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IB Design Technology - Topic 3 Overview

IB Design Technology - Topic 3 Overview

IB Design Technology - Topic 3 Overview


3.1 - Conceptual Modelling

  • Conceptual Model (CM) - a representation of a system, basically anything in this unit
  • CMs can be physical, a sketch, or any number of other things
  • Design Cycle - the process designers use in order to create a workable solution
  • Service Design - the design of services such as a doctor’s or a hair appointment
  • System of Design - the logical design of a product or service as a system
  • Pros of conceptual modelling include: they give a big picture view, they help communicate ideas, and they can be manipulated easily.
  • Cons of conceptual modelling include: high detail is expensive, they can be misinterpreted, and are usually not made of the same materials as the final product
  • Types of conceptual modelling include graphical, physical, and virtual


3.2 - Graphical Modelling

  • Graphical Modelling - Modelling an idea/design via non-physical means such as drawings or computer models
  • Orthographic - design paper with a standard grid print
  • Isometric - a type of design paper and view that shows a 3-dimensional-looking image
  • 1-type Perspective - a drawing with a single vanishing point (points where the lines lead to, like a long hallway)
  • 2-type Perspective - A drawing angle with 2 vanishing points
  • 3-type Perspective - usually the highest number of vanishing points, a drawing with 3 vanishing points
  • CAD (Computer Assisted Design) - The use of computers to assist in the modelling process
  • 2-D CAD - Extension and refinement of 2-D sketches for professional use
  • Fitted Assembly - a model that shows how parts of a product fit together
  • Exploded Assembly - shows individual parts of a product separated from each other positioned relatively where they would be in the final product
  • Scale Drawing - sketch of a design that can be physically bigger or smaller than the final product. The ratio of a scale drawing is (size of sketch):(real size)
  • Concept Sketching - Simply drawing ideas, less professional/formal than other methods, thinking with a pen
  • Formal Sketching - More organized used in the development phase
  • Pros of graphical modelling include: it shows how a product is assembled and how it works
  • Cons of graphical modelling include: it can be hard to produce as it requires a lot of skill, time, and potentially money (e.g. expensive software, pay designers)


3.3 - Physical Modelling

  • Scale Model - A physical model of a product that has the same details but different dimensions, the ratio is (model):(product)
  • Pros: Portable and cheaper to make than the actual product
  • Cons: they can lose detail, especially with scaling down
  • Aesthetic Model -  A model made to look like the real product, but does not function
  • Mock-Up: Almost the final product, full model, used for demo, evaluation, and promo
  • Can be used to test ideas for feedback
  • Can be a prototype with most functionality
  • Defines the proportions of a final product
  • Fidelity Range - Measures how “loyal” or close a physical model is to the final product
  • Lowest fidelity to highest fidelity: 
  • Analagous - Can give a general idea
  • Near/Total Mock-Up - Basically the final product
  • Fidelities are tested in different contexts to try out ideas
  • Restricted - Lab settings, many controlled variables
  • General - Less restrictions, usually something similar to a focus group
  • Partial - Testing with the final consumer OR in the final environment
  • Total - Testing with the final consumer AND in the final environment
  • Prototype - Model built to test a concept as an object to be replaced/learned form, used by both the user and dev team


3.4 - CAD

  • Surface Model - Photorealistic image of a product, only shows the exterior
  • Solid Model - Clear representation of the final product, with internal dimensions
  • Combined the base solid and features
  • Data Model - Used to determine the structure of data while testing (e.g. statistical analysis of GPS or 3D scan)
  • Visual Prototyping - Uses surface and solid models to develop interactive models
  • BottomUp Design - Parts are made independent of each other and with constraints, the designer brings them together at the end of the process
  • TopDown Design - Starts with a rough idea of a product and makes parts that meet the criteria
  • Human Digital Systems - Simulations of the human body interacting with prototypes of products, checks for safety and ease of use
  • Motion Capture - Records motion, someone can wear markers captured by a camera. Reduces the cost of animation and allows for more natural movements
  • Haptic Touch - Interactions through the sense of touch (like a phone vibrating)
  • Virtual Reality - This allows for the simulation of various situations to interact with
  • Animation - Links scenes of an environment simulated in software to observe seevral scenarios


3.5 - Rapid Prototyping

  • Rapid Prototyping often uses 3D printing via CAD files, this method of making prototypes is much cheaper and quicker than machining them out of other materials
  • Laminated Object Manufacturing - Cuts out slices of a CAD file from a roll of material, the slices are glued together to make a prototype
  • Stereolithography - Uses photo-solidification to cure a resin in layers and form a product, one of the most detailed methods of rapid prototyping
  • Fixed Deposition Modelling - Uses an extruder to lay down layers of filament one at a time (the more traditional 3d printers you see that use a plastic filament)
  • Structure Layer Stitching - Uses a high-power laser to fuse small particles into the desired shape, materials usually come in a powder

IB Design Technology - Topic 3 Overview

IB Design Technology - Topic 3 Overview

IB Design Technology - Topic 3 Overview


3.1 - Conceptual Modelling

  • Conceptual Model (CM) - a representation of a system, basically anything in this unit
  • CMs can be physical, a sketch, or any number of other things
  • Design Cycle - the process designers use in order to create a workable solution
  • Service Design - the design of services such as a doctor’s or a hair appointment
  • System of Design - the logical design of a product or service as a system
  • Pros of conceptual modelling include: they give a big picture view, they help communicate ideas, and they can be manipulated easily.
  • Cons of conceptual modelling include: high detail is expensive, they can be misinterpreted, and are usually not made of the same materials as the final product
  • Types of conceptual modelling include graphical, physical, and virtual


3.2 - Graphical Modelling

  • Graphical Modelling - Modelling an idea/design via non-physical means such as drawings or computer models
  • Orthographic - design paper with a standard grid print
  • Isometric - a type of design paper and view that shows a 3-dimensional-looking image
  • 1-type Perspective - a drawing with a single vanishing point (points where the lines lead to, like a long hallway)
  • 2-type Perspective - A drawing angle with 2 vanishing points
  • 3-type Perspective - usually the highest number of vanishing points, a drawing with 3 vanishing points
  • CAD (Computer Assisted Design) - The use of computers to assist in the modelling process
  • 2-D CAD - Extension and refinement of 2-D sketches for professional use
  • Fitted Assembly - a model that shows how parts of a product fit together
  • Exploded Assembly - shows individual parts of a product separated from each other positioned relatively where they would be in the final product
  • Scale Drawing - sketch of a design that can be physically bigger or smaller than the final product. The ratio of a scale drawing is (size of sketch):(real size)
  • Concept Sketching - Simply drawing ideas, less professional/formal than other methods, thinking with a pen
  • Formal Sketching - More organized used in the development phase
  • Pros of graphical modelling include: it shows how a product is assembled and how it works
  • Cons of graphical modelling include: it can be hard to produce as it requires a lot of skill, time, and potentially money (e.g. expensive software, pay designers)


3.3 - Physical Modelling

  • Scale Model - A physical model of a product that has the same details but different dimensions, the ratio is (model):(product)
  • Pros: Portable and cheaper to make than the actual product
  • Cons: they can lose detail, especially with scaling down
  • Aesthetic Model -  A model made to look like the real product, but does not function
  • Mock-Up: Almost the final product, full model, used for demo, evaluation, and promo
  • Can be used to test ideas for feedback
  • Can be a prototype with most functionality
  • Defines the proportions of a final product
  • Fidelity Range - Measures how “loyal” or close a physical model is to the final product
  • Lowest fidelity to highest fidelity: 
  • Analagous - Can give a general idea
  • Near/Total Mock-Up - Basically the final product
  • Fidelities are tested in different contexts to try out ideas
  • Restricted - Lab settings, many controlled variables
  • General - Less restrictions, usually something similar to a focus group
  • Partial - Testing with the final consumer OR in the final environment
  • Total - Testing with the final consumer AND in the final environment
  • Prototype - Model built to test a concept as an object to be replaced/learned form, used by both the user and dev team


3.4 - CAD

  • Surface Model - Photorealistic image of a product, only shows the exterior
  • Solid Model - Clear representation of the final product, with internal dimensions
  • Combined the base solid and features
  • Data Model - Used to determine the structure of data while testing (e.g. statistical analysis of GPS or 3D scan)
  • Visual Prototyping - Uses surface and solid models to develop interactive models
  • BottomUp Design - Parts are made independent of each other and with constraints, the designer brings them together at the end of the process
  • TopDown Design - Starts with a rough idea of a product and makes parts that meet the criteria
  • Human Digital Systems - Simulations of the human body interacting with prototypes of products, checks for safety and ease of use
  • Motion Capture - Records motion, someone can wear markers captured by a camera. Reduces the cost of animation and allows for more natural movements
  • Haptic Touch - Interactions through the sense of touch (like a phone vibrating)
  • Virtual Reality - This allows for the simulation of various situations to interact with
  • Animation - Links scenes of an environment simulated in software to observe seevral scenarios


3.5 - Rapid Prototyping

  • Rapid Prototyping often uses 3D printing via CAD files, this method of making prototypes is much cheaper and quicker than machining them out of other materials
  • Laminated Object Manufacturing - Cuts out slices of a CAD file from a roll of material, the slices are glued together to make a prototype
  • Stereolithography - Uses photo-solidification to cure a resin in layers and form a product, one of the most detailed methods of rapid prototyping
  • Fixed Deposition Modelling - Uses an extruder to lay down layers of filament one at a time (the more traditional 3d printers you see that use a plastic filament)
  • Structure Layer Stitching - Uses a high-power laser to fuse small particles into the desired shape, materials usually come in a powder
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