1.8. The Requirment For Product Design And Development Flashcards

1
Q

In order for a product to be deemed successful what do critics it on and what do we refer to?

A

We critique it on the points it has made against its own specification. If it has met most to all of the specification points then we can class it as being successful. - if we want to go further into success of a product we can refer to something like Dieter Rams ten key design principles and determine from there after if the product is successful or not

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2
Q

Quick history note;

A

Stuart Pugh had created the specification but at first it was called total design where he had go through individual sections known as push’s plates which a product should meet and help guide projects during production and processing

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3
Q

What does David Pyle state and what is he referring to?

A

‘Everything we design and make is an improvement, also up, something inept and provisonal’

Designers must assess and improve -on what came before to avoid making the same mistakes -and must accept that they will never solve a problem fully but can only make temporally solutions

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4
Q

Problems with UCD:

A

The reality of having the doing purely focused and engaged with the client is not always the case and depends on the type of production and product made

Product concepts must be tested in real world situations with potential users - it is essential since having only the client test it makes it biased and subjective and therefore less likely to become inclusive

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5
Q

within a critical analysis it is important to perform a task analysis
What is a task analysis?

A

Which involves monitoring potential users of a product performing specific tasks with that product

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6
Q

Modelling topics: extra information

A

Concept modelling:
It is important to use variety of materials
Block modelling:
Not usually made form the same final product material but will incorporate the use of flowing curves and ergonomics into its models as well using materials like styrofoam
Visuals appearance model
Usually are for showing off the form and aesthetic and not use the final are materials either
Working prototypes:
Usually dot look like the final product but will test for the functions of it constructed from a range of materials and components.
Rapid prototyping:
Can be used to produce lots of copies of the same rapid prototype to test in focus groups

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7
Q

What are some disadvantage when it comes to prototyping like rapid prototyping?

A

It may cost too much and effect profit margins so it may be better to just make models out of block. However it is also beneficial since the CAD tools available allow for CFD FEA to be conducted saving on extra material which may have been needed if we didn’t have the programme and had to test in real life

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8
Q

Shape and from refer to the 2D and 3d aspect of the product. What do they both mean? What can symmetry provide for a product? What does the proportions of an object refer to? What is the golden ratio? What does anthropomorphism refer to? What are two of the famous techniques for combining colours?

A

Shape refers to the 2D profile of the product whereas form refers to the 3d aspect of the product.

The use of symmetry allows for products to become inclusive to left hand and right hand users and can be used to help focus on aspects of the design

The proportions of an object refer to the the ration ship of size between different elements of an object e.g. width compared to height - the golden ratio refers to the unites 1:1.61803… used to construct rectangle and produces pleasing proportions

Anthropomorphism refers to the use of the human body to reflect on proportions of a product - to make it look like it a human
- they can provide character and an emotional connection to the product

Combining colours in two techniques most popular are:
From opposing sides of the colour wheel - complementary
And colours next to each other - analogous

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9
Q

What dos the term ergonomics refer to?

A

The scientific study of people and their working conditions

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10
Q

What is control design? What are the guidelines for control designs

A

Things that contain control interfaces are controlled designs.
E.g. the dashboard of a car interior

Guidelines:

Users should not have to move unnecessarily to reach any controls.
• All controls should be easy to grip to reduce the strain put on joints from bending fingers and hands. This may mean making grips larger.
• Control surfaces should prompt increased grip. This may be done through the inclusion of elastomer overmouldings or in mould texture application.
• Controls should be easy to access and operate; this means that although creating flush surfaces improv aesthetics, users may not be able to locate the control in the dark
• The pressure required for operation of controls must also be considered and optimised for the task and user.
• Varying shapes and sizes of controls mean that identification can be made by touch.
• Large, clear labels of a contrasting colour to the background are easier to see.
• Tactile markings need to be easy to locate, so as to guide partially sighted and blind people.
Important information should be shown in different ways; wherever possible, a variety of sounds, symbols, lights and textures should be used.

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11
Q

In anthropometric data what should we consider (remember what the book says)

A

The book mentioned an example about the height of a door frame and that the best percentile from a normal distributed graph was to take the 95th percentile since it had covered almost everyone and that other product could be made which would cover for the suitability for the ones were were extra tall of small etc

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12
Q

What is an inclusive design and what is an empathic design?

A

Without the need of special adaptations for the product incorporating the UCD design principles. Taking into account age gender and background

Going back to immersive design, designers making a product for someone with disabilities or restraints should place themselves in the persons shoes by implementing restrictions to themselves when testing

To be inclusive designers may take interest in average quantities to produce products for the entire mass without comprising + ergonomics of the product to make it comfortable for everyone to use e.g. grip of a handle

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