire for elegance and modernity between the World Wars.
Art Nouveau
Late 19th - Early 20th Century. A style of art and design defined by its emphasis on flowing, organic lines, motifs derived from nature, and an overall aesthetic of elegance.
Bauhaus
A highly influential design movement c.1919-1933, known for its emphasis on functionality, the use of geometric forms, and a minimalist aesthetic.
Constructivism
Starting in Russia in 1910s and spanning until the 1930s, it was an art style that used basic shapes and industrial materials, rejecting emotional expression in art. Artists saw themselves as designers or engineers, creating practical things to help society, not just making traditional paintings.
© Copyright
A legal right that grants the creator of an original work exclusive rights to use and distribution. Most countries grant this free and automatically