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DT 2.1
DT Summer Year 12
| Question | Answer |
|---|---|
| Iterative design | Defined as process of repeatedly going through the circular design process. Iteration is one cycle Circular set of steps, going forwards and backwards between steps. Evaluations at all stages. Research, then ideate, then prototype, then test, etc |
| User-Centred Design | Ensures product easy to use. In competitive global market of discerning customers, very important. Conforms to international standard ISO 13407 - also gets more investment. |
| ISO 13407 principles | Takes full account of users, the task, and environment used in Users involved throughout design Design refined by user-centred eval Design process iterative Design considers whole user experience Developed by multi-skilled team |
| Key considerations for UCD | Ergonomics, which are ensured by anthropometric data for intended user. Observe people using products - consumer focus groups to identify problems with existing products Consider N+W and values of consumers |
| Types of needs, wants, and values (which maximises sales) | Physical needs vary on age, disability, etc. Emotional needs helps match product to consumer e.g. seeming high quality or the 'top brand' Intellectual needs - simple for kids Values and sociological needs e.g. eco-conscious consumers |
| Investigative methods for UCD | Immersion, interview potential users, focus groups , market research (quantitative), analysing existing, practical testing materials/components/construction methods/finishes, observe consumers using a product |
| Immersion | (designer in environ and situation of consumer) e.g. pregnancy suit, thick gloves, frosted glasses, |
| focus groups | of potential customers representing the target market for qualitative data on current products or feedback on prototypes |
| Market research | Data about consumers e.g. income level, age range, hobbies. Identify needs of consumers and why they might choose one product over another |
| Secondary investigation examples | Explore contemporary/historical designers/movements for styling influences Identify suitable materials, components, and construction methods Obtain relevant anthropometric data |
| What percentile common | Around 50th percentile common for adult market, but obvs the wider selection the better |
| Once a design idea is chosen | Designer develops it into a final design proposal, developing aesthetics, ensuring correct size, most appropriate materials and construction methods. Test pieces. Models to evaluate with clients and production engineers Working drawings with dimensions |
| Production engineers | If to be manufactured in industry |
| Working drawings with dimensions in a final design proposal | Elevation drawings showing the front, plan, and end view of the product with sufficient detail that the product could be made |
| Cutting list | Details all materials and components required for manufacture |
| UCD definition | Developing products with the end user fully in mind. Such products are easy to use |
| Ergonomics | The study of the interaction between products and humans - concerns the design of products that are easy or comfortable to use |
| Key things to mention for UCD | Easy to use. user N+W. User tests and feedback. ITERATIVE. |
| How to balance project timelines | CPA Limit iterations - tech will always improve if you give it time, so just put out the product Rapid prototyping Local e.g. materials, focus groups Detailed spec - clear and measurable Concurrent engineering Simulations sometimes |
| Concurrent engineering | Focus on various things at once, ensuring everyone experiences a bit of each part of the design - less time catching up and errors caught easier |
| Specification | Have to give specifics Cost under £100 60 Hz 4k screen Translucent Storability SPECIFICS Weighs under X Fitting anthropometrics |
| CPA | EST and LFT |
| CP | Time per stage |
| CPN | Start and end times (if you have spare time put it at the end of that section just as a larger time for the final task) |