Design Flashcards

Learn about all the design processes

1
Q

Designers Influence

A

Provides initial information and creative input for the product

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2
Q

Accountant Influence

A

Manages all costs during all stages of the design process and may set a cap for spending

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3
Q

Manufacturer Influence

A

Ensures the Product can be manufactured and also providing information on how a product can be best manufactured

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4
Q

Function

A

Is the fundamental task of a product for example a kettles function is to boil.

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5
Q

Aesthetics Meaning

A

Human Perception of Beauty

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6
Q

Aesthetic Features

A

Sight, Touch, Sound, Taste and Movement

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7
Q

Ergonomics

A

Aims to improve interactions between people and their products or environment

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8
Q

Anthropometrics

A

Data to ensure full range of intended users of the Product. 95the percentile

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9
Q

Physiology

A

Specific Movements and Characteristics of the human body. Such as range of movement, fatigue and strength. Needs to ensure the design is accessible to a range of users.

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10
Q

Phycology

A

The study of mental processes such as perception and memory. Influenced on how something looks feels sounds and tastes. The product would need to look safe and not over complicated

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11
Q

Technology Push

A

Development of new technology drives the development of a new product

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12
Q

Market Pull

A

Products are produced as a result of market demand

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13
Q

Target Market

A

Group of Coustomers which a company directs it’s products to

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14
Q

Product 4p’s

A

The product should have the right features to appeal to the target market

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15
Q

Price 4p’s

A

Must be able to compete in the market and make a profit

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16
Q

Place 4p’s

A

Must be in the right place at the right time for example retail store, online or at a special event.

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17
Q

Promotion 4p’s

A

The target group needs to be made aware of the product

18
Q

Niche Marketing

A

Concentrates all marketing on a small segment of the population

19
Q

Brand

A

Is the logo impression and experiences associated with a brand for example apple can be assisted with quality.

20
Q

Maintenance

A

Keeps a product working smoothly and saftey, enabling the user to keep their product in working order and extended the life cycle for example parts of a car.

21
Q

Planned Obsolescence

A

Is a strategy used to give a product a specific life span to it can be replaced. Encouraging the user to purchase another version of the product.

22
Q

Style Obsolescence

A

When products are designed to be fashionable on thier release date and are likely to fall out of fashion in a couple of years. For example chockers

23
Q

Ease of Maintenance

A

Lifespan of the product for example razor’s and disposable razors

24
Q

Saftey for Coustomer

A

The product should be easy to understand. Risks can also be eliminated by warning s and showing and potential risks

25
Design Brief
Normally supplied by a client and should contain an outline for the requirements of a solution.
26
Open Brief
Gives general ideas and allows for a range of possible outcomes.
27
Closed Brief
More specific and detailed of its requirements
28
Product Specification
Is a statement that tells the designer exactly what the product has to do and what the design requirements are.
29
Product Evaluation
Safety and suitability for use by customers includes function and ergonomics
30
Questionare
Questions filled in by a person to show the persons preferences and ideas
31
User Trial
This is when products are tested by real users in a controlled environment, can show potential for improvement.
32
Test Rigs
Are used to perform physical tests on products, can repeat actions of a short period of time and simulate extended use of a product
33
Secondary Information
Information from other people
34
Pie Charts
Compare parts to a whole and percentage distribution, also allowing for make in 3d and detach segments to outline things
35
Line Graph
Allows to display trends in continuous data, for example sales over a number of years
36
Bar Chart
Conpare and display diffrent results
37
Analogy
When you apply existing knowlage into a new contet, can be used to solve a problem by using ideas of another product
38
Biommimicry
Uses analogies of nature, for example animals, plants and microbes
39
Brainstorm
When you come up with many ideas to spark off new and better ideas.
40
Setch Models
Low cost and easy to do, can be done very quickly and easy to create.
41
Block Models
Can form dimensions and surface details of the product can be phyically touched and seen.
42
3D Computer Modeling
Allows for suface finishes and realistic looking image, can also be viewed in multiple angles with ease