DT GCSE Key Words Flashcards

1
Q

Mechanism

A

Series of parts that work together to control forces and motion

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2
Q

System

A

General name for a set of mechanical or electronic parts that work together to produce a desired output

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3
Q

Force

A

A push a pull or a twist

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4
Q

Arm length

A

Distance between force exerted and fulcrum

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5
Q

Effort

A

Input force

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6
Q

Fulcrum

A

Pivot around which a lever turns

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7
Q

Lever

A

Rigid bar that turns around a fulcrum

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8
Q

Load

A

Output force

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9
Q

Plastic memory

A

Ability of a thermo polymer to return to their original state after reheating

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10
Q

gsm

A

Grams per square metre

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11
Q

Micron

A

Small unit that measures length

One thousandth of a millimetre

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12
Q

Usability

A

How easy a product is to use, how clear and obvious the functions are

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13
Q

Ergonomics

A

The study of how we use and interact with a product or system

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14
Q

Anthropometrics

A

Study of the sizes of the human body

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15
Q

Phycological factors

A

Such things as mental reactions time, various acquired meaning associated with certain colours

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16
Q

Aesthetically pleasing

A

Beautiful to the senses

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17
Q

Aesthetic

A

Factors that concern the appreciation of beauty

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18
Q

Planned obsolescence

A

Business practise of deliberately out dating an item before ethe end of its life

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19
Q

Non-renewable energy

A

Sources that come out of the ground and can’t be replenished, finite

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20
Q

Lubrication

A

Substance applied to reduce friction between moving parts

Oil, grease, PTFE, graphite

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21
Q

Subsystem

A

Section with a specific role within a system

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22
Q

System diagram

A

Diagram of inter communications and flow of signals in an electronic system

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23
Q

Embedding

A

Customising a microcontroller to be permanently placed within a product

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24
Q

Microcontroller

A

Programmable electronic component adds functionality to a product

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25
Q

Physical quantity

A

Something that can be measured, light, temperature, speed

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26
Q

Program

A

Set of instructions to tell a microcontroller how to carry out a task

27
Q

Sensor

A

Component that produces signal in response to a specific physical quantity

28
Q

Signal

A

An electric voltage that is used to represent information

29
Q

Latching

A

Switch that stays on/off after button is released

30
Q

Momentary

A

Switch that only stays on when held

31
Q

Cloud computing

A

Network of online servers that store and manage data

32
Q

Internet of things

A

Electronic devices connect to send and receive data without human intervention

33
Q

Nanotechnology

A

Technology on a microscopic scale

34
Q

Economies of scale

A

Cost advantages that manufacturers obtain due to size, output or scale of product

35
Q

Context

A

Situation a design solution is intended for

36
Q

Stakeholder

A

Person, group or organisation with an interest in a product

37
Q

Primary user

A

Person or group who will use a product

38
Q

Ergonomics/Human factors

A

Scientific discipline concerned with interaction between humans and elements of a product

39
Q

Culture

A

The way people people behave and relate to one another based on their ideas and activities

40
Q

Globalisation

A

Businesses operating globally and developing international influence

41
Q

Sustainable economic growth

A

Development that aims to satisfy economic needs of the present generation whilst sustaining natural resources for future generations

42
Q

Usability

A

How easy a product is to use

43
Q

Anthropometrics

A

Study of sizes of the human body

44
Q

Aesthetically pleasing

A

Beautiful to the senses

45
Q

Aesthetics

A

Factors concerned with the appreciation of beauty

46
Q

Proportion

A

Relative scale and size

47
Q

Symmetry

A

When elements are arranged the same way across an axis or around a point

48
Q

Asymmetry

A

The absence of symmetry

49
Q

Ethical

A

Honourable or correct

50
Q

Twenty first century design

A

Current and forward way of thinking that evolves products for a preferable future

51
Q

Market pull

A

A need for a product

52
Q

Marketing

A

The business of promoting and selling a product

53
Q

Technology push

A

Product development driven by research and development

54
Q

Circular economy

A

Use resources for as long as possible then reuse and regenerate

55
Q

Throwaway society

A

Society influenced by consumerism and excess

56
Q

Emerging technologies

A

New technologies that are currently or in the next decade being developed

57
Q

Planned obsolescence

A

Practise of deliberately outdating an item before the end of its useful life

58
Q

Non renewable energy

A

Sources that are finite and can’t be quickly replenished

59
Q

Renewable energy

A

Sources that are aren’t finite and can be naturally replenished

60
Q

Focus group

A

Organised discussion about people’s views and experiences with a brand or concept

61
Q

User design centre

A

Design strategy to make products useable focusing on user interaction

62
Q

Systems thinking

A

Understanding of a product as part of larger system, ensures consideration of all aspects of a system with equal attention

63
Q

Collaboration

A

Working with others for mutual benefits