100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached
logo-home
Summary DT OCR GCSE 9-1 Revision Notes $12.63   Add to cart

Summary

Summary DT OCR GCSE 9-1 Revision Notes

 57 views  0 purchase
  • Course
  • Institution

Notes on the entire OCR DT/ Design Technology GCSE Grade 9-1 course covered in-depth in an easy-to-understand format. All 7 units covered. Exam tips provided, an in-depth breakdown of all the materials and all key definitions + descriptions of all features on the specification. Created by a team of...

[Show more]

Preview 3 out of 18  pages

  • February 20, 2023
  • 18
  • 2022/2023
  • Summary
  • 3
avatar-seller
DT Revision Notes
Topic: Chapter 1 – Identifying Requirements
Exploring the context

The context causes many effects on the design solution. It is important to consider the surroundings in which the
product will be used. It is important to think about the place, the users, the purpose, and price.

Remember that:
- Every living thing has wants and needs and that they are different for everyone.
- One person’s needs and wants can be/create problems for others
- Some needs are common for groups
- Designers design products or systems to fulfil them

Where and how it is used
New designs should make things easier, quicker, or cheaper for a user. Designers must think about problems before
designing. If the design solution is successful, the issues will be addressed. Issues should be identified in the design
context and the impact on the environment must be considered

Primary user and wider stakeholders

The primary user is the main user and a stakeholder is a person or people with an interest in the product. In the design
process, the designer must consider the views of the primary user and stakeholders. A task analysis and the 5WHs (who,
what, where, when, why) can be used to identify who the primary users and stakeholders are.

Context: The situation a design solution is intended for
Stakeholder: A person, group, or organisation with an interest in a product/ system such as parents/schools when
designing products meant for children
Primary User: The person or group of people who will use a product or system
Human factors: The scientific discipline concerned with the interaction between humans and elements of a
product/system which is also called ergonomics



Social, cultural, moral, economic factors

 How products are made, used, and disposed can add to pollution and means resources are used
 Some products improve the life of people in one culture but not in another

Social factors

 Lifestyle factors affect people in society. Some examples are anti-social behaviour, poverty, drug/alcohol abuse,
economic deprivation, unemployment
 Designers must consider these factors when designing and also design products for people with disabilities and
for different ages. This is inclusive design

Cultural factors

 Culture means the ideas and activities of a group. It is the behaviour and relationship between people.
 Products/ systems may be good for some cultures but not others
 Designers should recognise, understand, and respect other beliefs. Colours have different meanings so they
should be aware, so their product is successful in a different culture
 One example is that white means cleanliness in the West but mourning in Korea and China

,Moral factors

 A designer might not be happy if their design could be used to promote harmful products. For example – sugary
drinks could lead to health problems
 They may influence the materials used such as using recyclable ones

Economic factors

 The way the product is made, used, and disposed could create jobs or hurt the economy. CAM causes many job
losses for skilled workers as products are manufactured by computers
 Lots of products are made by people who are not paid a lot and work in poor conditions. This affects that
country’s economy negatively as the workers cannot spend a lot
 There are materials that do not create waste, can be recycled and are taken from renewable sources which are
important for a sustainable economic future.

Social factors: Lifestyle factors affecting people in our society
Cultural factors: The beliefs, values, traditions, language, laws, and behaviours common to a group of people
Moral factors: An issue related to behaviour: the distinction between right and wrong, according to our conscience
Economic factors: The impact on industry and trade through how the product is manufactured, used, and disposed
Culture: The beliefs, aspirations, ideas and activities of a group, the behaviour and relationships between one another
Globalisation: Business and organisations operating globally and developing influence internationally


Exam Tip: When you have to think about the factors above, think about the pros and cons of the issue relating to
them. See it from different perspectives such as a different age or gender.
Think about the structure of your answer. It should be detailed and it should show that you understand wider
problems. Think about how the PU and stakeholders are affected. Think about the pros and cons



Usability when designing prototypes

Usability is how easy you can use a product. If a product is uncomfortable or unsafe then it will fail. Designers must think
about the characteristics and needs of the user. If it is badly designed, it is uncomfortable or could cause injuries

Ease of use

Some products are easy to use such as a toothbrush. The interfaces between the hand and handle and the bristles and
teeth make it easy to use. Smartphones are more complicated as the user must understand how to use it. The
relationship between the user and the product is called ergonomics.

The designer could think about signage (if words are needed to understand it), lighting (for the visually impaired), the
material’s performance, function, interface (ease of use), intellectual and emotional access (can different intellects use it
and does it support emotional well-being)

Inclusive design

It tries to get rid of barriers between people. A designer should exclude as few people as possible.
We should make inclusive designs that are easy for people to use.

An inclusive design should be: inclusive (safe and easy to use), responsive (thinks about feedback), flexible (can be used
in many ways), convenient (can be used with barely any effort), accommodating (should be used by everyone), realistic
(offers more than one solution)

, Ergonomic considerations and anthropometric data

Ergonomics are the interactions between people and products and the environment. When designers take ergonomics
into account, the product is easier to use.

Anthropometrics are measurements of people such as height, weight, arm length etc.
Percentiles are important to anthropometrics. The 5 th percentile (smallest 5%), the 50th percentile (average), and the 95th
percentile (the smallest 95%) are usually included

Examples of usability

Hand-held tools: Smooth handles that need wrist rotation should be avoided in order to avoid wrist damage and
slippage. Rests and two hand grips reduce effort.
When items are only designed for right-handed people, left-handers are more likely to be injured

Design of seating: Optimum heigh depends on the user and context. Cushioning could distribute weight with a bigger
area and could cause better posture. The correct angle creates good contact with the backrest. Designers test seats with
real people to test psychological factors.


Inclusive design: Designing for the widest possible audience
Anthropometrics: The study of sizes of the body
Psychological factors: e.g. mental reaction time, colour association, abilities + limitations of short-term memory




Aesthetics
They include all the 5 senses. Someone could like a product for having many aesthetic qualities.
Objects could have a high-tech, rugged, or calming aesthetic. The judgement is subjective but visual elements (such as
texture, symmetry, colour) can be combined to create an emotional response.
FORM AND FUNCTION SHOULD BE IN BALANCE AND FORM SHOULD COMMUNICATE WITH FUNCTION

Colours and their meanings
It can stimulate emotions, but colours can have bad associations.
In 1998, Apple introduced iMac computers in many colours as users wanted a visually appealing design. In the same
year, they earned $414. Now, electronic devices use glossy black, brushed aluminium, and frosty white.
70% of purchasing decisions are in the store so catching attention is needed for successful sales.

Red: aggression, danger, heat Blue: comfort, cold, for boys Yellow: caution, brightness, joy
Green: money, nature, greed Brown: nature, eccentric, rustic Orange: warmth, fire, excitement
Pink: for girls, sympathy, childlike Purple: Royalty, wisdom, religion Black: Classy, evil, dramatic
Grey: Business, humility, neutrality White: clean, pure, innocent, peace


Colour wheel: Colours next to each other make visual harmony such as in a sunset and
opposite colours create contrast.

Proportion and Symmetry: Proportion is the relative size and scale of design parts. Symmetry
makes balance leading to harmony and visually appealing results. It can be reflective or
rotational. Asymmetry is when it is not symmetrical which can make it look interesting.

Maths: The Golden Ratio can be linked to mathematics as people think it can make pleasing and natural constructions.

Fashion and taste: Taste is subjective and what we think is aesthetically pleasing can change over time. Product
designers will research likes and dislikes of the market so creations will appeal to groups.

Aesthetically pleasing: Beautiful to the senses
Aesthetics: Factors concerned with beauty e.g. how something looks, sounds, feels, tastes, smells

The benefits of buying summaries with Stuvia:

Guaranteed quality through customer reviews

Guaranteed quality through customer reviews

Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.

Quick and easy check-out

Quick and easy check-out

You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.

Focus on what matters

Focus on what matters

Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!

Frequently asked questions

What do I get when I buy this document?

You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.

Satisfaction guarantee: how does it work?

Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.

Who am I buying these notes from?

Stuvia is a marketplace, so you are not buying this document from us, but from seller amgdiamondz10. Stuvia facilitates payment to the seller.

Will I be stuck with a subscription?

No, you only buy these notes for $12.63. You're not tied to anything after your purchase.

Can Stuvia be trusted?

4.6 stars on Google & Trustpilot (+1000 reviews)

83750 documents were sold in the last 30 days

Founded in 2010, the go-to place to buy study notes for 14 years now

Start selling
$12.63
  • (0)
  Add to cart