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PiXL Gateway: Progression – Design and Technology
Year 12-13 Design and Technology
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Contents:
I. Design and Technology Vocabulary
II. The PiXL Unlock Template
III. Summer Reading list/Project
IV. Links to TED Talks/Articles/Documentaries/Books/Journals
V. Knowledge Organiser Template
VI. Thinking Hard Revisit Template
VII. A Model of the Thinking Hard Revisit document
VIII. Cornell Notes Template
IX. A Model of the Cornell Notes document
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I. Design and Technology Vocabulary
Materials - Wood (hardwood/softwood/manufactured board), Metal (ferrous/non-ferrous/alloys), Polymers (thermoforming/ thermosetting/elastomers), Papers and Board.
Aesthetics – What a product looks like; the feature of a material or object that make it visually attractive
Anthropometrics – The study of human measurements, the data is used to improve a product’s ergonomics
Ergonomics – The fitting of a product to a human body making a product easy, comfortable and safe to use for extended periods.
CNC – Computer Numerically Control; applies to machines that can follow instruction from CAD software. This may control the movement of a cutter such as in a CNC Router or and CNC lathe.
CAM – Computer Aided Manufacture; the use of CNC machine to improve the manufacturing process.
CAD – Computer Aided Manufacturer; the use of software to create designs and convert CAD drawing into information for CNC machines.
Copyright – The legal right to copy and publish work only with the owner’s permission.
Patents – A licence confirming the sole right to make, sell or use an invention. They can often last up to 20 years.
Adhesives – A chemical used to bond materials (PVA, contact adhesive, solvent cement, Epoxy resin)
Jig – A device that aids in the manufacture of identical product – this could be by holding a piece of work or guiding a tool.
Scale of production – The amount of an object being made: examples, one off, batch, mass and continuous. A general rule: the fewer being made the more flexible the manufacturing process and less specialised equipment is needed.
Fabrication - The process of joining materials
Obsolescence - A product or process that is no longer required because of an improved version. Obsolesce can be planned into a product, meaning the product will need to be replaced.
Smart material – A material that reacts to its environment. The reaction can be caused by changes in light, temperature or forces
Nanotechnology – An arrangement of a material’s atoms to make useful properties – e.g. hydrophobic materials, increased lightness, electrical conductivity
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Composite Materials – A combination of two or more materials to make a material with improved properties
Materials Properties – The characteristics of a material, a way for describing a material
Hardness – The resistance to being scratched or bent. The harder the material is, the more brittle (likeness to snap or shatter) the material is (unless the material’s stricture has been changed).
Durability – A material’s resistance to repeated use
Elasticity – The ability to be bent and misshaped and return to its original form
Toughness – The resistance to sudden impacts without breaking or cracking
Plasticity – The ability for a material to be reshaped with pressure without fracturing
Malleability - The ability to be deformed using compression
Ductility – The ability to be drawn into a wire
Quality Control – Is the detection and rejection for products or materials that do not meet defined quality standards
Quality Assurance – The management of process to prevent mistakes to meet quality control checks.
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II. The PiXL Unlock Template
Read It Define It
Use ItLink ItDeconstruct It
Digging Deeper: Draw It
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III. Summer Reading list/Project
• The Design of Everyday Things, by Donald A. Norman – takes a detailed look at user centred design and the value of design thinking
• Hooked: How to Build Habit-Forming Products, by Nir Eyal – a look at why products either succeed or flop and how to make a product that users can’t put down
• Sketching: Drawing Techniques for Product Designers, by Koos Eissen and Roselien Steur – core practical sketching techniques for any designer
• Manufacturing Processes for Design Professionals, by Rob Thompson – a guide to established, contemporary and emerging industrial processes
Project
CAD is a skill that needs to be practised and is required in many design industries. CAD programmes are normally free to students and can be set up on a home laptop. Examples of free programmes include: google sketch up and fusion 360. Find out what your school uses or use the programme your school recommends.
The following is a list of starter projects that can be completed using a range of 3D CAD software packages. YouTube is an excellent source for instructions and learning the vocabulary of CAD.
Beginner
• Find step-by-steps online for simple products and follow them exactly – chairs, tables • Design a tealight holder • Design a cookie cutter
Intermediate
• Find a simple object and copy it with exact dimensions • Draw a room in your house including furniture to scale • Draw your home to scale • Design a phone holder which includes an acoustic amplifier
Difficult
• Design a working mechanism, which could be 3D printed. This could include gears, levers and pulleys
• Design a phone holder that could clip in to a car vent • Recreate design icons – examples include Bauhaus, Memphis, Ray and Charles Eames,
Alessi.
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IV. Links to TED Talks/Articles/Documentaries/Books/Journals
Ted Talks
• Philippe Starck: Design and Destiny https://www.youtube.com/watch?v=Z4PwHD7XKj0 • When we design for disability, we all benefit|Elise Roy
https://www.youtube.com/watch?v=g2m97gPI70I • Design for all five senses│Jinsop lee │TED Talks
https://www.youtube.com/watch?v=N6wjC0sxD2o • How product design can change the world│Christiaan Maats│TEDxUniveristyofGorningen
https://www.youtube.com/watch?v=ZqeA_psKn2E
Documentaries
• Inside the factory: BBC iPlayer – a tour of UK factories; episode focusing on non-food items has the most design technology related materials
• Abstract: Netflix – a look into designers in different industries such as graphic, automotive and interior design
• Design for life: YouTube – an apprentice’s style show with Philippe Starck selecting and new designer to take under his wing. An excellent show for understanding one of the influential contemporary designers
Youtube channels
• How it’s made – a look at how products are made on an industrial scale www.youtube.com/channel/UCWBkudOTaVbvkCBc0pyZFMA
Articles/online magazines
• Yanco Design – an online magazine covering international product design www.yankodesign.com
• Curve Live – Independent articles about industrial design www.curvelive.com
Websites
• https://www.instructables.com/ - a website that hosts user generated and professional instruction guides that show how to make lots of products
• https://www.thingiverse.com/ - a website that allows users to share 3d models and 2d models that can be either 3d printed or laser cut. Useful for getting started on a CAD project
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V. Knowledge Organiser Template
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Process/key word
Sketch Description
Analysis positive
Analysis negative
Injection moulding
Polymer granules are poured into the hopper and heated until molten. The screw pushes the plastic towards the mould building up the pressure and the hydraulic ram forces the plastic into the mould. The plastic cools and is ejected by the ejection pins.
1) Fast process suitable for mass production. 2) Can form complex shapes that other processes cannot. 3) The mould can make multiple small products at once.
1) High start-up cost due to expensive machinery. 2) High cost for moulds.
Example
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VI. Thinking Hard Revisit Template
Name of Topic: ______________________________________________________________________________________
Name: _________________________________________________________________________________________________
Class: __________________________________________________________________________________________________
The most important information goes at the top and then the least important at the bottom. Make sure you justify WHY you think it the most/least important.
________________________________________________________________________________________
________________________________________________________________________________________
________________________________________________________________________________________
________________________________________________________________________________________
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VII. A Model of the Thinking Hard Revisit document
Name of Topic: Adhesives Name:
Class:
The most important information goes at the top and then the least important at the bottom. Make sure you justify WHY you think it the most/least important.
Adhesives are a chemical that joins materials together
What adhesive are there? PVA joins wood and paper products; contact adhesive can
join most materials. Epoxy resin is an extremely strong adhesive, which joins most materials
How to use adhesives? PVA is applied to 1 side and clamped in place allowing 24 hours to dry. Ccontact adhesive can be the same as PVA or placed on both sides and allowed to go tacky, and then joined together sticking instantly. Epoxy resin
comes in two parts; they are mixed together in equal measure and applied to the material
What are adhesives’ properties? PVA stands for polyvinyl acetate .It can be thinned down with water and is non-toxic making it safe for
children to use. When dry it is often stronger than the material it is being used on. Contact adhesive is a solvent-based glue that can melt some materials such as foam. It has a chemical smell and should be used in
a well-ventilated area.
It is most important to understand the term adhesive and what it means and what can be classified as an adhesive. Knowing commonly used adhesives allows the designer to make decisions earlier in the design and testing process. Using adhesive is important to plan in the manufacture but the information is easily attainable though small amounts of research and can be done later in the design process. Common properties of adhesives is important when manufacturing but this information is usually on packaging in the form of warning labels or instructions.
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VIII. Cornell Notes Template
Name
Topic
Date
Subject
Main Ideas Notes
Summary
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IX. A Model of the Cornell Notes document
Name:PIXL
Topic: inclusive design
Datexx/xx/xx
Subject Design Technology
Main Ideas
Inclusive design: to design a product or environment so it can be used by as many people as possible.
Notes
• Example - using an ATM. Everybody needs access to money. It uses colour to show what is cancel (red), go back (amber), and next (green), so language is not a barrier. There is a headphone slot for spoken commands; the numbers are tactile and always in the same place for the visually impaired
• The majority of people with be temporarily disabled at some point in their life with a broken bone, hearing or vision loss.
• Making a product easy to understand (push/pull doors needing a sign is bad design)
• Making a product easier to use makes it easier for everyone. Example - a can opener needing two hands to operate is harder to use than one that only uses one hand.
• When coming to a road crossing with headphones in and looking at your phone you are functionally hearing and visually impaired.
• Making something more visually appealing can be more inclusive and less intrusive – e.g. people with diabetes might need to inject themselves throughout the day, and this can lead to misconceptions as it could be interpreted as taking illegal substances. Make the syringe less conspicuous by disguising it as a pen and hiding the needle.
Summary
Inclusive design improves design for all users as it makes products and environments safer and more intuitive. Inclusive design covers all parts of a product or environment function and can be a simple change or development of a product.
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© The PiXL Club Ltd. May 2019
This resource is strictly for the use of member schools for as long as they remain members of The PiXL Club. It may not be copied, sold, or transferred to a third party or used by the school after membership ceases. Until such time it may be freely used within the member school.
All opinions and contributions are those of the authors. The contents of this resource are not connected with, or endorsed by, any other company, organisation or institution.
PiXL Club Ltd endeavour to trace and contact copyright owners. If there are any inadvertent omissions or errors in the acknowledgements or usage, this is unintended and PiXL will remedy these on written notification.
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PiXL Gateway: Progression -
Design and Technology As a prospective student of Design and Technology you should already be taking a real and active interest in this subject. This progression booklet will help build your knowledge and skills in Design and Technology and get you off to the best possible start this September. The tasks set for you will give you a taste of what is involved and get you thinking like a designer.
Contents:
Task Page No.
Material research 2
Manufacturing processes 2/3
Sketching 3
CAD/CAM 3
Mathematics and Science 3/4
Iterative Design 5
Design theory 5
Further research 5
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This booklet will develop your skills, knowledge and understanding in the following areas:
• Technical principles • Designing and making principles
Complete the following tasks:
Technical principles
Materials
Understanding materials and their characteristics and working properties is crucial in design.
Task: Research the following materials and create a mind map based on your research and understanding of their characteristics and working properties:
• Woods • Metals • Polymers • Textiles • Composites • Smart and modern materials
Production processes
Task: Research the following manufacturing processes and create a presentation explaining the process. Include diagrams/sketches to aid your understanding.
• Injection Moulding • Extrusion • Laminating • Milling • Turning • Casting • Stamping
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Sketching
Communicating your thoughts and ideas through sketching will be key to your success next year. Practise your sketching techniques. Get in a habit of carrying a sketchbook around with you. Sketch the many interesting things you see over the summer.
Task: A sketch a day. In September, I’d like you to present a sketch book full of sketches. There are no rules on what to include, it just needs to show progression in your sketching skills over time. Have fun with it, make it your own.
Things you might include:
• Stick in photographs, magazine, internet clippings to aid inspiration and contexts for your sketches.
• Mixed media – use pencils, pens, marker pens, charcoal, pastels etc. • Doodle – quick sketching. Learn to get ideas down quickly. • Perspective drawing – 3D drawing. • Draw everyday items that you see. • Interesting idea? Problem you have encountered? Get your design
problem solution sketched and developed. • Annotate – not all sketches need annotation but get in the habit of
including it where you can. Write down your thoughts. • YouTube has great online tutorials to follow.
CAD/CAM
Read the article at the link below.
https://www.inc.com/encyclopedia/computer-aided-design-cad-and-computer-aided-cam.html
Mathematics and Science
Design and Technology requires you to demonstrate your knowledge of mathematics and science in both theoretical and practical ways. You will be required to use mathematics and science to support decisions made in the processes of designing and making.
Task 1: You are required to understand and apply the following mathematical skills next year. Research the mathematical skills listed below and for each one,
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generate an exam style question with an answer. Next year we can collate them and create a revision booklet of mathematical problems to solve to aid the entire group.
Mathematical skill Potential question Confident use of number and percentages
Calculation of quantities of materials, costs and sizes
Use of ratio Scaling drawings Calculation of surface areas and/or volumes
Determining quantities of materials
Use of trigonometry Calculation of sides and angles as part of product design
Construction, use and/or analysis of graphs and charts
Representation of data used to inform design decisions and evaluation of outcomes. Presentation of market data, user preferences, outcomes of market research.
Use of coordinates and geometry Use of datum points and geometry when setting out patterns
Use of statistics and probability as a measure of likelihood
Interpret statistical analysis to determine user needs and preferences. Use data related to human scale and proportion to determine product scale and dimensions
Science
Research and evidence your understanding of the following scientific laws:
• Newton’s Law of motion • Hooke’s Law • Ohm’s Law
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Designing and Making Principles
Iterative Design
Research and explain the iterative design process. Include a case study of a designer and product. You should evidence how the iterative process was used in the development of the product.
Click on the link for an example of its use to develop a successful product:
http://fortune.com/2016/10/03/billionaire-inventor-james-dyson-on-his-tedious-creative-process/
https://www.theguardian.com/culture/2016/may/24/interview-james-dyson-vacuum-cleaner
Design Theory Research a design movement and redesign an everyday object using the influence of the movement. Evidence the sketches in your sketchbook. Include a photograph of the product and then begin rapid sketching your initial ideas. Evaluate and analyse your ideas and develop them further. Annotate your development, explaining your design ideas. Draw a final design and explain how the design has been influenced. http://www.vam.ac.uk/page/0-9/20th-century-design-styles/ Further Research This list gives suggestions for further research. www.designmuseum.org/design www.vam.ac.uk www.sciencemuseum.org.uk https://www.designcouncil.org.uk/
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© The PiXL Club Ltd. June 2018
This resource is strictly for the use of member schools for as long as they remain members of The PiXL Club. It may not be copied, sold, or transferred to a third party or used by the school after membership ceases. Until such time it may be freely used within the member school. All opinions and contributions are those of the authors. The contents of this resource are not connected with, or endorsed by, any other company, organisation or institution. PiXL Club Ltd endeavour to trace and contact copyright owners. If there are any inadvertent omissions or errors in the acknowledgements or usage, this is unintended and PiXL will remedy these on written notification.