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Summary DT OCR GCSE 9-1 Revision Notes Unit 1 - Identifying Requirements £2.99   Add to cart

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Summary DT OCR GCSE 9-1 Revision Notes Unit 1 - Identifying Requirements

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Unit 1 of the OCR DT/ Design Technology GCSE Grade 9-1 course covered in-depth in an easy-to-understand format. Exam tips provided, an in-depth breakdown of all the materials and all key definitions + descriptions of all features in the unit. Created by a team of students, all of whom have achieved...

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  • February 20, 2023
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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

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