EXAM PREP Flashcards

(99 cards)

1
Q

what is the fist stage of the double Dimond

A

Design problem
(need or opportunity)

Investigating and defining

  • this is the problem stage , involving brainstorming a need or opportunity, and end users to focus on
  • interviewers, questionnaires , available statistics
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2
Q

what is the second stage of the double Dimond process

A

design brief

  • having a clear need or opportunity
  • profile end users
    -intended function
    -scope: constraints and considerations
  • and evaluation creieria
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3
Q

what is the third stage of the double Dimond

A

refused to the solution stage:

  • Generating and designing
  • Producing and implementing
  • Product design solution
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4
Q
  1. Investigating and defining

Discover (divergent)

A
  • identify and research a need or opportunity
  • consider opportunities that are open for new/improved
    solutions
  • resurch also done to identify benefits of products already available
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5
Q

1.1 investigating and define

Define (convergent)

A

The problem or opportunity is clarified and defined in a written design brief.

Outlines:
- why the product is needed
-who its for
-what is required to do
-and constraints (budget, size, ect)

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6
Q

Generating and designing
Develop (divergent)

A
  • ideas are suggested, explored and sketched, developed, trialled and modelled (both digitally and physically).

-the best ideas are prototyped, tested, and refined

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7
Q

Producing and implementing
Deliver (convergent)

A
  • Working drawings
    -plans are made for production
  • product solution is made using the best available materials, tools and skills.
    -tested and evaluated by the designer, manufacturer and end users.
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8
Q

what is Divergent thinking

A
  • create thinking
  • involves being open and exploring a broad range
    of possibilities.
  • should increase the number of ideas and possibilities you have

-involves being curious
and creative, and taking risks, seeking inspiration, researching broadly, following leads, tips and hunches, and applying ideas and knowledge in new ways.

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9
Q

what are examples of divergent thinking

A
  • Brainstorming and mind-mapping
  • Trialling and modelling ideas
  • Broad exploratory research
  • Viewing from different perspectives
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10
Q

what is Convergent thinking

A
  • critical thinking
    checking and using the information gained to refine ideas and make decisions.
  • Designers analyse the evidence they’ve collected to define and clarify the content of a design brief;
    they weigh up the pros and cons of each design concept, and analyse the results of trials, tests and modelling to choose
  • the outcome is that it may remove ideas that would not work
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11
Q

examples of convergent thinking

A
  • Using analysis of initial research to develop a design brief and evaluation criteria
  • Critiquing existing ideas/solutions
  • Analysing the results of trials and testing
  • Modelling and prototyping
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12
Q

Teamwork: collaboration in design

A

To work together cooperatively for a common goal or task

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13
Q

Advantages of working in a team

A
  • It brings multiple ideas and brains together – people get inspired when working closely
    with others, sharing ideas, skills and knowledge.
  • Team members can bounce ideas off others rather than make all the decisions in isolation.
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14
Q

ways to Identify a need

A
  • brainstorm to identify a need
  • conduct initial research, particularly focusing on the user/s and their needs
    -observe friends or family
  • consider your own peer group and any needs they might have
    -reflect on and draw from your own experiences
  • listen to people with a special need
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15
Q

Primary research

A

covers investigations that you have carried out personally. It may include
your own photographs, observations, interviews, surveys and questionnaires

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16
Q

Secondary research

A

esearch that other people have done. It can be carried out by
searching the internet, or by reading books

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17
Q

quantitative data

A

is research information that can be explained with numbers usually shown through graphs, tables and charts.

eg survey on how much people are prepared to pay

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18
Q

Qualitative research

A

detailed, individual and has a lot of depth. It is usually
gathered from a small number of people in response to open-ended questions.

interviews/surveys/observations/reviews) that
seeks or forms descriptions

  • usually presented in written text
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19
Q

what are ethical practices primary resource

A
  • informed consent
  • no harm
    -show respect for privacy
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20
Q

what are ethics fro secondary resurch

A
  • acknologing the source
    -conclusions are valid
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21
Q

what does a design brief include

A

an end user/s profile
* purpose/function of the product
* project scope (including constraints and considerations).

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22
Q

Project scope

A

This is a simple statement where you clarify and summarise the details of what your or your
team’s project is (what you aim to accomplish through the design process).

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23
Q

what are the 8 Factors that influence product design.

A
  • need or opportunity
  • function
  • end users
  • aesthetics
  • market needs and opportunities
  • product life cycle
  • technologies: materials, tools and processes
  • ethical considerations in design.
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24
Q

what are design elements

A
  • point
    -line
    -shape
    -tectute
  • colour
    -tone
    -transparency
  • translucency
    Opacity
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25
what are design principles
- proportion and balance - pattern -Symmetry and asymmetry - movement - repetition - rhythm - contrast -positive and negative space
26
Characteristics and properties of materials
Resistant material: Wood, metal, plastic, ceramic, stone, etc. Non-resistant material Fabric, fibre, textiles, paper, card, flexible plastics, etc.
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properties of resistant materials (wood, metal and plastic)
- hardness -strength -heat resistant - durability - stiffness
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The purpose of a prototype
is to trial or test a design concept to see if it functions, looks good, and achieves the design brief requirements. Prototypes can also be used to trial and develop skills in the production methods required to make the product. Prototypes help designers to refine their ideas before committing to production.
29
working drawings
working drawing is a clear and detailed technical drawing, with a focus on accuracy and construction information. The working drawing is used to guide your final production, and should include all the details you need to make your product. I
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Your scheduled production plan
Production planning involves creating a number of planning documents/tools. These will help organise and manage time and resources. materials cutting and costing list * combined timeline/production steps including safety precautions * risk assessment * quality measures (may be combined with the production steps).
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Risk management and your risk assessment
1. identifying hazards 2. assesses risk 3.identify and implement controls 4. check and monitor controls
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Quality measures
Quality measures are a brief outline or description of the standard (and/or accuracy) you expect to achieve Examples of quality measures - No sharp edges. – No scratched grain or surface.
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Recording production: journal/production log
is a visual and written record of the work you have done to make the product
34
examples of positive impacts on end users
- people of varying races, religions and cultures -people of varying genders -people of varing abilities people of varying incomes - varying sizes -
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7 Principles of Universal Design
Principle 1: Equitable use The design is useful for people with diverse abilities. Principle 2: Flexibility in use The design accommodates a wide range of individual preferences and abilities. Principle 3: Simple and intuitive use Use of the design is easy to understand, regardless of the user’s experience, knowledge, language skills or current concentration level. Principle 4: Perceptible information The design communicates necessary information effectively to the user regardless of the location’s conditions or the user’s sensory abilities. Principle 5: Tolerance for error The design minimises hazards and the adverse consequences of accidental or unintended use. Principle 6: Low physical effort The design can be efficiently and comfortably used with a minimum of fatigue. Principle 7: Size and space for approach and use Appropriate size and space are provided for approach, reach, manipulation and use – regardless of user’s body size, posture or mobility.
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Sustainable design
developing long-lasting products * designing multifunctional products * designing products that solve an environmental problem * selecting materials that are recycled, locally sourced * reducing the amount of materials used * minimising the use of water and energy during manufacturing * ensuring the materials in the product can be reused/recycled at the end of its life.
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what are resucrh methods
* observation * questioning potential end users and those with specialist knowledge of the situation (through interviews, surveys, focus groups etc.) * secondary research – searching out the research of others
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Data collection and communication tools
- Digital cameras to record observations -observation notes, either handwritten or digital. - GPS tracking devices might also track and collect data on the movement of animals Audio recording apps can be used for recording interviews
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Need or opportunity (factors that influence product design)
* What is the product for? Where will it be used and how will it be used? * Has the designer identified the needs of the end user well? Have they used direct contact, research and/or experience to help create their solution? * Does the product effectively satisfy the end user’s specific needs?
40
Function, purpose and context (factors that influence product design)
How is the product meant to function? Does it function effectively and fully? this includes the intended environment of a product and the type of context it will be used in - includes primary and secondary functions
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End users (factors that influence product design)
Who are the intended human and/or non-human users of the product? * How does the product improve their welfare and quality of life? – Particularly related to aspects of safety, accessibility, universal design, comfort, social and physical needs, and the use of ergonomics and anthropometric data. – Also considering culture and religion, emotional and sensory appeal, demographics, and trends. * Can the designer’s solutions to these aspects be improved?
42
Aesthetics (factors that influence product design)
- relates to the overall appliance of a product, feel, and form this is broken into two parts of design elements and design principles. design elements: sape, texture, colour, line form design principles: rhythm, repetition, balance, movement, proportions
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Ethical considerations in design (factors that influence product design)
* Has the product been designed and made ethically? – Is the product sustainable? Does it encourage environmental protection, social inclusion and economic access and growth? Does it reduce negative impacts for both present and future generations? Is the material long- lasting or can it be reused or biodegraded after the product is disposed of? * How has the designer considered their legal responsibilities? – Intellectual property (IP) – Australian and International (ISO) standards, regulations and legislation (including OH&S) * Are the products produced safely and safe to use?
44
Market needs and opportunities (factors that influence product design)
Has the designer used a creative approach to develop their solution? * Have they designed innovatively and worked entrepreneurially (created business/commercial opportunities)? * Does the product fill a niche that was previously unfilled?
45
Product life cycle (factors that influence product design)
Has the designer considered and minimised the negative impacts of the product at each stage of its life (including sourcing of materials, manufacture, distribution, use and disposal/reuse)?
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Technologies: materials, tools and processes (factors that influence product design)
* What properties and characteristics of the chosen material make it suitable for the product? * From what you can see, has the product been manufactured using suitable technologies?
47
Visualisations description
- initial sketches of the whole/parts of the product based upon research and needs of the end user(s) - concept (or quick) sketches and drawings - 3D mock-ups or models of ideas
48
Product evaluation
evaluation of product quality using evaluation criteria and end-user feedback with recommended improvements - checking of finished product against predetermined evaluation criteria - looking at positives and negatives (or pros and cons) of the finished product
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anthropometric data
- It is measurements or sizes, weight and/or shape of the human body. - It is body dimensions.
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example of creative thinking techniques
- brainstorming - mood boards to present creative ideas/styles/colour themes - mind-mapping to organise/sort ideas - idea sketches or visualisations to explore ideas
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what to talk about if a question asks for a property
-relates to how a product behaves durability - weight water ristastant uv resistant density, scratch resistance, malleability, rigidity and flexibility. Density Heat resistant Strength Plasticity
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if a question asks for reference a parameter.
comfort, ergonomics, anthropometric data, improved wellbeing and quality of life.
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examples of critical thinking
Critical thinking involves the evaluation and objective analysis of an issue in order to form a judgment. - include PMI charts, evaluation questions, prototype and model analysis and comparative testing.
54
what are emerging technologies
- CAM -CAD -rapid prototyping (3D printing) -laser -robotics - automated production lines - artificial inelegance
55
the issues of technologies in relation to environmental, social, economic
- increases in profits - increases on jobs but also loss of jobs - more resources used more waste created
56
what are the different types of planned obsolescence
it is when the product is planned and designed to last for a short time, after which it will be subject to one form of obsolescence earthier: - stylistic - technological - functional
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what is style obsolescence
related to aesthetic, fads and fashion - product goes out of fashion
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what is technological obsolescence
related to new technologies (materials, processes, systems, interventions) product becomes outdated and limited uses
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what is functional obsolescence
related to design, material, construction and quality choices, product breaks down and it becomes irreplaceable
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planned obsolescence benefits
- the producer profits of it - benefits society as the products are cheap and affordable they are also easily available/replaceable - production contribute sit employment
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planned obsolescence negatives
- requires investments in marketing - the product doesn't last and the cost of purchasing a new product is a downfall - using up valuable resources
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environmental materials
- bio- products including the that are made with mycelium - vegan leather instead of animal hide bamboo instead of hardwood
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strategies and frameworks in relation to sustainability
- 6rs (Rethink, refuse, Reduce, Reuse, Recycle, Repair.) - circular economy - C2C -DfD -EPR -LCA -TBL
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6rs (Rethink, refuse, Reduce, Reuse, Recycle, Repair.)
Rethink: this encourages designers to consider the impacts of there product and to think if there is any ways to improve sustainability Refuse: suggest that sometimes the most sustainable choice is to say no Reduce: involves minimising the environmental footprint of a product. Eg less packaging Reuse: durability and longevity in mind, product should be made to last and components should be easily replaced Recycle: is the ability to reuse materials so they can be repurposed Repair: can be fixed
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circular economy
this is a transformative concept that subverts the traditional linear mode of "take, made, dispose" and uses a sustainable and regenerative system.  In this context the focus shifts from creating products with a limited lifespan to designing products and systems that minimise waste
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cradle to cradle approach
- this is a recycling plan for when the product reachers the end of its life - aims to reuse materials(reduce landfill waste) the two main concepts of C2C include biological recycling (materials are composted) or technical recycling (were materials are reused) C2C influences the design of a product as materials must be carefully selected (reusable or biodegradable)
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design for disassembly DfD
- goal is to used minimal materials -non permanent joints - labe each pice for easy disassembly -and make sure the product is easy to repair allows for easy recycling -each page should be labelled for easy disassembly and make sure that the product is easy to repair.
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extended producer responsibility (EPR)
is when people involved in the product have a shared reposniablity over the enviomental impact They take responsibility for environmental impacts to do this they select materials carefully so they can be reused or recycled They are expected to take back the products from consumers when it no longer is useful and put it back into manufacturing of a new product . Reducing the amount of waste and pollution going into landfill unlimited use of water and energy and lowering greenhouse gases. 
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life cycle analysis (LCA)
is a framework that looks at the impact of a product over the course of its life in relation to the environment. stages of LCA: 1. obtaining raw materials (sources/extractig) 2. processing it (water, energy, waste) 3. manufacturing products (water energy waste) 4.transport and distribution 5. product uses 6. product disposal Life cycle analysis. Looks at the product's impact on the environment as a whole from the designers, materials used, manufacturing methods, distribution, end-user use and disposal. Evaluating waste produced, carbon footprint and degradable methods of the product in landfill.
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triple bottom line
emphasises three interconnected dimemtions of sustainability 1. people (social impact eg are workers treated ethically or does the product promote wellbeing) 2. plannet: (looking after natural recourse) Eg. - Materials that come from ethical sourced. -recycling and reducing the consumption of resource resources(particularly those that are non-renewable) 3. profit: encourages profit to be viewed in the context of long term sustainability
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research and development activities
- experiments that take place in the lab - investigating a new materials - looking at materials in other fields - developing new equitmen t or machinery
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what is R&D
it is experimental and it involves the process of developing, inventing and testing for new improved materials, technologies and information
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what is speculative thinking
- involves considering the future - involves making connections between ideas that are related - can provide debate about possible design solutions an may focus on ethical consequences of design - can be about making a positive impact and minimising harm -
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enterperneruial actiavties
involve a business taking financial risks to invest in and 'sell' new ideas
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worldwide issues
consideres global problems that the development and the uses of a product might have eg: - global worming/climate change - inresses landfill and pollution - impact on population growth - animal cruelty
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evaluating products
qualitative and quantitive comparisons end user feedback identifying what contributes to the success and the failure of a product
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what are the different method of manafctoring
- low volume - high volume - one of manafctoring - continuous production
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what is low volume manafctoring
it is manufacturing products on small quantities, they can easily response to changes and adapt designs eg. - craftsmanship -rapid prototyping - batch production
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what is high volume manafctoring
it is a form of large scale manafctoring with large quantities - is were this is large demand for a certain product and it is often cheaper when large amounts are purchased key methods include: - mass production - in section moulding - continuous manafactoring
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one of manafactoring
is when a product is made for one person and to a high standard - items that are not rapidly available to purchous
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what is continuous production
when a factory runs 24/7 and automation and robotics are involved
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what is lean manafctoring
is a process that aims to imporve the manafactoring process, reduce cost and waste. waste can come in many forms such as time, doubling up tasks, materials and errors.
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lean manafactoring methods include
- catering to actual demand - using low volume production - being effective and organised - cell production
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the lean manufacturing method of catering to actual demand
this means that you only produce what is needed. customers get what they want and there are positive enviomental outcomes
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the lean manufacturing method of using low volume production
means that the manufacture is in full control in regards to the amount that they produce and low volume allows for flexibility and can adapt to change
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lean manufacturing method of being effective and organised
using IT systems or having a clean working environment to increases effecenecy
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the lean manufacturing methord of cell production
having different teams (cells) focuses on different aspects in the production process as well as working together
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what is flexible manufacturing and responsible
it in when managers are flexible enough to change the production process without complications
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legal obligations
- occupational health and safety regulations - intellectual property - ‘sustainability’ as a legal responsibility, marks if the ISO 14000 environmental standard Australian /ISO standards. This is a standardized and carefully considered set of guidelines in Australia which ensure safety, quality and efficiency in product development for producers, workers and end users.
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user-centred design parameter.
- improve quality of life. comfortable and appealing social and physical needs. -Ergonomics -Anthropometric Data
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production porcesses
joining Sewing Gluing Dwelling
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What is ergonomics
Economics is an area concerned with how well a product fits and is suited to the human body. It focuses on the comfort of the end-users the products ease of use and ensuring that no strain or injury is caused. 
93
What is universal and acceptable design?
Reverse designing products that all people can access and use no matter what their level of physical and or mental capacity is therefore not just the average person can use it For example, catering through a variety of diverse needs - Ages Size Abilities Income Races Gender 
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What is proof of concept
It’s a fun solution that you have tried modified and improved and the end result of your trialling and testing Essentially it is evidence that you have a design solution and that it is resolved
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Aboriginal to Islander culture
Aboriginal tall Islanders deep connection to land is often reflected in the way products are created in used by indigenous Australians Connection to country is central in any design Eg. Available materials in their local areas inform the different use of tools, weapons, clothing, and textiles.
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How can aboriginal cultures influence design?
The use of natural materials and techniques such as basket weaving Maybe informed by culture significance or meaning of certain objects or symbols Traditional visual patterns and designs from their cultures can be incorporated
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Ways of doing and making
There are widely varying indigenous traditions of crafting objects and products that assisting collecting growing managing hunting and gathering food. These include tools such as spears or knives and boomerangs.
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The marketing of a product
In marketing there are five elements known as the five ps  People product price place promotion
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The difference between a hazard and a risk
I has it is the dangerous thing action or behaviour that can cause harm A risk is a chance of it happening or the level/likelihood of harm