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Topic 1 to 7 study guide BY CONSTANTIN, ILYA, DIANA - Coggle Diagram
Topic 1 to 7 study guide
BY CONSTANTIN, ILYA, DIANA
Topic 1
1.1- Anthropometrics
Human Factors:
the combination of ergonomics and anthropometrics. It aims to reduce stress and fatigue, increase safety and ease of use, enhance operational comfort, and improve system performance
Ergonomics
: the application of scientific information concerning the relationship of human beings to design of objects, systems and environments
Physical ergonomics
most often deals with the work related subjects of: posture; worksite development operating layout; material handling; repetitive stress and movement; and etc.
Cognitive ergonomics:
is concerned with mental processes, such as perception, memory, reasoning, and motor response,
Organizational ergonomics subjects
include communication, work design, shift (work hours) management, crew resource management, teamwork, virtual organizations, telework, and quality management.
Anthropometric Data is sub-classified as
Static Data
and
Dynamic Data
.
Static Data
refers to measurements taken while while the subject is in a fixed or standard position.
Dynamic Data
refers to measurements taken during physical activities
Clearance
can be seen as the minimum distance required to, enable the user group into or through an area.
Reach
is also known as the workspace envelope. A
'workspace envelope'
is a 3-dimensional space within which you carry out physical work activities when you are at a fixed location.
1.2- Psychological Factors
Methods for collecting Psychological Factor
1. Observation
Surveys & Interviews 3. Standardized Testing 4. Case Studies
Nominal
means ‘by name’. Used in classification or division of objects into discrete groups.
Ordinal Data scale
deals with the order or position of items
Interval data scale
is organised into even divisions or intervals. The intervals are of equal size. There is no zero
Factors; Smell, Light, Sound, Taste, Texture, Temperature, Value
Human information-processing systems
, considering inputs, processes (sensory, central and motor) and outputs.
Environmental factors
such as noise, lighting, temperature, humidity, vibration may affect: hearing, vision, general comfort and health.
Alertness
is the key term and means being aware of what is happening in the vicinity, in order to understand how information, events, and one's own actions will impact goals and objectives, both immediately and in the near future.
Human error
come in several forms but two fundamental categories are slips and mistakes.
1.3- Physiological Factors
Physiological factors
have more to do with bodily tolerances (how much can the body withstand) such as comfort and fatigue.
Physical ergonomics
is concerned with human anatomy, and some of the anthropometric, physiological and biomechanical characteristics as they relate to physical activity.
Comfort
: is a qualitative consideration and differs massively between different peopl
Biomechanics
in human factors includes the research and analysis of the mechanics (operation of our muscles, joints, tendons, etc.) of our human body.
Topic 2
2,1- Resource and reserves: Resource management and sustainable production carefully consider three key issues consumption of raw materials, consumption of energy, and production of waste—in relation to managing resources and reserves effectively and making production more sustainable.
2.2- Waste mitigation: Waste mitigation strategies can reduce or eliminate the volume of material disposed to landfill. The abundance of resources and raw materials in the industrial age led to the development of a throwaway society, and as resources run out, the many facets of sustainability become a more important focus for designers.
2.3 Energy Utilisation, Storage and Distribution Waste mitigation strategies: There are several factors to be considered with respect to energy and design. Efficient energy use is an important consideration for designers in today’s society.
2.4- Clean technologies: Clean technology seeks to reduce waste/pollution from production processes through radical or incremental development of a production system. Clean technology is found in a broad range of industries, including water, energy, manufacturing, advanced materials and transportation.
2.5- Green Design: Green design integrates environmental considerations into the design of a product without compromising its integrity. The starting point for many green products is to improve an existing product by redesigning aspects of it to address environmental objectives.
2.6- Eco Design: Eco-design considers the design of a product throughout its life cycle (from cradle to grave) using lifecycle analysis.
Topic 3
3.1 Conceptual Modelling
In broad terms, conceptual modelling is the process of developing a graphical representation (or model) from the real world. ... The conceptual modeller has to determine what aspects of the real world to include, and exclude, from the model, and at what level of detail to model each aspect.
3.2 Graphical modelling
A graphical model is a visualization of an idea, often created on paper or through software. sketching techniques. formal drawing techniques including orthographic. two-dimensional (2D) and three-dimensional (3D) perspective, projection and scale drawings. part and assembly drawings including exploded diagrams.
3.3 Physical modelling
Designers use physical models to visualize information about the context that the model represents. It is very common for physical models of large objects to be scaled down and smaller objects scaled up for ease of visualization.
3.4 Computer-aided design (CAD)
Computer-aided design (CAD) involves creating computer models defined by geometrical parameters. These models typically appear on a computer monitor as a three-dimensional representation of a part or a system of parts, which can be readily altered by changing relevant parameters.
3.5 Rapid prototyping
Rapid prototyping is the production of a physical model of a design using three-dimensional CAD data. The growth in computing power has had a major impact on modelling with computer-aided manufacture. Rapid software and hardware developments allow new opportunities and exciting new technologies to create dynamic modelling of ever-greater complexity. Models can be simulated by designers using software, tested and trialled virtually before sending to a variety of peripheral machines for prototype manufacture in an ever-increasing range of materials. The ease of sending this digital data across continents for manufacture of prototypes has major implications for data and design protection.
Topic 5
5.1 Invention
The protection of a novel idea of how to solve a problem is a major factor in commercial design. Invention by lone inventors or in collaborative, creative teams is at the forefront of design. Designers must not only be creative and innovative, but also understand the concepts that will make a new product viable. A designer must use imagination and be firmly grounded in factual and procedural knowledge while remembering the needs and limitations of the end user.
5.2 Innovation
There are many different types of innovation. Designers will be successful in the marketplace when they solve long-standing problems, improve on existing solutions or find a “product gap”. The constant evaluation and redevelopment of products is key, with unbiased analysis of consumers and commercial opportunities.
5.3 Strategies for innovation
Designers have a range of strategies for innovation. Companies encourage advancements in technology and services, usually by investing in research and development (R&D) activities. Even though the R&D may be carried out by a range of different experts from varied fields of research, the development process is often based on common principles and strategies to identify the direction of development. This methodology structures the R&D of new technologies and services.
5.4 Strategies for innovation
There are three key roles in invention and innovation, which can be shared by one or more people. Collaborative generation of knowledge and high efficiency information flow allow for diversity, increased resilience, reliability and stability within an organization. Through participatory research, stakeholders can make full use of the resulting innovation and invention, by transferring findings relevant to the sector in which they are positioned. A designer’s increased awareness through shared industry knowledge enhances profitability and policy.
5.5 Product life cycle
There are several key stages in the product life cycle. Designers need to consider the whole product cycle of potential products, services and systems throughout the design cycle and beyond. Products may have an impact not only on the direct consumer but also on society at large and the environment.
5.6 Rogers’ characteristics of innovation and consumers
Innovations take time to diffuse into a target audience. Rogers’ four main elements that influence the spread of new ideas (innovation, communication channels, time and a social system) rely heavily on human capital. The ideas must be widely accepted in order to be self sustainable. Designers must consider various cultures and communities to predict how, why and at what rate new ideas and technology will be adopted.
5.7 Innovation, design and marketing specifications
Successful innovations typically start with detailed design and marketing specifications. Designers must establish clear parameters for a marketing specification in order to create unique and creative solutions to a problem. Designers need to collect valid and useful data from the t
Topic 6
6.1 Characteristics of classic design: A classic design has a timeless quality, which is recognized and remains fashionable. A classic design is not simply defined by how well it functions or its impact. Classic designs can be recognized as from their design movement/era.
6.2 Classic design, function and form: For a design to become a classic design, the form can transcend the function. Classic design holds “form follows function” as a fundamental principle, but this is not always evident in practice. Some products are so well designed with function as their primary goal, that their use is intuitive.
Topic 7
7.1 Usercentred design (UCD)
The fundamental principle of UCD is that understanding the needs of the users is the key to designing the best products and services. A designer must consider the needs, wants and limitations of the end user within every element of the design cycle.
7.2 Usability
Usability is about how easy it is to use a product or system. A design team should be “user” driven and frequent contact with potential users is essential.
7.3 Strategies for user research
The designer needs to understand the reasons behind the behaviours, wants, and needs of the user. Designers should select research strategies based on the desired user experiences in the context of the product, service or system.
7.4 Strategies for UCD7.4 Strategies for UCD
Users have a central role in evaluating whether the product meets their wants and needs. A clear strategy for UCD will improve acceptability and usability, reducing costs and effort, while fulfilling user requirements.
7.5 Beyond usability-designing for pleasure and emotion
Usability is not the only factor for a designer to consider; products can be designed to evoke pleasure and emotion. Designers need to be empathetic and sympathetic to user emotion, which acts as a critical component to determine how he or she interprets and interacts with a product, service or system.