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Design Theory Notes
Design Theory Notes
Design
2023-2024
1.1a - Anthropometric 3
1.1b - Psychological Factors 8
1.1c - Physiological Factors 13
2.1 - Resource and reserves 18
2.2 - Waste mitigation strategies 28
2.3 - Energy Utilization, Storage, and Distribution 31
2.4 - Clean Technologies 34
2.5 - Green Design 37
2.6 - Eco Design 42
3.1 - Conceptual Modeling 46
3.2 - Graphical Modeling 48
3.3 - Physical Modelling 52
3.4 - Computer-aided design (CAD) 57
3.5 - Rapid-prototyping 65
4.1 - Properties of Materials 69
4.3 - Scales of Production 80
4.4 - Manufacturing processes 83
4.5 - Production Systems 90
4.5a - Design for Manufacture 95
4.6 - Robots in Automation 99
5.1 - Invention 103
5.2 - Innovation 107
5.3 - Strategies for innovation 112
5.4 - Stakeholders in invention and innovation 114
5.5 - Product Life cycle 117
6.1 - Characteristics of a Classic Design 122
6.2 - Form and Function 124
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ature of Design is human centered and, therefore, designers need to ensure that the products they
esign design are the right size for the user and therefore comfortable to use.
Designers have access to data and drawings, which state measurements of human beings of
all ages and sizes.
Designers need to consider how users will interact with the product or service. Use and misuse
is an important consideration.
Particularly in the fashion industry, the variance in these data sets impacts the size range of
clothes for particular markets.
uidance ● Collect anthropometric data and consider its reliability and limitations
○ Understand the di"erence between dynamic and static measurements;
recognize design contexts where these types of data would be used
○ outline how Anthropometric data can di"er between populations
○ explain and compare the terms "range of sizes" and "Adjustability", and
identify relevant design contexts
○ understand and outline the disadvantage of designing for the "average" (50th
percentile).
● Interpret percentile tables for user populations
○ recognize the 5th, 50th, and 95th percentiles of a data set
● Recognize Design contexts where di"erent percentile ranges are used
○ outline the advantages and disadvantages of using data from just the 5th and
95th percentile
● Describe the di"erence between Anthropometric and Ergonomics
Datasets of anthropometric measurements can come in various forms, populations groups, quality, and
sample size. Therefore, the designer should use a data set that is best suited to their design goals.
Primary data
● data about the specific target audience that is gathered first hand by designer. This data can
also be considered survey data and tends to consist of a relatively small numbers of samples.
Secondary data
● comes from data sets that are produced by government agencies or research groups and have
a relatively large sample size.
Anthropometric data can consists of two types of measurements: Static and Dynamic
● Static Measurements: measurements of length between points on a body.
● Dynamic Measurements: measurements of reach, movement, or strength. These
measurement would be used to determine how a person moves in a space (i.e. reaching for a
lever from a seated position, turning a wheelchair around, etc.) or how much force is required
to complete an action (i.e. opening a lid, turning a wheel, etc.).
Reach
Measurements are often di"erentiated as either normal reach or maximal reach.
Normal reach
Indicates the distance a user could comfortably extend their arm.
Maximal reach
Indicates the maximum distance they could extend their arm.
The implication is that normal reach would indicate a distance where objects or controls are comfortable
and easy to reach with minimal physical stress, and where they can be accessed easily and repeatedly;
maximal reach, on the other hand, would be accessible, but would require some e"ort and not be ideal
for repetitive or frequent actions.
Percentiles and Percentile Ranges
When designing a product or service, designers need to determine which Percentiles their product will
serve. From this, they can determine specifications such as the physical size or fit, or how much force is
required to operate a button.
As each human has distinct physical and mobility characteristics, simply averaging the data collected will
not ensure accessibility or comfort for users. Through collecting primary and secondary data, designers
can determine which range of users they need to design for.
What is a percentile?
A percentile is used in statistics to show the value below which a certain percentage of a group falls. The
25th percentile is the value at which 25% of the population are at or below.
The 50th percentile is the point at which half the people in the group (The mean) would be 130cm tall or
less would be accommodated.
Likewise, if the designer had used just the 5th percentile as their reference, then only those 115cm or
shorter would be accommodated.
This is where designers must carefully consider who they are designing for and what measurements are
important.
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The design context is important. Consider the 50 percentile (130cm). Even though it is the mean of the
user population, it does not include anyone who is above this average.
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uidance ● Manipulate data in relation to light, smell, sound, taste, temperature and texture as
qualitative or quantitative (ordinal/interval)
● Identify and apply methods of collecting psychological factor data
● Represent the human information processing system using flow diagrams
● Apply the human information processing system to a common task
● Evaluate e"ects and reasons for a breakdown in the human information processing
system
● Identify user responses to environmental factors
● Understand how environmental factors induce di"erent levels of alertness
● Understand the importance of optimizing environmental factors to maximize
workplace performance
● Assess the impact of perception in relation to the accuracy and reliability of
psychological factor data
Scales of measurement
Nominal Scale
Nominal scales are used for labeling a variable. Common examples are checkboxes for characteristics
such as gender, city, favorite food, etc… The items in the list have no real numerical value or relationship
to one another.
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Ordinal Scale
Ordinal scales list items in order of importance or significance. These types of scales usually measure a
feeling or perception along a continuum (unhappy to happy; unsatisfied to satisfied). However, there is no
numerical di"erence between one value and the next.
Interval Scale
Interval scales represent the order of values as well as showing the di"erence. A Celsius thermometer
displays the di"erence between each unit as the same. i.e.
It is important to remember that Interval scales do not have an absolute zero. In the case of the Celsius
thermometer the zero is arbitrarily set to the freezing point of water.
The difference between -5 degrees and -3 degrees is the same as the difference between 10
degrees and 12 degrees.
Ratio Scale
Ratio scales are the most comprehensive scales, and in some ways are the perfect combination of other
Scales: They show the exact di"erence between units (Interval scales); They show the order of units
(Ordinal scales); and they have absolute zero.
● What tools are you using to gather the data? Surveys, measuring tools like rules or scales,
observation, stop watches, interviews?
This becomes especially important when developing surveys or interview questions. Your surveys should
gather meaningful data.
● Strength: the user may be too weak to do the task. e.g. They may not be strong enough to
press a switch or pull a lever.
● Skills: the user may not have learnt the skills yet, or the skills may be to complex to learn
without a lot of practice. e.g. Riding a bicycle on a flat surface requires practice before it can be
done well. Riding a mountain bike downhill at speed requires even more practice.
● Health: the user may not be physically or mentally healthy enough to carry out the task. e.g.
They may be injured or have a condition which prevents them from doing the task easily.
Environmental Factors
Users respond to environmental factors and these can a"ect how they perform. Environmental factors
include sound, temperature, lighting, air quality, and smell. Environmental factors can have e"ects on
Comfort, Alertness, and Perception
Designers should understand that environmental factors can a"ect people in di"erent ways. A room
temperature that is comfortable to one person might be too hot or too cold for another.
Likewise, a person who is mobile in a given space is going to be warmer than a person who sits at a
desk (Think of teachers and students). Studies also indicate that women typically feel colder than men
do, and thus prefer a warmer temperature.
Alertness
Alertness refers to the ability to be focused and awake. Environmental factors will a"ect our level of
alertness in di"erent ways:
■ Temperature: Too hot and we get sleepy and less alert; Too cold and we become very alert
■ Sound: Too loud and it can be distracting or even damaging to our hearing. Repetitive or high-
pitched sounds can be annoying, distracting, or irritating.
■ Lighting: Too dark or too light can cause strain on the eyes, causing headaches. Types of
indoor lighting can also a"ect people. Fluorescent lighting is cooler and can cause eyestrain and
headaches, for example
■ Air quality: Dusty or stu"y air can make it di#cult to breathe.
■ Smell: Bad smells can be distracting and repulsive.
Perception
As mentioned above, people will perceive environmental factors in di"erent ways. While we may be able
to measure an environmental factor using quantitative data (the room temperature, for example), the
perception will vary from person to person.
ature of Designers study physical characteristics to optimize the user’s safety, health, comfort and
performance.
esign
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uidance ● Types of physiological factor data available to designers and how they are collected
● How data related to comfort and fatigue informs design decisions
● The importance of biomechanics to the design of di"erent products considering
muscle strength, age, user interface and torque
Concepts and Principles
Physiological Factors
Physiological factors encompass the physical aspect of the body. Designers use a range of
physiological data to inform their design decisions. Some physiological factors that they may consider
are:
● Muscle strength in di"erent positions: How strong a muscle is in di"erent positions.
● Endurance in di"erent positions (how long a position can be maintained before discomfort
sets in)
● Visual acuity (how well the user can see under di"erent conditions)
● Tolerance to hot or cold temperatures
● Range of frequencies that can be heard by humans
● Hand/eye coordination
Comfort and Fatigue
When people use a product they can put strain and stress on their body. Sitting for long periods of time,
or being required to turn a handle put stresses on the body. Designers need to collect data to inform
their design decisions.
Comfort
Being free of physical pain
An important consideration for designers simply because it influences the way users interact with
products.
Perceptions of comfort vary from person to person. A good example of this is the di"erence in
preferences for sleeping mattresses. Some people will prefer a very firm or hard mattress, while others a
soft and cushioned one.
Considerations for designers
Adjustability
For designers, being aware of these di"erent preferences could influence how they incorporate
adjustability into their designs. Users could choose to adjust the product (i.e. the softness of the chair) or
select options that address their preferences (i.e. choosing a firm over a soft mattress).
Pleasure
Comfortable products are pleasurable to use. Focusing on the comfort will increase user acceptance of a
product. If something is not comfortable to touch, users will not want to interact with it.
Fatigue
a feeling of tiredness or weakness; happens over time.
Because fatigue happens over time, it is important for designers to consider the impact of prolonged use
of their designs on the human body. Fatigue can also lead to Musculoskeletal disorders (MSDs) which
the muscles, nerves, blood vessels, ligaments and tendons. Risk factors can include:
● lifting heavy items
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mount of How frequently a task is The position the body is in, How long the
ression, pushing, repeated. Tasks that are whether standing, sitting, task is performed
ng, pulling, etc., that repeated at a high frequency or lying down. or repeated.
son can exert. It is can impact the body
ly related to muscle negatively.
ners should Designers should consider Designers should consider Designers should
der the amount of how frequently a task needs the posture the user takes consider duration
required to do an to be done, and in most when performing the task. along with
n (turn a knob, cases, reduce the frequency It is important to minimize frequency.
n a lid, pull a zipper, and intensity of the task as physical stress on the
Even small
eze a handle, etc.). much as possible. body, while also allowing
durations,
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Reserves are the total amount of a resource material discovered, located, identified,
measured and that can also be recovered economically with technologies that exist now.
In other words, only resources that have been already been found, with the amount
confirmed, and we can get to become part of the resource reserve.
I.e.;
In the world it is estimated that there is probably about 3 trillion barrels of oil still out there, but
we have only located, identified, and measured about one third of that. So the oil reserve is
1 trillion barrels.
enewability Renewability relates to a resource that can be replenished over time or is inexhaustible, for
example wood from trees, and fresh drinking water
enewable Renewable resources are those that are consumed at a lesser rate than they are replaced
sources by natural processes, they replenish with time. renews itself at a rate that is faster, or equal to
the rate of consumption.
Examples are: oxygen, fresh water, solar energy, timber, and biomass. Renewable resources
may also include goods commodities such as wood, paper, and leather.
Some resources such as geothermal power, plantation timber and water require careful
management. Others such as wind, solar, and tidal energies are thought of as limitless.
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on-Renewable Non-renewable resources are resources for which there is a limited supply. The supply comes
from the Earth itself and, as it typically takes millions of years to develop, is finite.
A non-renewable resource (also called a finite resource) is a resource that does not renew
(replenish) itself at a sufficient rate for sustainable economic extraction, for example, coal,
petroleum, natural gas, fossil fuels, minerals, and ores.
enewable energy Energy from resources that are naturally replenished within a human timescale
examples
- sunlight, plantation timber, wind, water, waves, and geothermal heat
on-renewable Energy from resources that are not naturally replenished within a human timescale Fossil
nergy fuels (coal, oil, gas) or Nuclear
enewable resources
nd Energy Wind is caused by the uneven heating of the atmosphere by the sun, variations in the earth's
surface, and rotation of the earth.
utline why there
ght be some Wind turbines convert the energy in wind to electricity by rotating propeller-like blades
sistance within a around a rotor. The rotor turns the drive shaft, which turns an electric generator.
cal community Companies are required for turbine removal at the end of its life. The towers are usually
a neighbor salvaged and recycled. Lifespan is around 20 to 25 years.
talling a wind
rbine The biggest wind turbines generate enough electricity to supply about 600 homes. Wind
farms have tens and sometimes hundreds of these turbines lined up together in particularly
entify a reason windy spots, like along a ridge. Smaller turbines erected in a backyard can produce enough
hy wind energy electricity for a single home or small business.
ght not be relied
pon as the sole Wind is a clean source of renewable energy that produces no air or water pollution. And
urce of power since the wind is free, operational expenses are nearly zero once a turbine is erected. Mass
production and technology advances are making turbines cheaper, and many
governments offer tax incentives to spur wind-energy development.
Some people think wind turbines are ugly and complain about the noise the machines
make. The slowly rotating blades can also kill birds and bats, but not nearly as many as cars,
power lines, and high-rise buildings do. The wind is also variable: If it's not blowing, there's no
electricity generated.
Advantages
- Always available
- converting it into electricity does not create greenhouse gases or air pollutants
Disadvantages
- Very high initial cost (bigger than fossil fuels)
- Not all places have constant wind - problems with constant supply
- Concerns it might kill wildlife such as birds
- Generates noise - so usually placed in rural areas
- Cost of transporting electricity from rural areas to where is needed
lar Power Solar cells, also known as photovoltaic (PV) devices, directly convert electromagnetic
radiation into electricity in the form of DC voltage. Solar electricity is used to feed various
electric loads from small calculators to large power plants. Lifespan of 25 to 30 years old.
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Advantages
- Always available even on cloudy days can generate energy
- No pollution created
- Cost-effective for water heating
Disadvantages
- Not sure how much energy can be generated due to sunlight and exposure
- High initial cost
- Need a battery if you want to store it otherwise energy has to get into the main
power grid
ydropower Water that moves quickly in a river possesses a large amount of usable kinetic energy. fast
moving water can be sent through a pipe, inside the pipe, water causes blades in a turbine
scuss the social to spin. The turbine's mechanical energy is then transferred through a drive shaft to the
nd environmental electric generator.
pact of
enerating In the generator, the rotational energy is transformed into electricity. The water flow can be
ectricity using made artificially through dams that release it into the pipes when electricity is needed. The
dropower systems can be “run-of-river” without a reservoir, or can include reservoir storage capacity.
Advantages
- Renewable
- Fairly clean way of producing electricity
- Highly efficient
Disadvantages
- Affects the environment - some organisms and fish get killed in the process
- Water reservoirs occupy large areas of land
- Depends on rainfall
dal power Tidal power or tidal energy is the form of hydropower that converts the energy obtained
from tides into useful forms of power, mainly electricity. Tides are caused by the interaction
of the gravitational forces and the movement of the sun, moon and earth.
This results in an up-and down movement of water along the coast. The seawater can be
trapped with a dam in a bay at high tide. During low tide, it can be released from the bay
to the ocean. As it falls, it can turn the turbine of an electric generator.
Although not yet widely used, tidal energy has potential for future electricity generation.
Tides are more predictable than the wind and the sun.
Lifespan is 75 to 100 years old.
Advantages
- Renewable
- Doesn’t emit any gases
- Predictable as there is always tides
- More effective with low speeds
Disadvantages
- Not sure how it affects wilde marine life
- Expensive
- Need to be build close to land
- physical presence of a barrage may affect other activities occurring in the area
omass and Biomass refers to organic matter such as timber and crops grown specifically to be burnt to
ofuel generate heat and power. Biomass is used to produce biofuel.
utline the [sustainable; generally carbon neutral - carbon released offset by the carbon trapped in the
nvironmental organic matter by photosynthesis during growth]
pact of biofuels
Can be something as simple as a wooden log or more complex like alcohol. Plants are a
common source of biomaterials. Since they can be grown again, this energy source is fully
renewable. Another important source of biomass in the home is garbage.
The easiest way to use biomass as energy is to burn it. When it is burned, a part of the
internal chemical energy convers to heat. Biomass can also be burned in special plants
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The easiest way to use biomass as energy is to burn it. When it is burned, a part of the
internal chemical energy convers to heat. Biomass can also be burned in special plants
called waste-to-energy plants. These plants use heat energy to create steam, which is then
used to either heat buildings or create electricity. Life span at least 30 years.
In addition, biomass can also be used to create methane gas, ethanol, and biodiesel.
Methane gas, the primary component of natural gas, comes from rotting waste, and this
gas can be harvested.
Advantages
- Renewable fuel
- Reduces waste
Disadvantages
- Uses large amount of water
- Produces air pollution
- Farmland use
eothermal Geothermal energy is the heat from the Earth. It's clean and sustainable. (Generated by the
nergy decay of radioactive materials, volcanic activity, and even absorbed solar energy).
GTE power plants generally use the hot water or steam from the ground to spin a turbine of
utline how
an electric generator, which produces electricity in the process. Lifespan of Geothermal
eothermal
plants are around 25 years.
nergy is used to
enerate A geothermal heat pump system can take advantage of the constant temperature of the
ectricity upper ten feet (three meters) of the Earths surface to heat a home in the winter. While
extracting heat from the building and transferring it back to the relatively cooler ground in
the summer. Geothermal water from deeper in the Earth can be used directly for heating
homes and offices, or for growing plants in greenhouses. Some U.S. cities pipe geothermal
hot water under roads and sidewalks to melt snow.
There are three types of geothermal power plants: dry steam, flash, and binary. Dry steam,
the oldest geothermal technology, takes steam out of fractures in the ground and uses it to
directly drive a turbine. Flash plants pull deep, high-pressure hot water into cooler, low-
pressure water. The steam that results from this process is used to drive the turbine.
In binary plants, the hot water is passed by a secondary fluid with a much lower boiling
point than water. This causes the secondary fluid to turn to vapor, which then drives a
turbine. Most geothermal power plants in the future will be binary plants.
There are many advantages of geothermal energy. It can be extracted without burning a
fossil fuel such as coal, gas, or oil.
Geothermal fields produce only about one-sixth of the carbon dioxide that a relatively
clean natural-gas-fueled power plant produces. Binary plants release essentially no
emissions. Unlike solar and wind energy, geothermal energy is always available, 365 days a
year. It's also relatively inexpensive; savings from direct use can be as much as 80 percent
over fossil fuels.
But it has some environmental problems. The main concern is the release of hydrogen
sulfide, a gas that smells like rotten egg at low concentrations. Another concern is the
disposal of some geothermal fluids, which may contain low levels of toxic materials.
Although geothermal sites are capable of providing heat for many decades, eventually
specific locations may cool down.
Advantages
- Renewable
- One of the cleanest form of energy available
- Lower maintenance costs
Disadvantages
- Large set up cost
- Surface instability
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- Surface instability
- CO2 below the earth’s surface that is released
- Disputes over land rights, considerably noise, odor
Consider the fluctuating cost of oil, political instability, security of supply, climate change,
and other pollution in an explanation why there is increasing pressure to use renewable
energy sources.
Discuss the limitations of the use of renewable energy resources as alternatives for fossil fuels
in relation to high initial cost, unreliable supply and low energy density.
ssil Fuels Fossil fuels are derived from organic matter which has been trapped between layers of
sediments within the Earth for millions of years.
onsider the ● The organic matter, typically plants, have decomposed and compressed over time,
nvironmental leaving what are known as fossil fuel deposits.
pact of fossil ● These deposits, and the materials produced from them, tend to be highly
combustible, making them an ideal energy source.
● They are difficult to obtain as they are typically retrieved through drilling or mining.
Coal is the last of the major fossil fuels. Created by compressed organic matter, it is solid like
rock and is obtained via mining. Coal is most typically used in home heating and the
running of power plants.
A coal-fired power station or coal power plant is a thermal power station which burns
coal to generate electricity. Coal-fired power stations generate over a third of the world's
electricity but cause hundreds of thousands of early deaths each year, mainly from air
pollution.
Advantages
- Is abundant
- Cheaper than oil and gas
- Does not depend on the weather
- Investment is low
Disadvantages
- Combustion of coal worldwide emits over 10 Gt of carbon dioxide each year,
almost ⅕ of total emissions, so are the single largest source of the greenhouse gases
- Coal mining leads to land sliding, deforestation, climatic change
- In underground mining, miners life is under risk at most of the time
atural gases Natural gases gather below the Earth’s crust and, like crude oil, must be drilled for and
pumped out.
Methane and ethane are the most common types of gases obtained through this process.
These gases are most commonly used in home heating as well as gas ovens and grills.
A gas-fired power plant or gas-fired power station or natural gas power plant is a thermal
power station which burns natural gas to generate electricity. Natural gas power
stations generate a 1/4 of world electricity.
Advantages
- Easier to store
- Not as pollutant as other fossil fuels
- Reliable
- Cheaper than oil
- Plenty of reserves
-
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-
Disadvantages
- Highly combustible
- Source of violence and terrorism - as exploration occurs in countries with the worst
records of dictatorship
- Emits CO2 contributing to greenhouse gases
l/Petroleum Crude oil is a non-renewable resource that builds up in liquid form between the layers of the
Earth’s crust.
● It is retrieved by drilling deep into the ground and pumping the liquid out. The
liquid is then refined and used to create many different products.
● Crude oil is a very versatile fuel and is used to produce things like plastics,
artificial food flavorings, heating oil, petrol, diesel, jet fuel, and propane.
Power plants that burn oil to produce electricity are called oil-fired plants. They are no
different in general principle and operation from their fossil-fueled cousins, the coal-fired
and natural gas-fired plants, and are even similar to geothermal and nuclear power plants
in some respects.
Advantages
- Oil can easily be transported by a network of pipelines
- Used in almost all industries
- High density energy - a small amount of oil can product a large amount of energy
Disadvantages
- Releases CO2 contributing to greenhouse emissions
- Can cause water pollution
- Oil Refining Produces Highly Toxic Substances
- Producing electricity from crude oil is expensive compared to other fossil fuels such
as coal or gas
- Finite resource
uclear Fuels The other form of non-renewable resource used to produce energy, nuclear fuels, is primarily
obtained through the mining and refining of uranium ore.
utline why
uclear is ● Uranium is a naturally occurring element found within the Earth's core.
onsidered a non- ● Most uranium deposits occur in small quantities which miners gather together, refine,
newable energy and purify.
pply ● Once gathered, the uranium is brought together and compounded into rods.
● The rods are then submersed into tanks of water.
utline why ● When it reaches critical mass, uranium begins to break down and release energy
uclear energy which heats the water it is immersed in. This is known as "fission."
ght be ● The heated water then creates pressure and it is this pressure which drives the turbines
onsidered a that generate the electricity we use everyday.
able option for
eeting energy The process used to produce nuclear energy is called fission. Nuclear fission occurs when the
eeds atom of a nucleus is split, releasing very large amounts of energy.
In nuclear power plants, atoms are continuously split, creating chain reactions that provide
utline why a high amounts of sustainable energy for a long period of time.
overnment Nuclear energy, much like other power sources, certainly doesn’t come without its
ommissioning a drawbacks.
uclear energy Disposal of radioactive waste, high up-front construction costs, and public safety are key
ant might factors that need to be evaluated.
onsider this form Advantages of Nuclear Power
power ● It does not significantly contribute to global warming because it releases relatively
oduction low amounts of carbon dioxide and greenhouse gases.
nvironmentally ● High power output
endly ● Very inexpensive once up and running
● No air pollution
Disadvantages of Nuclear Power
● Very expensive initial setup costs
● The waste is very dangerous and must be watched over for thousands of years.
● Devastating accidents can happen, both for human and nature, and increasing
power plants increases the probability of accidents happening.
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eserves Reserves are proven resources that can be economically and technically extracted.
In some cases reserves may exist but it is not economically viable to extract them or the
technology does not exist yet.
Reserves can be divided into two groups: Proved Reserves and Probable Reserves
eserves Resources refers to the total amount of a material discovered and undiscovered,
ompared to economically recoverable and not economically recoverable.
esources Reserves are the total amount of a resource material discovered, located, identified,
measured and that can also be recovered economically with technologies that exist now.
In other words, only resources that have been already been found, with the amount
confirmed, and we can get to become part of the resource reserve.
ie;
In the world it is estimated that there is probably about 3 trillion barrels of oil still out there, but
we have only located, identified, and measured about one third of that. So the oil reserve is
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In the world it is estimated that there is probably about 3 trillion barrels of oil still out there, but
we have only located, identified, and measured about one third of that. So the oil reserve is
1 trillion barrels.
litical and Land-based reserves are located within national borders or spread out around the world.
conomic This distribution of resources has political and economical importance for nations.
portance of South Korea, for instance, is a large consumer of LPG yet it has no domestic reserves of this
serves gas. All LPG used in the country is imported from overseas.
e development The development of renewable and sustainable resources is one of the major challenges of
renewable and the 21st century for designers.
stainable
sources Implementing sustainable resource management practices in developing countries can be
challenging due to various factors. Some of these challenges are:
● Poverty: Large portions of the population in developing countries live below the
International Poverty Line, making it difficult to advance the societal aspect of
sustainability[1].
mpact of design As a designer, understanding the type of the resources used in the manufacture, distribution,
hoices use, and end-of-life of your product is an important responsibility. We are working with a
limited quantity of resources and therefore have a responsibility to design in a sustainable
manner.
Multinational companies extract and use resources from around the world. The decisions we
make as a designer can positively and negatively impact resources and reserves.
Society consumes renewable and non-renewable resources in order to meet basic needs
such as food, health, shelter, and so on. As designers, we must seek out opportunities for
innovation that maximize the use of renewable resources and minimize the negative impact
of our designs on society and the natural environment.
e-use Reuse of the same product in same context (can also be a different context)
Examples include Water Bottles, Plastic Bags, Glass Bottles, Toothbrush, Clothes
ecycle Using the materials from obsolete products (waste) to create other products. Examples
include Glass, Paper, Aluminium
econdition Rebuilding a product so that it is in an “as new” condition. Examples include car engines,
tyres, bearings, etc
ematerialisation Seeks to reduce the energy and materials used in the production, use, and end-of-life of a
product,reducing environmental impact ("doing more with less.")
ghtweighting (also is the reduction of the quantity of materials to reduce overall weight which results in less
own as de- material and energy use. Designers may make use of FEA (Finite Element Analysis) and
eighting) Generative Design to identify materials, forms, or processes that can reduce weight but still
meet the same performance goals.
aste stream A waste stream is the complete flow of waste from domestic or industrial areas through to
final disposal.
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final disposal.
The intervention of recycling may act to lessen the content of a waste stream as it moves
down the line.
ethodologies for As natural resources become more scarce due to consumption, strategies for waste
reduction and designing out waste will only become more important for designers.
duction and
esigning out LCA (Life-Cycle-Analysis) is a tool that designers can use to measure the impact of their
designs.
e Cycle Analysis Life-cycle assessment (LCA) is a technique to assess environmental impacts associated with
all the stages of a products' life from cradle to grave. This includes raw material extraction
through materials processing, manufacture, distribution, use, repair and maintenance, and
disposal or recycling.).
The circular economy is an economic model where materials and resources in a system are
in constant use. Waste is viewed as a resources and is brought back into the system to
generate new products and services.
aw material This strategy involves the separating of raw components of a product in order to recover the
covery parts and materials. By doing so, parts and materials can be sorted correctly and thus
increase the quantity of materials available for recycling and reuse, and reduce waste.
(Waste Electronic devices contain a mixture of materials and components that can be hazardous
ectrical and and cause environmental damage when disposed of improperly. This wastes is also referred
ectronic to as e-waste.
quipment
rective) Poisoned workers, environmental damage, rising materials costs, and geopolitical tensions
ecovery are some of the outcomes. In addition, many electronic devices contain scarce or vaulable
resources (Gold, rare earth metals, etc.).
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WEEE addresses the complex issue of recycling waste electronics by improving the
collection, treatment, and recycling of these materials at their end of life.
aste-to-energy Waste-to-energy (WtE) is a form of energy recovery that generates electricity through the
treatment (usually combustion) of non-recyclable waste.
mbodied energy Embodied energy is the amount of energy consumed to extract, refine, process, transport
and fabricate a material or product (including buildings). It is often measured from cradle to
(factory) gate, cradle to site (of use), or cradle to grave (end of life). Likewise, embodied
carbon footprint is the amount of carbon (CO2 or CO2e emission) to produce a material
Embodied energy can be offset by the introduction of recycling programs - but of course
there is embodied energy associated with these schemes too: the amount of energy
involved in transporting the material to the recycling centre and the amount of energy
involved in physically recycling the materials for example - these factors determine whether
recycling is economically and environmentally feasible.
stributing energy: The energy grid is a system for distributing energy. It includes energy generation (power
stations), powerlines over which electricity travels, and connections to homes, businesses
tional and and factories.
ernational grid
stems The modern grid allows for multiple producers (generators using nuclear, coal, wind, to
produce energy) to feed electricity into a system where it can be efficiently distributed to
consumers. Energy grids can exist within a country (domestic) but also between countries or
across regions.
It is important to understand that power consumption fluctuates throughout the day and the
year, requiring producers to carefully monitor production to ensure they meet demand.
National and international grids are not designed for small-scale energy producers to feed
electricity into--they are only efficient at a large scale. Small-scale produces, like a
homeowner with a solar array cannot feed any excess energy they generate back into the
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homeowner with a solar array cannot feed any excess energy they generate back into the
grid.
A Smart Grid, however, uses information technology to provide a real-time picture of energy
production and consumption. Smart Grid technologies allow for small scale and sustainable
energy producers to provide power. Smart grids make use of sensors and software to
manage electricity distribution and consumption. A home dishwasher, for example, could
be set to operate in the evening when power costs are lower, thus saving money.
cal combined The generation of electrical energy using conventional means results in large amounts of
at and power excess heat that is typically lost into the atmosphere. In addition to these heat losses, further
energy is lost during the transmission and distribution of the electrical energy to customers.
To recoup some of this lost energy, systems known as cogeneration or CHP are becoming
more popular. Cogeneration is used to indicate that from one fuel source, two forms of
useful energy are formed.
CHP generates electricity whilst also capturing usable heat that is produced in this process.
This contrasts with conventional ways of generating electricity where vast amounts of heat is
simply wasted. In today’s coal and gas fired power stations, up to two thirds of the overall
energy consumed is lost in this way, often seen as a cloud of steam rising from cooling
towers.
CHP is highly efficient. By using waste heat, CHP plants can reach efficiency ratings in
excess of 80%. This compares with the efficiency of gas power stations, which in the UK
which range between 49% and 52%. Coal-fired plant fare less well with an efficiency of
around 38%.
Advantages/Benefits of CHP
mall scale ystems Microgeneration refers to small scale systems that generate electricity and/or heat for
individual domestic use. They are implemented in situations where it is expensive or impossible to
ergy generation connect to the power-grid, it can also be motivated by environmental conscious
approaches that aspire to zero or low carbon footprint and cost reduction.
crogeneration
Recently, individual energy generation has started to play an increasing role in smart grids.
Homeowners install solar panels or wind turbines on their property and sell any excess
energy back into the grid. In this way, it is possible to recoup the cost of the system through
the sale of excess energy.
Benefits
● supplement to grid-power system
● lower environmental impact (see below)
● Typically use renewable energy such as solar or wind
● can be scaled to meet the needs of a single user
● possible to live "off-grid" (no connection to power distribution infrastructure)
Considerations
● high initial cost
● may require owner to carry out maintenance
● Off the grid systems require a battery backup to store energy for use when energy
generation is not available.
uantification and Almost every process involved in the life cycle of a product generates CO2. As designers,
tigation of we have a moral and environmental responsibility to design in a manner which mitigates or
arbon eliminates the environmental impact of our design. To mitigate we first need to measure
missions: (quantification) the scale of the issue. When you measure the amount of emissions of a
uantify; to producer, a user, or a nation, you are determining the carbon footprint of a product,
easure the manufacturer, user.
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uantify; to producer, a user, or a nation, you are determining the carbon footprint of a product,
easure the manufacturer, user.
uantity of
mething LCA is one method for measuring the carbon emissions and the overall environmental
tigate; to reduce impact of a product.
"make less
orse" Carbon offsetting is the practice of compensating for the carbon that is produced.
Examples could include planting trees to compensate for the carbon produced in the
manufacture of a product. The practice is considered controversial by some (Guardian
article).
tteries Batteries allow devices and machines to be portable, converting chemical energy into
electrical energy.
pes of batteries
Batteries contain heavy metals, which when disposed of improperly can cause pollution,
soil, air, and water contamination, as well as health problems.
apacitors Capacitors store energy temporarily as an electrostatic charge between 2 plates that are
separated by a non conductive material such as glass.
The main advantage is of rapid charging and discharging, typically used to smooth voltage
supplies.
Newer capacitors – also known as super or ultra capacitors offer the potential of storing
much higher levels of energy. LIC (Lithium-ion capacitors) offer energy densities similar to
rechargeable batteries but with faster charge/recharge rates.
(Incremental) Processes and products improved and developed over time leading to new
versions and generations. Example - The hybrid car.
(Radical) completely new processes or products are devised by thinking about a solution in
a different way. Example - Wind Farms.
Concepts and strategies such as cradle-to-cradle, circular economy, life cycle analysis
(LCA), lightweighting, use of recycled materials, etc, play a role in clean technology to
meet the goal of sustainable, non-polluting production.
cremental Advantages:
lutions Less of a gamble on new tech, Able to use existing technologies; no need to develop new
solutions
Lower risk
Doesn't require complete replacement of systems.
Disadvantages:
Small changes need to be made frequently in order to comply with new or evolving
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Small changes need to be made frequently in order to comply with new or evolving
regulations.
Major impact on environment takes longer
Might not outpace legislation.
Disadvantages:
Can require replacement of a whole system, Research and development (R&D) can be
costly and lengthy
Risky gamble on new tech
ivers for cleaning Manufacturers may choose to implement clean technology for a variety of reasons.
Factors that influence how and why a company may implement clean technologies can
include:
● Social: Consumer groups, public pressure, and public perception could influence
a company to implement clean technologies.
● Economic: A company may identify financial benefits for using clean
technologies such as lower material and energy costs. Government incentives and
subsidies could make the switch more attractive. Conversely, taxes surcharges, and
penalties might make not switching costly.
● Political: Legislation or laws may require a company to make changes. If they
don't make the switch they are breaking they law or unable to trade or sell their
product.
gislation Governments, politicians and businesses have to consider the effects of manufacturing on
the environment. In recent years raised awareness of environmental issues is increasing
onsider how pressure on governments to introduce or comply with legislation regarding environmental
gislation provides issues.
n impetus to
anufacturers to These requirements bind companies to legislation and if these requirements are not met
ean up then financial penalties can be imposed.
anufacturing
ocesses The goal of combating pollution and waste, knocking back the impending doom of climate
change can only happen if all countries are involved. It goes without saying that this is
easier than it sounds.
One method for cleaning up our act is the use of international targets for reducing pollution
and waste. The problem is it is difficult to get nations to agree to the targets. On many
occasions, agreeing targets proves difficult as many nations are at different stages in their
development. Countries in Europe for example, began their industrial revolution quite a
while agho, whereas countries such as India and China are in the middle of rapid industrial
development.
Is it ethical to prevent a developing country from producing high carbon emissions through
industrial development when developed countries have been the main generators of
carbon emissions, through their own industrial revolutions and economic development?
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carbon emissions, through their own industrial revolutions and economic development?
So it could be said that different countries have different priorities depending on the stage
they are at. Developing countries may prioritise economic growth over the environment,
whereas countries later on in their industrial development may think differently. The role and
scale of legislation are dependent upon the type of manufacturing and the varied
perspectives in different countries.
Why bother following legislation though? Well, failure to follow them could lead to things
such as increased tariffs or restrictions on trade. No-one wants that. For this reason,
manufacturers and governments often drag their feet on legislation, challenge it, or even
get creative with their carbon footprint records.
ernational Sometimes, agreements are made at an international level to create targets for reducing
rgets for pollution and waste.
ducing pollution
nd waste Often conflicts and disagreements arise between countries trying to decide caps or limits on
pollution or waste making agreements or settlements difficult to achieve. Some countries
may be more affected by such limits than others, and feel that their economy or the profits
of companies will suffer as a result.
Some recent agreements include Kyoto Protocol, Montreal Protocol and the Carbon
Trading Scheme.
d-of-pipe Technology that is used to reduce pollutants and waste at the end of a process.
chnologies
The ideal approach to cleaner manufacturing is to reduce waste and pollution at every
stage. Another perhaps lazier approach is end of pipe.
This approach attempts to deal with waste at the very end stage of production, literally as
the waste shoots out of the pipe!
These solutions are better than nothing, but don't actually prevent waste and pollution from
being created. They work by preventing as much of it as possible from entering and
harming the environment.
Some examples of this approach include: Carbon Capture, Filtration systems, Composting
and Catalytic Converters on vehicles
EOP technologies do not eliminate the production of a harmful substance; rather, the goal is
to prevent or minimize the release of the substance into the natural environment.
stem level System level solutions refer to solutions that address the whole system, not just the
utions components. These solutions are regulatory in manner (taxes, tax benefits, legislation, etc.)
that aim to reduce consumption of raw materials, decrease pollution and waste throughout
the manufacturing process, and increase the use of sustainable energy, materials and
practices.
System level solutions, like cradle-to-cradle design and circular economy solutions, are
complex and require participation from a range of stakeholders, some of who may have
opposing interests.
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nciples guiding Two principles that should guide designers in how they make green decisions:
esigners The prevention principle and the precaution principle
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ategies for Aimed at reducing the impact of the product on the environment.
een Design Can include design for:
● longevity,
● disassembly,
● reduced waste,
● energy efficiency,
● dematerialization,
● systems integration,
● recyclability and repair,
● reduced embodied energy
The environmental impact of the production, use and disposal of a product can be modified
by the designer through careful consideration at the design stage.
ategies for Green design change through strategies can be classified as either incremental (small
een Design changes or iterations to a design), or radical (drastic changes to the design) to make the
hanges change,
Incremental changes are lower risk because changes are smaller and predictable. These
changes are often driven by legislation requirements or financial considerations.
Radical Changes
● Completely changing the manufacturing process
● The result is a completely new product or service that meets the needs of the user in
a unique way.
● Refer to "Drivers for Innovation" to understand why a company may make a
calculated risk.
A high level of risk and uncertainty is associated with radical innovation, especially at early
stages because of the novel nature of the design decisions. These changes are often driven
by a need to innovate in order to enter/create a new market or meet a new need.
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Designers may identify a particular strategy or strategies to focus their design. These may be
identified in the Design Constraints and Considerations of the Design Brief.
Designers may evaluate the product in order to identify possible opportunities to improve the
sustainability. These could include:
ivers for Green Drivers for green design include consumer pressure and legislation, among others.
Environmental legislation has encouraged the design of greener products that tackle specific
esign environmental issues, for example, eliminating the use of certain materials or energy
efficiency.
een design
Unfortunately, many companies value short term profit and value for shareholders over the
an be driven by impact of their activities on the environment. Some companies lobby governments so that
o main factors: they can be exempt from legislation, or to try and persuade them to ‘water down’ legislation.
onsumer
Legislation
essure and
Government environmental legislation can be imposed, requiring that companies meet
gislation.
requirements that tackle specific environmental issues, for example, eliminating the use of
certain materials or energy efficiency. Examples of legislation include:
● Cars meet certain emissions requirements requiring the installation of catalytic
converters to reduce the emission of harmful gases (carbon dioxide, nitrogen oxides,
and hydrocarbons
● The banning of CFcs (chlorofluorocarbons which are found in styrofoam, air
conditioning coolants, and aerosol cans) because they are harmful to the
environment. Manufacturers have needed to find alternatives
● Green/High Performance Building Legislation, in particular the The American Clean
Energy and Security Act, promotes the development of green retrofits and awarding
of mortgages for energy efficient homes.
● Labelling of plastic types to improve recycling: Many governments now mandate
the labelling of the type of plastic used in a product in order to promote and improve
the recycling (Plastics must be sorted by type in order to be recycled effectively -
mixing of plastics in recycling result in inferior plastic types)
Green legislation often encourages incremental, rather than radical approaches to green
design.
Consumer Pressure
Sometimes consumer pressure can be just as effective as legislation. As the public has
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Sometimes consumer pressure can be just as effective as legislation. As the public has
become more aware of environmental issues such as climate change, pollution, and plastic
waste, manufacturers listen carefully to consumer demands. Through social media, the bad
behaviour of companies can be exposed quickly, reach a wider audience and consumers
can decide as a large group to boycott a company. Social media has allowed the influence
of consumers to grow exponentially. This can hurt a company's profits greatly, persuading
them to clean up their act.
Consumers may speak with their wallets, by only purchasing products that meet their
expectations. Consequently, companies may implement green design solution in order to
meet market demands and maintain market share.
mescale to The timescale for implementing green design is relatively short (typically 2–5 years). Why not
plement green just say get it done tomorrow? Well it needs to be cost-effective for the manufacturers. This
esign timeline gives them a chance to make the changes at a reasonable pace, and that doesn't
disrupt business too much.
Often, legislation requires governments and manufacturers to comply over many years.
This can be beneficial to companies and manufacturers as they can adopt incremental
approaches to green design therefore minimising the cost, however some environmental
concerns, for example carbon dioxide reduction and climate change require immediate
action.
e Cycle Life-Cycle Analysis (LCA) is a tool used to assess the environmental impact of a design. It is
used to help designers and manufactures to understand the impact of their designs and
nalysis identify opportunities to innovate a product.
metimes
ferred to as Sometimes called cradle-to-grave analysis or life-cycle assessment, these analyses look at all
adle to Grave stages of a product's life:
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ferred to as
adle to Grave stages of a product's life:
ife Cycle Make sure you are able to assess the environmental impact of a given product over its life
tages: cycle through
Pre-production, Production, Distribution including packaging, Utilization and Disposal.
The complex nature of LCA means that it is not possible for a lone designer to undertake it
and a team with different specialism is required.
LCA is complex, time-consuming and expensive, so the majority of eco-designs are based
on less detailed qualitative assessments of likely impacts of a product over its life cycle. The
simplest example is the use of a checklist to guide the design team during a product’s
design development stages.
Cradle to Cradle to Cradle (C2C) design is an approach to design that seeks to consider and design for
Cradle the entire lifecycle of a product.
At its best, it is a design that allows for the expired product to "re-enter" as a new product.
Think "ecosystem" in that nothing is wasted, and that when products reach their end-of-life
they are reconstituted into new forms, much like in a natural ecosystem.
Cradle to the Cradle to the Gate (Cradle-to-gate is an assessment of a partial product life cycle from
Gate resource extraction (cradle) to the factory gate (i.e., before it is transported to the
consumer).
UNEP Ecodesign In 1996 the United nations released an Eco-design manual also known as Design for
Manual Sustainability (D4S). The major concerns outlined in the UNEP Ecodesign Manual were to:
● increase recyclability
● reduce energy requirements
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Design for the CAD Software that allows designers to perform Life cycle analysis (LCA) on a product and
environment assess its environmental impact.
oftware
Software such as Fusion or Solidworks that:
● allows the designer to carry out LCA
● selects materials and manufacturing techniques that reduce environmental
effects.
● runs scenarios that can minimize materials
● optimise designs to get cost effective products that are environmentally
concerned
Product life The roles and responsibilities of the designer, manufacturer and user at each stage of the
cycle stages: product life cycle can be explored through LCA.
he role of the
designer, It is targeted at particular product categories—products with high environmental impacts in
manufacturer the global marketplace, for example, washing machines and refrigerators.
and user
However, in the re-innovation of the design of a product or its manufacture, specific aspects
may be changed after considering the design objectives for green products, such as
selecting less toxic materials or using more sustainable sources. A product may be distributed
differently or its packaging may be redesigned.
Environmental Focuses on one particular stage of LCA at a time and breaking processes down into
mpact
assessment individual steps
matrix
More complicated than LCA
Converging Converting technologies is the amalgamation of existing technologies into new forms that
echnologies
create innovative products and systems that may offer greater convenience, efficiencies or
entirely new features and functions not currently in existence.
Advantages of convergence
The first and basic advantage is that one is able to get all the services from one device
instead of having to purchase and maintain several different devices. At times the
convergence comes with miniaturization which enhances portability.
Convergence of technologies is also cost saving because by putting several functions into
one device, it is possible to eliminate the need of buying several devices for their individual
functions. Finally, the combination of several devices leads to saving of material that would
have been used on the various constituent devices and thus saving greatly on the cost of
materials and processes.
Disadvantages of convergence
If one part of the system fails then all of the rest of the devices are disabled too and may be
unable to function. This is a very big disadvantage keeping in mind that discrete items fail on
their own without affecting others. The provision of e-mail and internet on smartphones does
not eliminate the personal computer and a replacement of such items through convergence
is thus a partial fallacy (Doorn, 2006).
Converged devices can be considered less reliable and functional compared to their
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Converged devices can be considered less reliable and functional compared to their
component parts. For example watching a movie on a smartphone may not be as good as
watching it on a television.
Topic 3 - Modelling
3.1 - Conceptual Modeling
ssential A conceptual model originates in the mind and its primary purpose is to outline the principles,
processes and basic functions of a design or system.
ature of Designers use conceptual modelling to assist their understanding by simulating the subject
esign they represent.
Designers should consider systems, services and products in relation to what they should do,
how they should behave, what they look like and whether they will be understood by the users
in the manner intended.
The starting point for solving a problem springs from an idea developed in the mind.
A detailed exploration of the idea is vital to take it from the intangible to the tangible, along with
the ability to articulate the idea to others.
uidance ● Understand that conceptual models are used to communicate with oneself and
others
● Understand that conceptual models vary in relation to the context; You should select
the appropriate concept model(s) to match the context
● Understand how the designer visualizes concepts, design thinking and learning, and
use concept models to further inquiry into a design context
● Understand and list the advantages and disadvantages of using conceptual modelling
Concepts and principles
Conceptual models are descriptions or representations of an idea or system. They communicate what a
proposed design might look like or what it might do.
Conceptual models are also used to explore possibilities and options. In this way, they are also a type of
research.
Through doing this research, designers can confirm how well a design concept meets
specifications, gather user feedback, and improve the overall chances of success for the product.
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Through doing this research, designers can confirm how well a design concept meets
specifications, gather user feedback, and improve the overall chances of success for the product.
Concept models can be used to "get ideas out of the head" and into a form that can be explored and
communicated to others.
Types of Models
Graphical models
2D drawings, diagrams, and sketches
Physical Models
Clay, cardboard, rapid prototype (eg. 3D printed), other physical materials
CAD models
Computer-aided design
Advantages and disadvantages of concept models
Advantages Disadvantages
● allow the client to provide input ● simple concept models may leave out or
● designers can explore possibilities without the limitation of producing miss important details
a working prototype (i.e. lower cost and time) ● may not represent the final product
● reduce development costs by reducing errors in the production ● materials in the model may not easily or
● examine proof of concept to confirm that parts will fit together, accurately represent the materials used in
components will move, etc. the final design
● communicate the function of the design ● scaled models may not communicate
● communicate the aesthetics of the design proportions
● test materials or production methods ● durability of the concept model may not
● gather feedback from users, clients, and design team allow it to be used repeatedly (or at all) in
● can be used in user trials user trials
ature of Graphical models can take many forms, but their prime function is always the same—to
esign simplify the data and present it in such a way that understanding of what is being presented
aids further development or discussion.
Designers utilize graphical modelling as a tool to explore creative solutions and refine ideas from
the technically impossible to the technically possible, widening the constraints of what is
feasible.
The development of ideas through graphical models allows designers to explore and deepen
their understanding of a problem and context of use.
uidance ● How graphical models are used to communicate with oneself and others
● How the choice of graphical models varies in relation to the context
● Advantages and disadvantages of using di"erent graphical models
Concepts and principles
Sketching versus formal drawing techniques
Graphical models are 2D representations and communication of an idea. They are ways for a designer to
quickly explore a number of possibilities, and then communicate these to users, clients, or their design
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quickly explore a number of possibilities, and then communicate these to users, clients, or their design
team.
Designers might use sketching at the beginning of a design inquiry to quickly explore ideas and
communicate the direction of their thinking.
As the design becomes more refined, they may switch to isometric and orthographic drawings to create
a higher fidelity model that could be used to communicate information about size, scale, etc. 3D
renderings in CAD might be used to communicate with the client or other members of the design team.
2D and 3D graphical models
Designers work with both 2D and 3D graphical models. 2D models represent detail, proportion,
measurements, and relationships.
These can be considered "flat views" of an object
Orthographic drawings show all the details and dimensions of an object, and are typically produced at a
high level of fidelity (detail).
3D graphical models show how design might look. Their purpose is to communicate a sense of
proportion, scale, and aesthetics. 3D graphical models can take several forms depending on their
function.
Both 2D and 3D graphical models typically include annotations in the drawing. Annotations are used to
● record thoughts about features of a design
● clarify function, material, or purpose of features
● identify possible areas for improvement
● It is expected that your sketches include annotations
Orthographic Drawings
Orthographic drawings show the "side" of an object.
Features
● show the "side" of a product
● no vanishing point or perspective
● accurate representation of form
Application
● used in planning drawings to communicate dimensions, form, and shape
● Communicate detailed and accurate information for manufacturing
Isometric Drawings
Isometric drawings show the shape and form of an object.
Features
● do not have vanishing points (compare with perspective drawings below)
● drawn on a 30/90/30 degree grid.
Application
● Used to communicate the overall form of a product
Most people are familiar with perspective drawings. They are a more accurate representation of
what the design
etric ● shows multiple views ● not accurate (missing details like dimensions;
● easily understood by client some sides not shown)
and manufacturer ● may not look like the finished product
ature of Designers use physical models to visualize information about the context that the model
esign represents.
It is very common for physical models of large objects to be scaled down, and smaller objects
scaled up for ease of visualization.
The primary goal of physical modelling is to test aspects of a product against user
requirements.
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Thorough testing at the design development stage ensures that an appropriate product is
developed.
Physical modelling not only allows designers to explore and test their ideas, but to also present
them to others.
Engaging clients, focus groups and experts to interact with physical models of products allows
designers to gain valuable feedback that enables them to improve the design and product-user
interface.
uidance ● understand the various applications of physical models and how and why a designer
might use these models to gain a better understanding of the design context.
● be able to use instrumented models to measure the level of a product's performance
and facilitate ongoing formative evaluation and testing. This testing and evaluation
should be used to further develop and refine your design.
● Identify the advantages and disadvantages of physical models
Concepts and principles:
Designers use physical models to obtain information about various aspects of a design context. They are
particularly useful in understanding how an object will be physically manipulated or used by a user. They
can provide important information about:
Ergonomics and fit: The model can show how the design will fit to the user's body or held in
the user's hand.
Relationships between the internal structure and external structure: For example, how the
electronic components of device might influence the external structure of a design, and vice
versa. This could include the placement of ports, switches, buttons, grips, etc.
Aesthetic considerations: Form, scale, shape, texture, and color can all be explored through
creating a physical model.
Scale models
A scale model a model that is either a smaller or larger physical copy of an object. Scale models are
often used in architecture, where smaller models of a building are presented. This smaller model helps
the architect communicate to the client or team members the aesthetic, form, proportion, and functional
elements of a building.
Scale models are also used in some testing situations when it is financially or practically
impossible to test a full-scale model.
Scale models are advantageous for communicating the form, thinking, aesthetics or ideas behind a
design.
Aesthetic Models
An aesthetic model is a model developed to look and feel like the real product. They are used to
evaluating user appeal or in ergonomic testing.
These models do not actually work and are typically not intended to be handled greatly.
The primary function is to communicate and test the aesthetic elements of a design.
In addition to being used to communicate and evaluate how a design looks and appeals to a user,
aesthetic models might also be used to evaluate the properties of a material:
Weight and balance: using materials similar in weight and density to the final production
material, the model could be used to evaluate how heavy a design is, or how it balances. A good
example of this might be a hand tool, portable device, or sports equipment.
Texture and surface qualities: finishes, paint, or textures might be applied to the surface to
communicate how the surface looks, feels, or reflects light.
Mock-ups
A mock-up is a scale or full-size representation of a product used to gain feedback from users.
They have some functionality, meaning that they can also be used as a prototype.
Mockups are essentially used to test ideas, and are often used to show how something works or feels.
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Mockups are essentially used to test ideas, and are often used to show how something works or feels.
Prototypes
A prototype is a sample or model built to test a concept or process, or to act as an object to be
replicated or learned from.
Prototypes can be developed at a range of fidelity and for di"erent contexts.
Prototypes can be used to test and refine specifications.
They can also be used to help learn more about the design or manufacturing context.
For instance, through building a prototype, the design might discover issues and challenges
related to manufacturing the product.
Fidelity of prototypes
The fidelity of the prototype is the degree to which the prototype is exactly like the final product.
Prototypes can be made at di"erent levels of fidelity, depending on the application and context.
Prototypes are often put in the hands of users so that designers can observe how they are used. In this
way, designers can gain feedback from the users, and learn more about the design context.
Low-fidelity models
A conceptual representation analogous to an idea.
They are not tangible or durable, but they do communicate basic information about form, shape,
function, etc.
Paper prototypes are a good example of low-fidelity prototypes
Mid-fidelity prototypes
Communicate more about an idea or concept.
They may communicate some but not all the functions of the design.
High-fidelity prototypes
Attempt to represent as close as possible the functionality of the final product.
They are typically durable enough to be testable and used by the user group to gather
usability data.
Instrumented models
Prototypes that are equipped with the ability to take measurements to provide accurate quantitative
feedback for analysis.
Essential, they are models that equipped with sensors or other types of measuring systems that can
record data.
This data is then used to evaluate the performance of the product, mechanism, or material, as
well as to understand better how the user might use the product
Advantages and Disadvantages of Physical Models
Advantages Disadvantages
● Explore and test ideas: another form of ● Accuracy: Designers could mistakenly assume that the model
exploration of design ideas; Some ideas are more accurately represents the reality of the design context. For
easily explorable in physical form compared to example, a scale model might not accurate communicate
other modeling forms (e.g. a flat-pack container ergonomic information. However, careful analysis and inquiry can
that is folded out of a single sheet of material) avoid or lessen this.
● Easily understandable: a physical ● Time-consuming: creating models, and iteration of the
representation of an idea, concept or design. models, can be time-consuming
● Communication: Allow for clear ● Cost: The manufacturing of prototypes can add to the overall
communication with clients and team members cost of the manufacturing the design.
about the design. This is especially important ● Materials: Often, the material used in the model is not the
when communicating with a non-technical same as the material used in the final product. As such, accurate
audience data about the performance or aesthetic qualities of the product
● Tangible: it can be put in someone's hands or may not be gathered
tested ● Environmental cost: Materials and processes used may
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mented ● Provide accurate quantifiable data ● Evaluate how a design performs under
about a design as it is being used or various conditions and forces
tested ● Test performance of materials (i.e. impact
● Can provide data in real-time testing, heat resistance, etc.)
● Understand how physical forces act
on a design
● Allow for very precise
measurements
● Can be larger than the actual ● Used to gather client feedback about a
design and thus communicate fine design
details ● If it is a small design like a watch, a large-
● Can be smaller than the actual scale model can help communicate details that
design and thus save materials, time, would otherwise not be easy to see
etc., as elements of the design are ● If it is a large design, like a car door, a small-
developed scale model can allow the designer to work out
details of mechanism without having to invest
time and money in producing a life-size model
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ature of As technologies improve and the software becomes more powerful, so do the opportunities for
esign designers to create new and exciting products, services and systems.
The ability to virtually prototype, visualize and share designs enhances the whole design cycle
from data analysis through to final designs.
The use of CAD to simulate the conditions in which a product will be used allows the designer
to gain valuable data at low cost.
For example, simulating the flow of air across a car exterior negates the need for a car and a
wind tunnel.
ware that produces a 2D image Software that creates a 3D model Software that creates a realistic,
design. These images are used that contains information about the but virtual representation of a
mmunicate about the design. dimensions, materials, etc. of the design. This is used to present the
Adobe Illustrator design. This information can be used design concept to clients and for
Adobe Photoshop to produce the design using CAM. advertising.
● Autodesk Fusion 360 ● Blender
● Autodesk Inventor ● Maya
● SketchUp ● 3D Studio Max
● SolidWorks
Use Cases
Surface modeling
Surface modeling, sometimes called rendering, only communicates information about the surface of
the design. Rendering software uses data about the surface qualities, material, lighting, etc., to create a
virtual representation of the product. There is no information about the interior of the product, the parts,
or components.
These types of models are usually presented as 2D graphics files (JPEG, PNG, TIFF, etc.) or
animated videos. Blender, Maya, and 3D Studio Max are examples of surface modeling
programs.
Purpose: To communicate the aesthetic form and scale of an object.
Audience: Clients who want to understand how a design will look. Designers who want to quickly
communicate ideas form.
Solid modeling
Accurate digital models of the whole part or object. They contain information that can be used by CAM
hardware to produce the part or object. Solid model file formats include STL, commonly used for 3D
printing.
Purpose: To communicate in great detail the dimensions, materials, components, function, etc of a
design. To provide detail that can be used in the manufacture of the design using CAD/CAM
technologies
Audience: Designers and Manufacturers who need information about how to manufacture the design
using CAD/CAM technology.
Changes, iterations and modifications to ideas can quickly be made; ● Software can be
Convenient communication between designer and clients, teams, and manufacturers expensive
Electronically stored and transferred files are safe, secure, and easily shared. ● Specialized training
Modeling can reduce costs and risks by identifying errors before full-scale manufacturing required can be time-
Reduced costs and waste as fewer physical prototypes need to be manufactured consuming and
Time and resources can be saved through e#cient work practices expensive
High accuracy of design and product
Design begins with detailed criteria and specifications Design begins with criteria and parameters and is then
Individual parts are designed separately and then developed as a concept
assembled into the final design New features and parts are added as the design evolves
There is no relationship between parts - if a dimension is Related parts are connected - if one dimension is
changed, associated dimensions must be changed changed, associated dimensions on other parts will also
individually be adjusted.
Components can be reused across multiple assemblies The final design is a collection of inter-related parts that
are uniquely design.
ases Detailed and precise parameters and design The design begins as a concept, with some design
specifications are established before the actual designing specifications established.
takes place Design is expected to evolve through numerous
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A combination of both approaches. Some of the parts are designed individually (bottom up) while others are
designed using the relational Top-down approach. Most modern CAD software allows a combination of both
approaches.
Data Models
These types of models typically consist of a database or data set that is used to present and or
understand the performance of a design. Data modeling is based on the requirements for the use
context or application.
Data models can be structured either as a flat, hierarchical or relational databases.
Using motion capture technology, accurate data can be gathered to understand the performance and
design context.
Finite Element Analysis (FEA)
Finite Element Analysis (FEA) is the calculation of loads and stresses on a product using CAD software.
FEA uses a computer model of an object that is then analyzed to how it reacts when certain stresses
such as heat, force, or load are applied.
FEA is a powerful tool that allows a designer to virtually evaluate the suitability, durability, and strength of
design before producing a costly physical prototype.
Two common forms of FEA that a product designer might perform are:
● Fatigue: to analyze the durability of a product. To determine where cracks might propagate in
the design
● Heat: to analyze how heat is transferred through the product. To determine where hot spots
might be in a design and if these may degrade the design
Virtual Prototyping
Prototyping is the use of CAD to develop realistic, interactive models. These virtual models allow the
designer to simulate the design, communicate with clients and the design team, and explore the design.
Virtual prototyping is a powerful tool because it can:
● reduce development costs by identifying errors without the need to produce physical
prototypes
● improve quality of the final product as performance characteristics can be analyzed and
confirmed before production
● reduce development time as designs can quickly be created and modified based on feedback
from the client, engineers, etc.
Virtual prototyping can involve various aspects of CAD, from Solid or Surface models, FEM, to video fly-
throughs.
Digital Humans, Motion Capture, Haptic Technology, Virtual Reality (VR), and
Animation
Digital Humans
Digital simulations of the biomechanics of the human body. These kinds of models are used to predict
how humans will move and interact with a virtual prototype.
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3.5 - Rapid-prototyping
ssential Rapid prototyping is the production of a physical model of a design using three-dimensional
CAD data.
ature of The growth in computing power has had a major impact on modelling with computer-aided
esign manufacture.
Rapid software and hardware developments allow new opportunities and exciting new
technologies to create dynamic modelling of ever-greater complexity.
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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.
The increasing e"ectiveness of rapid prototyping techniques in terms of both cost and speed
enables designers to create complex physical models for testing
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Limitations
● Relatively high cost of materials and printers
● Some resins are not ideal for functional prototypes
Laminated object manufacturing (LOM)
In this process, layers of plastic, metal, or paper are cut with a laser and then stacked on top of each
other. An adhesive is applied between each layer.
Large parts can be made, compared to plastic FDM technologies. The parts can also be refined, cut, or
milled afterward.
Selective laser sintering (SLS)
In this process, a CO2 laser fuses powder, layer by layer, to create a 3D form. Similar to SLA, a layer of
powder is laid down and sintered (burnt) with a laser. The build plate moves down and another layer of
powder is added. This new layer is sintered, and so on until the form is complete. Unsintered powder is
removed from the chamber to reveal a complete 3D form. The unsintered powder can be reused.
A range of materials can be used in SLS processes, from nylons and polymers, to ceramics and metal
alloys.
Use Cases
● little waste as unused powder can be reused
● low-run production possible
● printing of functional prototypes
● printing of metal alloys--no other systems are capable
Limitations
● high cost of materials and equipment
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ature of The rapid pace of scientific discovery and new technologies has had a major impact on
esign material science, giving designers many more materials from which to choose for their
products.
These new materials have given scope for “smart” new products or enhanced classic designs.
Choosing the right material is a complex and di#cult task with physical, aesthetic, mechanical
and appropriate properties to consider.
Environmental, moral and ethical issues surrounding choice of materials for use in any product,
service, or system also need to be considered.
Materials are often developed by materials engineers to have specific properties. The
development of new materials allows designers to create new products, which solve old
problems in new ways.
For example, the explosion of plastic materials following the second world war enabled
products to be made without using valuable metals.
uidance ● Understand and identify the Physical properties: mass, weight, volume, density,
electrical resistivity, thermal conductivity, thermal expansion and hardness
● Understand and Identify Mechanical properties: tensile and compressive strength,
sti"ness, toughness, ductility, elasticity, plasticity, Young’s modulus, stress and strain
● Understand and Identify Aesthetic characteristics: taste, smell, appearance and
texture
● Properties of smart materials: piezoelectric, shape memory, photochromic, magneto-
rheostatic, electro-rheostatic and thermoelectric
● Design contexts where physical properties, mechanical properties and/or aesthetic
characteristics are important
● Design contexts where properties of smart materials are exploited
● Using stress/strain graphs and material selection charts to identify appropriate
materials
Concepts and Principles
Designers need to understand the properties of materials to select the most appropriate material to meet
their design goals.
Very successful designs leverage this knowledge to innovate. Through understanding the properties of
materials and the related manufacturing processes, the design can be optimized to take advantage of
the material.
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the material.
This is a complex process, with many factors to consider.
Physical Properties of Materials
Mass
*Weight and Mass are often confused and used interchangeably.
The amount of matter contained in a space. Mass is constant and is measured in kg.
The mass of an object is constant, regardless of where it is measured. A 2kg object on Earth will have
the same mass of 2kg on Mars.
Design Context:
● From the perspective of ergonomics and performance, weight can be a critical factor.
Bicycle frames, for instance, must balance weight with other factors such as sti"ness to
optimize ride performance. Thus balancing of two factors often leads to innovative and
technically complex design solutions.
Weight
*Weight and Mass are often confused and used interchangeably.
Weight is technically a force and is measured in Newtons (N). Weight will change depending on
the gravity. An object with a weight of 2N on Earth will have a weight of 0.7N on Mars.
Volume
Volume is the amount of 3-dimensional space a solid, gas, or liquid occupies.
Design Context:
● Volume can be explored from many di"erent perspectives: as a container of space. Some
designs' context may specify specific volume considerations that are related to performance needs. An
interior volume of a technical backpack, for example, would be a key performance factor, and something
that hikers may use to compare products. In addition, a market may have pre-established volumes that
consumers expect products to follow - think drink containers or food packaging
Density
Density is the relationship between mass and a unit of volume. It is measured in mass/volume such as
40kg/m2
Design Context:
● From the perspective of design, density is an important property where mass and volume are
important. This could include contexts such protective foams in bicycle helmets or foam mattresses.
Electrical resistivity
Electrical resistivity is a materials ability to conduct or resist electricity.
Design Context:
● This is an important material property when considering the design of an electrical
component or safety equipment to be used around electricity. The Designer must know what
the intended material will need to do: either insulate (have a high resistance, poorly conduct
electricity); or conduct (low resistance, easily conduct electricity)
Thermal conductivity
Thermal conductivity measures how fast heat moves through a material.
For objects that are to be heated, or used around heat, thermal conductivity is important for designers to
consider.
Design Context:
● Wood handled cooking utensils are poor conductors of heat, and so are comfortable to use
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● Wood handled cooking utensils are poor conductors of heat, and so are comfortable to use
while cooking--metal handled cooking utensils conduct heat quickly and can be a safety
hazard.
Thermal expansion
Thermal expansion is the degree to which a material increases its dimensions when heated. Di"erent
materials may expand at di"erent rates. For designers, thermal expansion is important to consider when
joining two di"erent metals together such as when designing cooking ware or any items that receive heat
or flame.
Design Context:
● Pyrex glassware is made from borosilicate or soda-lime glass which have low thermal
expansion rates. These objects can be used in ovens and on open flames for cooking.
Hardness
Hardness is the resistance of a material to scratching or penetration.
Design Context:
● Ceramic tiles are very tough surfaces that are resistant to scratching, and as such are used in
high-tra#c public spaces like subway stations.
Tensile strength
The ability of a material to resist pulling forces.
Design Context:
Tensile strength is an important performance consideration for designs that need to resist pulling.
● Elevator cables, for instance, need to have a high tensile strength in order to function safely and
reliably.
● Cables in suspension bridges need to support the deck of the bridge.
Compressive strength
The ability of a material to resist pushing forces.
Design Context:
When selecting materials that will support heavy loads, the ability of the material to resist being squashed
is an important performance consideration.
● In construction, concrete foundations are used to support the structure of the building.
● Glass has a very high compressive strength and is used in modern buildings.
Sti"ness
The ability to resist deflection (bending) by a force. the object can maintain its shape when a force is
applied to it.
Design Context:
For objects where the shape needs to be maintained under high forces, sti"ness is an important
performance consideration.
● Airplane wings need to maintain their shape in order to e#ciently provide lift and control.
Toughness
The ability to deform (change shape) but resist cracking and not fracture under impact. If a material
breaks into numerous small pieces when impacted, it has a low degree of toughness.
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breaks into numerous small pieces when impacted, it has a low degree of toughness.
Design Context:
Toughness is a performance consideration that is important where abrasion or cutting will take place.
● Car bumpers need to be able to absorb energy from an impact but not crack or break.
Ductility
The ability to be drawn or extruded into a wire-like form.
Design Context:
Ductility is usually a consideration in the manufacture of a material;
● Extruded aluminum has a high level of ductility, which allows it to be manufactured into the
shapes below:
Elasticity
The ability to a material to bend and then return to its original shape.
Design Context:
Elasticity is a performance consideration if the design must flex or bend when a force is applied, but
return to its original shape.
● A pole-vaulting poles need to flex when a force is applied to it in order to propel the athlete over
the bar.
Plasticity
The ability of a material to be formed into a new shape. When the material is bent or deformed beyond
its yield it does not return to its original shape.
Design Context:
Plasticity is an important consideration in the manufacture objects, particularly plastics and metals.
● Metal casting
● Plastic blow molding
Young's Modulus and Stress and Strain
Designers and engineers use Young's Modulus to select materials appropriate for the design context.
Essentially, Young's Modulus will indicate when a material will bend, then break.
Young's Modulus is a measure of the sti"ness of an elastic material. It is the ratio of stress to strain of a
material as force is applied along its length. Each material has its own unique modulus.
Stress and Strain are usually plotted on a graph, as below, and show the relationship between the
amount of force applied (Stress) to how much the materials changes in length.
Specifically,
● Stress is the tensile force applied to a given area.
● Strain is the percentage of change in length when a force is applied to the initial length
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of the graph of telling a journey. As more force is As a student of design, it is necessary to understand what
d to material sample, it will undergo a series of the graph represents, and how it would influence the
es. It will move through di"erent zones, each choice of materials. As a designer, the goal is to find the
ng its performance characteristics, until it ideal material for the design context.
s a failure point (it breaks) ● Material A represents a material that can
: Region of Elasticity. If the material was withstand a great amount of force, but then fails
ed and then the force was released, it would suddenly. It is brittle, and would likely break into
to its original shape. many small pieces. Glass or ceramics would be
d Point. This is the point at which the material a good example. There is no elastic zone.
longer return to its original shape. It has now ● Material B represents a material that is
d the plastic region. strong, but not ductile. Steel wires are very
mate Tensile Strength (UTS). This is the point at strong, but break suddenly. There is a small
the material can maintain a maximum load. After elastic zone.
int, the material is moving towards its breaking ● Material C represents a material that is
re point. Necking occurs between point C and ductile, and could be extruded to create wires or
cables.
ure Point. This is the point at which the material ● Material D represents a very plastic material.
y breaks. It has almost no elastic zone, and a very large
plastic zone.
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Designers need to consider the aesthetic properties of the material they choose, and how these are
perceived by di"erent users. Remember, reactions to certain aesthetic properties are personal and
change from person to person.
Form and shape
The shape and form of the material can influence how users interact and engage with it. We have
di"erent reactions to organic and geometric shapes.
The material can also determine the form or shape of a product. For example, plywood sheets used in
furniture often give furniture a geometric form; while plastic, because of its plasticity, can allow an object
to have organic forms.
Sound
The sound a material makes when it is touched or manipulated can also be part of the user experience.
The noisy sound of a bag of chips opening is part of the eating experience -- it heightens expectations
Car designers engineer the sounds of the car doors to create unique signatures for a particular car
model or brand.
Smell
Smell has compelling connections with memory. The smell of a material is largely a concern for food,
however product designers should consider it.
The leather in Cadillac cars has a distinctive scent called Nuance. This scent was engineered by the
company to provide a "new car smell" and to improve the driving experience.
Properties of Smart Materials
Smart materials are reactive materials. They change their properties when exposed to stimuli such as
electrical charges, moisture, or temperature. Their use be designers can open up new and innovative
possibilities for product designs.
Piezoelectricity
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Piezoelectricity
The ability to release an electric charge when deformed. When an electric current is passed through a
piezoelectric material its volume will increase or it will vibrate.
Design Context:
Piezoelectric materials are often used in sensors and to generate electricity.
● Piezoelectric sensors are used to measure the force of impact in airbag sensors. When the
force exceeds a pre-determined value, the sensor sends a signal to activate the airbag.
Shape memory
Shape memory alloys (SMAs)have a pseudo-elastic property that allows them body to return to its
original shape after deforming. Their shape changing property can be stimulated by either a change in
temperature or the application of an electric current. When the load is released, the body returns to its
original shape.
Design Context:
● The frames of some eyeglasses use SMAs to create a flexible frame
● Medical devices such as Nitinol stents use SMAs to repair damaged blood vessels. to allow
a thin device to be inserted into a vein. As the device heats up because of the body heat, it
changes shape and keeps the blood vessel open.
Photochromacity
The ability to change color when exposed to light.
Design Context:
The most common application is in glasses to change the color or tint of the glass when exposed to UV
light.
● Many brands of sports glasses o"er photochromatic lenses that adjust their tint depending
on the brightness of the surroundings. In bright light like a sunny day the lenses darken; in
overcast or dark conditions the lenses are lighten and become more transparent. the benefit
for the user is that glasses will automatically adjust to changing light conditions.
Magneto-rheostatic
Fluids that undergo a change in their viscosity (thickness) when a magnetic force is applied. The change
can change from a thick fluid to a solid almost instantaneously.
Design Context:
Maneto-rheostatic fluids are often used to dampen or absorb shock.
● Shock absorbers in cars
● Body armor can be flexible to allow for movement, but harden when an object hits it.
Electro-rheostatic
Fluids that undergo a change in their viscosity when an electrical force is applied. The change can be
almost instantaneous. The change can change from a thick fluid to a solid almost instantaneously.
Design Context:
● Due to the ability to be manufactured at small scale, electro-heostatic materials can be used
to create minimal valves.
Thermoelectric
Two di"erent conductors, that when joined together generate electricity when heat is applied. The
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Two di"erent conductors, that when joined together generate electricity when heat is applied. The
materials of the conductors determine the amount of electricity generated. The most common material is
Bismuth tellurium (Bi2Te3)
Design Context:
The two-main applications of thermoelectrical devices is power generation and refrigeration.
● Space probes may use thermoelectric materials to power radio transmitters.
● Some electric and hybrid cars have thermoelectric generators mounted in parts of the car
where heat is generated to recapture the heat energy to use to recharge the battery.
4.3 - Scales of Production
ssential The scale of production depends on the number of products required.
ature of Decisions on scale of production are influenced by the volume or quantities required, types of
esign materials used to make the products and the type of product being manufactured.
The growing phenomenon of mass customization brings consumers into the design process,
allowing them to make choices that make a product unique, to make it their own.
Companies have developed “design stations” in their retail stores where consumers can create
virtual 3D models, “try them out” using digital technology and place their order.
uidance ● understand the di"erences between one-o", batch production and continuous flow
● Mass customization
● Selecting an appropriate scale of production
● Advantages and disadvantages of di"erent scales of production
Economies of scale
Designers and companies will select a manufacturing scale depending on the size of the market.
Economy of scale refers to the increased cost savings associated with higher production runs.
But larger, more complex and e#cient manufacturing processes require a greater initial investment in
equipment and labor needed to produce larger quantities.
One-O" Production
One-o" production is what its name represents. Only one or very few items are produced.
This type of production is usually made to very specific needs and specifications by a client.
Typically, this type of production requires a set of highly specialized skills and tools, and time, which is
often reflected in a higher cost. It is common for a one-o" design to be designed and manufactured by
the same person.
In developing countries, one-o" production is an important role in the local economy as it utilizes local
materials, craftspeople, and resources to create products for the local community.
In high-end crafts such as jewelry or metal working, consumers expect the item to be a one-o", and as
such are willing to pay a higher price.
Advantages Disadvantages
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Advantages Disadvantages
● highly customizable to meet a specific ● High production costs because cost of tools and
consumer or client's needs machines are included in total cost
● Allows for development of high-fidelity ● Time-consuming as production processes are often
prototypes that can then be used to labor-intensive and require highly specialized skills
develop items for batch production or ● Cannot take advantage of economies of scale.
mass production. ● High cost may limit accessibility to people in need
Batch production
Batch production refers to a set number of the item be manufactured. Batch production process are
typically broken down into discrete steps, with each subsequent step dependent on the previous one.
Each step would involve a combination of specialized machines, processes, and workers.
Because the processes need to be integrated, batch production is often dependent on a team of
designers, engineers, and specialists to collaborate.
Advantages Disadvantages
Mass Production
Mass production is production at a huge scale.
Typically, these are products that are needed in massive quantities that require little redesign.
A major consideration with this type of production method is labor costs —mass-produced items are
typically produced in regions with low labor costs.
Because mass-produced items may be made far away from their intended market, the transportation
and distribution of the products can add to the final costs as well as contribute to the carbon footprint
(See LCA and Carbon Footprint)
Advantages Disadvantages
● Very low unit costs ● Little to no customization is possible because of the high initial investment
due to high rate of and specialized equipment.
production ● Distribution and transportation play a larger role in production planning and
● Low labor costs assessment of carbon impact.
Continuous Flow
Continuous Flow Manufacturing is similar to mass production in that involves the large-scale production
of goods. However, its key di"erence is that it is a highly automated process that leverages automated
and robotic production technologies to keep production going 24 hours a day/7 days a week.
The automation reduces the labor costs and maximizes the production e#ciency.
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Advantages Disadvantages
Mass Customization
Mass customization aims to deliver a customized product using mass production methods.
Such systems typically allow the consumer to select aspects of the design, such as color, texture, and
certain elements.
The customized product is then produced using Computer-Aided Manufacturing (CAM) systems.
Modern computer-aided manufacturing systems allow both small companies and big brands to combine
the low unit costs of mass production with the flexibility of individual customization and enable you to get
unique products for inexpensive prices.
Mass Customization Directory
Advantages Disadvantages
● Highly customized to users' needs and wants ● Short product life cycle
● Integrates consumers into the value chain ● Dependent on integrated systems
● Highly responsive to changing consumer (Web, marketing, production, CIM, and distribution)
preferences and demand in order to be successful
● Short product development cycle
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Stereolithography (SLA)
In this process, an object is created by selectively curing a thin layer of liquid resin with a laser.
● A laser heats selected areas of the resin, turning it into a solid.
● The process continues until the piece is completed.
● Check out Precious Plastics design for a DIY injection molding machine.
Advantages Disadvantages
lower production costs compared to other methods ● limited to relatively simple forms
ideal for high production runs
suitable for products requiring thick walls
Rotational Molding
In rotational molding a heated hollow mold is rotated as thermo plastic is poured in. The liquid plastic
takes the form of the mold as it moves around the interior.
Use Cases:
● Commonly used to make large hollow forms such floats and toys where the inside surface is
not relevant
Advantages Disadvantages
molds are lower cost to produce ● material costs can be higher compared to
ideal for large forms, compared to other processes. other processes.
ideal for rigid and flexible shapes
low waste
Thermoforming
Thermoforming involves the heating of a sheet of thermoplastic to the point that it becomes pliable and
soft. It is then placed into a mold to be formed into a shape.
Thermoforming commonly uses vacuum forming to create the product.
Use Cases:
● disposable cups and containers
● clamshell packaging and blister packaging
● body parts for cars, machines, or products
Advantages Disadvantages
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Laminating
Laminating involves the laying down of thin layers of material joined with an adhesive.
Use Cases:
● wood furniture
● glass windows
● plastic
Advantages Disadvantages
Casting
Casting involves the pouring of molten metal into a mold. The shape that is produced is called a casting.
Use Cases:
● advanced casting methods can create very detailed and intricate parts such as model cars
● machine parts and heavy-duty equipment
Advantages Disadvantages
Abrading
Abrading is the process of using an abrasive to grind or rub away material.
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Permanent Fasteners
Permanent fasteners are nails or rivets that bind two or more pieces together.
Advantages Disadvantages
ature of As a business grows in size and produces more units of output, then it will aim to experience
falling average costs of production—economies of scale.
esign
The business is becoming more e#cient in its use of inputs to produce a given level of output.
Designers should incorporate internal and external economies of scale when considering
di"erent production methods and systems for manufacture.
The design of a production system requires a complete understanding of a product, its function
and the quality of finish.
Each system can be unique and specific to the product it is creating, often requiring the
designers to adapt their design to be manufactured using certain methods.
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● Higher status associated with craft good due to ● high labor costs
their unique nature
Mechanized Production
Mechanized production is a volume production process involving machines controlled by humans. The
machines assist the workers in increasing their productivity, quality, and safety. These could include
conveyor belts to speed up production speed, cranes to move heavy materials, or jigs to assist with the
production of parts.
Environmental Impact
● increased pollution produced
● increased energy need
Workforce Impact
● higher wages as workers need to be trained
● repetitive work
● lower job satisfaction
● healthy and safety in factories can be an issue.
Advantages Disadvantages
● repetitive tasks carried out by machines ● increased cost for training and machinery
● increased productivity ● reduction in consumer choice as
● increased quality of product human error reduced mechanization limits customization
Automated Production
Automated production is a volume production process involving machines controlled by computers.
Automated systems use CAD, CAM, and CNC to link computers to manufacturing equipment
Environmental Impact
● Less waste is produced as the production system can be optimized
Workforce Impact
● Lower labor costs as fewer workers are needed to oversee production and control
● Workers need to be highly trained and skilled to operate machinery
● Improved health and safety as few workers are operating machines
Advantages Disadvantages
Mass Production
Mass production is the production of large amounts of standardized products on production lines,
permitting very high rates of production per worker.
Mass Customization Production
Mass customization is a sophisticated CIM system that manufactures products to individual customer
orders. The benefits of economy of scale are gained whether the order is for a single item or thousands.
Computer Numerical Control (CNC)
Computer numerical control (CNC) refers to the computer control of machines for the purpose of
manufacturing complex parts in metals and other materials. Machines are controlled by a programme
commonly called a “G code”. Each code is assigned to a particular operation or process. The codes
control X, Y and Z movement and feed speeds.
CNC and CAD (Computer-Aided Design) work together. The CAD file contains information about
product, dimensions, etc.. This is interpreted by the CNC machine to produce the final product.
3D printers, CNC Routers, and Laser Cutters are examples of CNC machines.
Environmental Impact
● Materials use can be optimized, reducing waste
● Increased energy need
Workforce Impact
● Repetitive tasks can increase injury and decrease job satisfaction
Advantages Disadvantages
● Highly accurate and e#cient production ● High cost for equipment and training
● Customizable to specific needs and materials
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Design for Manufacture (DfM)is focused on optimizing the manufacture of the design to meet certain
criteria.
This optimization takes the form of reducing waste, costs, labor, and production time, as well as
reducing product development time.
By understanding and identify these criteria earlier on in the design process, the cost of making changes
during production can be eliminated or reduced.
● The availability of certain materials locally. Locally available materials might be cheaper, have a
lower carbon footprint, or more directly benefit local suppliers.
● The environmental impact of using sustainable materials.
● The physical and mechanical properties of a material might be integral to the performance of
the product. As such, the form or manufacture of the product would be dictated by the material's
properties.
DfA is primarily focused on reducing the cost of assembly. These costs would include costs related to
parts and labor.
A designer might consider:
● Ways to simplify the design so that it requires fewer parts and processes
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● Ways to simplify the design so that it requires fewer parts and processes
● How to make parts easier to grasp and assemble to assemble quickly and accurately
● Selecting fasteners that don't require special tools
● Limiting the number of unique parts and fasteners
Design for Disassembly
Designing a product so that when it becomes obsolete it can easily and economically be taken apart, the
components reused or repaired, and the materials repurposed or recycled.
A designer might consider:
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ature of Designers should consider the benefits of increased e#ciency and consistency when using
robots in production and be able to explore the latest advances in technology to ensure the
esign optimum manufacturing process is used.
However, a good designer will also understand their responsibility to consider the moral and
ethical issues surrounding increased use of automation, and the historical impact of lost jobs.
The introduction of robots to an assembly line has had a major impact on the labor force, often
making skilled workers redundant in favor of a technician who can maintain and equip many
robots.
Robot Generations
Robots are classified into three generations.
1st Generation Robots
Simple robots that do one task. They are programmed to do one thing, and cannot respond to changes
in their environment. They do not have any sensors.
2nd Generation Robots
Make use of sensors to respond to their environment. Using sensors such as light, distance,
temperature, pressure, radar, etc., they can sense their environment. Complex code uses these sensors
to guide the robots to operate autonomously
Robots used to teach coding and robotics are common examples of 2nd generation robots. Robots
developed by Boston Dynamics can navigate spaces using a range of sensors.
3rd Generation Robots
Make use of Artificial Intelligence (AI) to process the world around them and to accomplish tasks. These
are the types of "intelligent" robots we see in movies and pop culture.
They can learn and operate without human supervision.
Robots for healthcare and companion are emerging examples of 3rd generation robots. Other examples
include hive robot systems, where numerous robots, under the control of a central system, cooperate to
accomplish a task.
In this case, the individual robots lack any form of AI, but the controller uses AI to control the group.
Primary Characteristics of Robots
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Robot Teams
Production lines make use of teams of robots to perform tasks.
Type: Multiple 1st Generation Robots working together.
However, recent innovations in AI and production systems are changing the make-up of these types of
teams.
Machine to Machine (M2M)
Machine to Machine refers to networking of robots together to share information and instructions.
Common applications involve remote monitoring of worksites and product restocking.
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ature of Invention by lone inventors or in collaboration creative teams is at the forefront of design.
esign 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.
Inventions are often the result of an individual or group’s curiosity about whether something can
be done or a problem can be solved.
On occasion, inventions are the result of an individual’s curiosity about something other than
the product that they finally develop.
These inventions include microwave ovens, ink-jet printers and Post-it® notes.
Definitions
Invention: the process of discovering a principle which allows a technical advance in a particular field
that results in a novel/new product.
Innovation: making an invention useful and successfully entering it into the marketplace.
Concepts and principles
innovative mechanisms.
Constructive Discontent
A dissatisfaction with the current state of things or status quo might motivate an inventor to find
a better solution.
Dyson was dissatisfied with traditional wheelbarrows. The narrow wheels would sink into mud and soft
ground making them di#cult to push.
His dissatisfying experience using a traditional barrow motivated him to explore a di"erent and more
e#cient solution.
Scientific or technical curiosity
An invention may come about as a part of scientific or technical curiosity; Asking, "Is this
possible?"
The laser was originally developed for research into molecular structures, but it has now become an
essential element of several technologies: bar code scanners, CD ROMs, range-finders, and surgery.
Desire to make money
Innovative designs and ideas are essential objectives for successful businesses.
Financially successful designs generate a financial return with can in turn be invested in further research
and development, creating new inventions and innovations.
Gillet safety razors are a well-known example of invention driven by a desire to make money. Realizing
that a disposable razor blade would result in repeat purchases, Gillette developed a system in 1903
whereby the blade was removable from the holder.
Over a century later, Gillette continues to innovate around the concept of a removable blade.
Desire to help others
Improving the world is an essential aspect of design.
A desire to help others is also fundamental to empathy and Design Thinking.
The lone inventor
The lone inventor is an individual working outside or inside an organization who is committed to
the invention of a novel product.
They often become isolated because he or she is engrossed with ideas that may be resisted by others.
Intellectual Property
Intellectual property (IP) is the legally recognized right to creations of the mind.
● copyright
● trademark
● patents
● trade dress
● trade secrets
IP provides businesses with an important legal tool to protect and di"erentiate their products and
services from their competitors.
Business benefit from IP by:
● di"erentiating themselves from competitors
● allowing the sale or licensing of technology which can generate revenue
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ature of 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
esign redevelopment of products is key, with unbiased analysis of consumers and commercial
opportunities.
In order for an invention to become an innovation, the idea of the product needs to be
e"ectively communicated. The communication can take many forms and be between many
stakeholders.
configuration innovation
● Innovation strategies for markets: di"usion and suppression
Guidance:
● Reasons why few inventions become innovations
● Examples of products within the categories of innovation
● Examples where innovation strategies have been used for products
The clearest example of this process exists in the cellphone market. The original iPhone, now over a
decade old, is in a continuous state of innovation.
Most breakthrough products will not last very long without a continuous process of sustaining innovation
to give new life into new iterations and versions.
● Cost reduction: As production increases companies can take advantage of economies of scale
and pass on the savings to consumers. Also, innovations in materials and production processes
may result in cost savings.
● Product expansion: As the product begins to grow in the market, companies may o"er di"erent
versions, sizes, or colors to meet a broader range of user's needs and tastes. Apple has
experimented with this approach by o"ering "s" models of some versions of its phones. These
models come in di"erent colors and di"erent feature sets.
Disruptive Innovation
Disruptive Innovation is a product that challenges existing companies to either ignore or embrace
the change.
At their most powerful, disruptive innovations force existing companies to complete change their
products or risk being obsolete. Some examples include:
Digital music players
○ The iPod revolutionized the way people purchased and listened to music. Existing
portable music systems (CDs and cassette tapes) we obsolete within a decade. With the
advent of iMusic and iTunes, people purchased digital versions of music and listen to it in
a di"erent - some would argue that iTunes killed the album, as most people list to just
songs.
Web-based video / Video on Demand
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○ Netflix, Hulu, and other Video On Demand (VOD) services change the way consumers
watch video. We can now watch what we want, when we want. We can watch entire
seasons in one sitting, if we want to. Traditional cable providers have had to change their
pricing models, the types of shows they o"er, and to even begin o"ering VOD options.
Ride-sharing
○ Uber, Lyft, and other services have put the power of ride sharing in both the riders and
driver's hands. This radical change has challenged existing traditional taxi services, not to
mention laws and regulations that have governed them. Read more about ride sharing
here.
3D Printing
○ As 3D printing continues to play an essential role in the 4th Industrial Revolution, they
way things are made is changing. See Topic 3.5: Rapid Prototyping for more
Process Innovation
Process innovation is an improvement in how a product is manufactured and distributed, leading
to reduced costs or increased benefits for consumers.
Innovation Strategies for Designers
Architectural and Modular Innovation
Designers may approach innovation from two di"erent directions: Architectural or Modular.
Key to understanding these two concepts is the type and degree of innovation.
Let's look at two examples:
1. Architectural innovation focuses on how the parts of a design are arranged and interact with
each other.
2. Modular innovation focuses on changing a single part of the design, while other parts remain
unchanged.
Suppression
Suppression is the active slowing or prevention of a new product entering the market.
This is usually done by incumbent companies to protect their interests. Disagreements of patents on the
new product may slow or prevent its entry and adoption into the marketplace.
Competing companies may use their large resources and power to make it challenging for a new
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company to introduce an innovative product. Competitors could lower their prices or use other
marketing strategies that would make it di#cult for the new company to gain market share. Government
legislation could also be used by governments to protect national industries or companies.
Challenges to Inventions Becoming Innovations
Marketability
Innovative products face many challenges to successfully entering a marketplace.
Understanding these challenges can inform the direction of the design and design and marketing
strategies that may need to be taken by the company.
Financial Backing
There may be low market demand for an innovation, or the target market has not been identified
and exploited.
Marketing
A company may lack the financial resources to bring an innovation to market.
In addition, within the company, financial resources may not be provided to adequately develop and
market the innovation
Marketing strategies, including the shipping, advertising, storage and distribution, and sales may not be
e"ective. Consumers may not understand the unique selling points of the product (poor advertising and
promotion), or be able to purchase the product easily (poor distribution, shipping)
Need
There may not be a perceived need for the product, and as such no market for it.
Price
The retail price may not match consumers' perceived value of the product
Resistance to Change
Consumers may be reluctant to adopt a new and innovative product, particularly if the innovation
is radical.
Risk
Consumers may perceive the time or cost they have to invest in the new product as not worth it.
The perceived value and the company's ability to stand behind that value needs to be established in
order for the level of risk to be reduced.
Market research plays an important role in determining how a company will respond to consumer needs,
and what form their solution will take.
A good example of this is the increase in screen size of mobile phones over time--largely driven by
consumer demand for larger screens to watch video and surf the internet.
ature of Collaborative generation of knowledge and high-e#ciency information flow allow for diversity,
increased resilience, reliability and stability within an organization. Through participatory
esign 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.
On occasion, the inventor needs to act as both entrepreneur and product champion. The
adoption of these additional roles requires a significant amount of learning to take an idea from
the mind, realize it and then di"use it successfully into the marketplace.
They tend to work well with a variety of people, and demonstrate a willingness to learn. In a team, a
product champion's chief role it to persuade others of the importance a product.
These people might be financiers who might invest in new equipment, politicians who could help with
regulatory and practical issues, or other individuals or groups outside of the product development team
who are necessary for the successful implementation of a product.
In the case of Thomas Edison, he needed to convince various levels of government to allow for the
larges-scale construction of power and lighting systems. Edison also needed to persuade investors to
provide financial backing to build these systems, as well as factory owners of the benefits of electrical
lighting in their factors.
Entrepreneur
The entrepreneur is an influential individual who can take an invention to market, often by
financing the development, production and di"usion of a product into the marketplace.
Entrepreneurs typically have strong business acumen and interpersonal relationships that they can use to
bring a product to market.
Multidisciplinary Approach to innovation
In some cases, the inventor is also the product champion and the entrepreneur. To occupy these
multiple roles, though, requires specific skills.
However, in most cases, it is unlikely that a lone inventor has expertise in multiple areas
Most modern products are very complex and use a variety of materials, processes, and technologies.
For this reason, designs are often developed by multidisciplinary teams.
Smartphones are a good example.
The product requires knowledge of advanced materials, cutting-edge manufacturing processes, user-
centered design research strategies, user interface design, battery technology, camera optics, etc.
Design and production of such a complex product is only possible with a multidisciplinary team.
Advantages Disadvantages
● draw from multiple areas of expertise to address ● an individual may be reluctant to share ideas
di"erent aspects of the design for fear of losing ownership
● wide range of knowledge can be applied to the ● miscommunication can happen, especially
design with large teams working in di"erent locations
● combination of di"erent perspectives can create ● individuals may not like working in a team
innovative solutions
ature of 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
esign the direct consumer but also on society at large and the environment.
An understanding of the product life cycle allows the designer to design a product with
obsolescence in mind. Doing this at the design stage can potentially eliminate the e"ect of a
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obsolescence in mind. Doing this at the design stage can potentially eliminate the e"ect of a
product on the environment when it is no longer in use.
For example, a computer can become functionally obsolete if you can no longer run the latest operating
system, or its architecture can no longer support new memory modules.
A machine can become functionally obsolete if a critical part for it cannot be replaced because the
manufacturing no longer makes it.
There are some companies that actually specialize in the production all replacement parts for certain
machines; However, their replacement parts come at a higher cost than the original part.
This is due to the low production run of creating the specialized parts, or the high skills or specialized
machinery required to produce the part.
Style (fashion) obsolescence
Fashions and trends change over time, which can result in a product no longer being desirable.
However, as evidenced by the concept of retro styling and the cyclic nature of fashion, products can
become desirable again.
Predictability of the product life cycle
It is possible to predict the length of the product life cycle.
For example, most digital devices produced today have quite short product cycles.
It's common for most device manufacturers to introduce a new product every year.
A deep knowledge and understanding of materials and production processes allow designers to create
thoughtful, durable, and functional designs that have aesthetic appeal.
Well-design designs create an emotional response in the viewer/user. These responses influence the
user's perception of the function and e"ectiveness of the design. There are three types of emotional
response (7.5 Beyond Usability):
● Visceral: Responses to the aesthetics of a design; First impressions.
● Behavioral: Responses to how the design performs, its function, usability, learnability,
e"ectiveness
● reflective: Responses to how the product relates to the user's beliefs, memories, self-image;
The product's story.
Status and Culture
Classic designs can increase in value over time, and communicate the social status of a person.
As some designs are rare or expensive, owning and using one can increase the perceived status
of a person.
● A classic car collector, for example, must have the time and money to support and
develop their car collection.
● An owner of an Eames chair communicates their status as a thoughtful connoisseur of
furniture.
Classic designs can reflect cultural influences. They could come from a specific era or movement, or
reflect a sub-culture.
Regardless of their origin, they create strong feelings of nostalgia and create a sense of belonging
with other members and connoisseurs of the movement.
● Ownership of a classic design
● increases one status as a member of a subculture (e.g. pop culture, youth movement,
connoisseur, etc.)
● requires time and/or money to maintain (e.g a classic car is expensive to maintain and requires
time)
● the product is part of pop culture - it appears in TV, films, etc., and
● The value of the classic design can increase
Obsolescence
A particularly defining aspect of classic designs is that they transcend obsolescence.
They continue to be desired objects long after the initial mass production and market
dissemination has happened--they are timeless.
Due to their inherent aesthetic qualities, function, and build quality, classic designs take on a new
function, that of an icon.
They represent more than intrinsic value of the product. Consequently, their value increases.
Mass Production
The mass production of a design is an important contributing factor for it to be considered a classic
design.
The mass production and distribution of a design ensures that it reaches the highest number of
users and achieves the most considerable amount of visibility in society.
Mass production involves investment in systems and processes to produce many designs; however, this
economy of scale means that the individual product can be produced for lowest possible cost.
Mass production may also involve the optimization of materials, processes, and forms to be produced
a"ordably and e#ciently.
Classic designs have benefited from designers who understand the processes and materials
involved in manufacture and can leverage this knowledge and understanding creating high-
quality, timeless, classic designs.
Both the Bialetti Moka Co"ee Pot and the Volkswagen Beetle are strong examples of classic designs
that were engineered to be mass-produced to take advantage of economies of scale.
Ubiquitous / Omnipresent
A design that is ubiquitous or omnipresence is constantly present. It has become a part of our daily life,
to the point where we have started to attach emotions or feelings to the product.
Ubiquitous designs
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Ubiquitous designs
Persist in the marketplace despite there being newer or even better alternatives. Their iconic status
makes them the preferred choice.
Post-it notes and Bic pens are good examples of products that have become ubiquitous in our lives.
Retro-styling
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Retro-styling
A design that uses the form and decoration from a particular period of time and/or style.
● Retro styling Uses the form and decoration of classic designs from a particular period of time
and/or style.
● Builds on the classic form but can often involve the use of new technology, manufacturing
techniques, materials
● Designers need to, however, be respectful of the original designer's’ intent, to respect and
understand the original form and underlying structure before making changes.
● Retro-design often mimics a product or experience to evoke feelings of nostalgia.
Conflict and compromise
Designers may face choices over what to prioritize in their design. Design teams consist of marketers,
engineers, ergonomists, and designers, each with their own perspective of what is important in a design.
● A marketer, for example, might prioritize the form of a design over the function because they
Psychological function
refers to the emotional attachments and psychological needs that a product meets for the
user.
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user.
● It represents a more subjective approach to design and is measured qualified.
User Interaction and Form
Assembling the object
Designing a product to be successfully assembled by the user requires certain features that would be
absent from a preassembled product.
Using the object
User's interaction with the product is often the primary goal.
The operating systems of mobile phones are a good example of the use of the object taking
priority over the physical form.
● Users place great importance on being able to navigate and access functions on their
digital device.
Repairing or maintaining the object
Some products require regular cleaning, maintenance or repair. For the user to do to this, the design
may need to facilitate easy access and replacement of parts.
Designers can make small decisions in the manufacture, assembly, and even distribution of the
product to allow the user to undertake repairs and maintenance. Some examples are:
● labelling items with part numbers and providing a system whereby user can easily order
parts.
● Downloadable STL files for 3D Printer parts allow users to print replacement and
upgrade parts
● Designing to allow easy access for repair, replacement, and maintenance
● There are many cases of designs that do not allow easy repair and replacement of
parts.
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