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
Physical quantity
Something that can be measured, light, temperature, speed
26
Program
Set of instructions to tell a microcontroller how to carry out a task
27
Sensor
Component that produces signal in response to a specific physical quantity
28
Signal
An electric voltage that is used to represent information
29
Latching
Switch that stays on/off after button is released
30
Momentary
Switch that only stays on when held
31
Cloud computing
Network of online servers that store and manage data
32
Internet of things
Electronic devices connect to send and receive data without human intervention
33
Nanotechnology
Technology on a microscopic scale
34
Economies of scale
Cost advantages that manufacturers obtain due to size, output or scale of product
35
Context
Situation a design solution is intended for
36
Stakeholder
Person, group or organisation with an interest in a product
37
Primary user
Person or group who will use a product
38
Ergonomics/Human factors
Scientific discipline concerned with interaction between humans and elements of a product
39
Culture
The way people people behave and relate to one another based on their ideas and activities
40
Globalisation
Businesses operating globally and developing international influence
41
Sustainable economic growth
Development that aims to satisfy economic needs of the present generation whilst sustaining natural resources for future generations
42
Usability
How easy a product is to use
43
Anthropometrics
Study of sizes of the human body
44
Aesthetically pleasing
Beautiful to the senses
45
Aesthetics
Factors concerned with the appreciation of beauty
46
Proportion
Relative scale and size
47
Symmetry
When elements are arranged the same way across an axis or around a point
48
Asymmetry
The absence of symmetry
49
Ethical
Honourable or correct
50
Twenty first century design
Current and forward way of thinking that evolves products for a preferable future
51
Market pull
A need for a product
52
Marketing
The business of promoting and selling a product
53
Technology push
Product development driven by research and development
54
Circular economy
Use resources for as long as possible then reuse and regenerate
55
Throwaway society
Society influenced by consumerism and excess
56
Emerging technologies
New technologies that are currently or in the next decade being developed
57
Planned obsolescence
Practise of deliberately outdating an item before the end of its useful life
58
Non renewable energy
Sources that are finite and can’t be quickly replenished
59
Renewable energy
Sources that are aren’t finite and can be naturally replenished
60
Focus group
Organised discussion about people’s views and experiences with a brand or concept
61
User design centre
Design strategy to make products useable focusing on user interaction
62
Systems thinking
Understanding of a product as part of larger system, ensures consideration of all aspects of a system with equal attention
63
Collaboration
Working with others for mutual benefits