A1. A1 People
The human side of the theory: how the body’s dimensions, capabilities and senses set the limits a product must work within.
DTA1.1 — Ergonomics
DTA1.1.1 · What ergonomics is — Ergonomics is the relationship and interaction between people (aspects of the human body) and the products, systems and environments they use.
DTA1.1.2 · Anthropometrics — Anthropometrics involves the measurement of human physical dimensions expressed in the percentile range. This method specifically focuses on determining and presenting the range of individuals’ physical characteristics.
DTA1.1.3 · Percentiles — Percentiles aid in the selection of appropriate anthropometric data to satisfy the majority of a user population.
DTA1.1.4 · Adjustability and range of sizes — To ensure products are appropriate to a range of percentiles, designers can choose to design products to be adjustable and/or to be produced in a range of sizes.
DTA1.1.5 · Work envelopes, reach and clearance — In design, consideration must be given to work envelopes, reach, clearance, adjustability and range of sizes.
DTA1.1.6 · Physiology — Physiology is the study of systems and biomechanics within the human body, their responses, limitations and capabilities.
DTA1.1.7 · Psychology — Psychology is concerned with the study of the human mind and involves the study of all the human senses that may be involved in sending information to the brain.
A2. A2 Process
The methods themselves: how designers research users, and the drawing and prototyping techniques used to explore and communicate ideas.
DTA2.1 — User-centred research methods
DTA2.1.1 · Needs, wants and limitations — Understanding the needs, wants and limitations of end-users is the key to user-centred design (UCD).
DTA2.1.2 · What UCD is — UCD is a design process that pays particular attention to the needs of potential users of a product through involvement of users at all stages of the design process.
DTA2.1.3 · Multidisciplinary UCD teams — UCD teams are multidisciplinary and develop a deep understanding of the user, task and the environment.
DTA2.1.4 · The research methods — User-centred research methods can be used to understand a user population(s).
DTA2.1.5 · Personae, scenarios and population stereotypes — Design development uses persona, scenarios and population stereotypes early in the design process.
DTA2.2 — Prototyping techniques
DTA2.2.1 · Low and high fidelity — There are two techniques used in iterative design and development: low fidelity and high fidelity.
DTA2.2.2 · Drawings, manual and CAD — Drawings, either manual or prepared using computer-aided design (CAD) software, are used to explore, refine and communicate ideas.
DTA2.2.3 · Physical and virtual prototypes — Prototypes can be developed in both physical and virtual (digital) form.
DTA2.2.4 · Physical prototypes — Physical prototypes are used to test ideas and gather insights that inform the development of a product.
DTA2.2.5 · Virtual prototypes with CAD — CAD is used to create virtual prototypes to test ideas and gather insights that inform the development of a product.
DTA2.2.6 · Rapid prototyping — Rapid prototyping is used to create physical prototypes quickly for potential users and design teams to interact with them and provide feedback to drive design development forward.
A3. A3 Product
What products are made of and how they work, materials and their properties, and at HL the structural, mechanical and electronic systems inside them.
DTA3.1 — Material classification and properties
DTA3.1.1 · Classification by property — Materials are classified based on their physical, chemical and mechanical properties.
DTA3.1.2 · Classification by source — Materials are classified according to their source or origin.
DTA3.1.3 · Choosing a material — Identifying the most suitable material for a product is a complex and challenging task, involving the consideration of physical, chemical and mechanical properties and aesthetic characteristics.
DTA3.1.4 · Physical properties — Physical properties include aspects of a material that can be measured and observed without it changing in any way.
DTA3.1.5 · Chemical properties — Chemical properties include aspects of a material that lead to it chemically reacting with another.
DTA3.1.6 · Mechanical properties — Mechanical properties include aspects of a material affected by the application of a force.
DTA3.1.7 · Composites — Composites consist of two or more materials combined to enhance their properties.
DTA3.1.8 · Smart materials — Smart materials are materials that have one or more properties that can be significantly changed in response to changes in their environment.
DTA3.1.9 · Biodegradable materials — Biodegradable materials break down in the environment after disposal or at the end of their useful life.
DTA3.2 — Introduction to structural systems
DTA3.2.1 · Structures everywhere — Structures are ubiquitous in nature and the built environment.
DTA3.2.2 · Classifying structures — Structures can be classified in different ways.
DTA3.2.3 · Beams and columns — Structures are often comprised of multiple parts.
DTA3.2.4 · Static and dynamic forces — Static and dynamic forces can be identified according to how they act on a structure.
DTA3.2.5 · Stress, strain and failure — In structures, it is important to know how and when an object or material will stretch, bend or break.
DTA3.2.6 · Young’s Modulus — Materials with differing Young’s Modulus are chosen for specific applications.
DTA3.2.7 · Equilibrium and stability — When forces on a structure are in equilibrium, the structure is stable.
DTA3.2.8 · Strengthening techniques — The overall design of a structure can be improved by applying strengthening techniques.
DTA3.2.9 · Safety factor — Structures are typically designed with a safety factor (SF) in case of overloading.
DTA3.2.10 · Designing above the required load — Structures are typically designed to withstand higher loads than required.
DTA3.3 — Introduction to mechanical systems
DTA3.3.1 · The four types of motion — There are four types of motion involved in mechanical systems.
DTA3.3.2 · Input to output — Mechanical systems convert an input into an output.
DTA3.3.3 · Mechanical advantage — Mechanical systems can provide a mechanical advantage to the user.
DTA3.3.4 · Changing speed, direction and power — Mechanical systems are used to increase or decrease the speed, direction or power of a motion.
DTA3.3.5 · Combining motions — The four types of motion can be combined to create simple or complex mechanical systems.
DTA3.3.6 · Gears — Gears transmit rotary motion from one gear shaft to another, and have a number of teeth.
DTA3.3.7 · Belts and pulleys — Belt-driven systems are driven by pulleys.
DTA3.3.8 · Cams — The shape of a cam dictates the type of motion.
DTA3.3.9 · Levers — Levers comprise a beam acting on a fulcrum (pivot) and are classed based on the relative position of the fulcrum to an applied load and effort.
DTA3.3.10 · Linkages — Linkages are used to change the direction of a movement, alter the magnitude of a force or make parts of a system move in a particular way.
DTA3.4 — Introduction to electronic systems
DTA3.4.1 · Input, process, output, feedback — Electronic systems comprise of an input, process, output and feedback loop.
DTA3.4.2 · Responsible electronics — Electronics are ubiquitous and designers need to consider how they can be created so that they may be used responsibly in homes, industry and society as well as improving aspects of modern-day life.
DTA3.4.3 · Analogue or digital — Electronic systems can be either analogue or digital.
DTA3.4.4 · Analogue systems — An analogue system uses continually changing signals such as sine waves.
DTA3.4.5 · Digital systems — A digital system is designed to store, process and communicate information in digital form.
DTA3.4.6 · Components with a purpose — Electronic systems are composed of electronic components that have a specific purpose.
DTA3.4.7 · Input devices — Electronic systems utilize input devices to identify a change in an environment that requires a response.
DTA3.4.8 · Processing devices — Processing devices translate an input into an output.
DTA3.4.9 · Control circuits — Many everyday electronic devices contain control circuits to monitor and control.
DTA3.4.10 · Output devices — Electronic systems utilize output devices to perform a function in response to an initial stimulus.
DTA3.4.11 · Feedback — Electronic systems utilize feedback to monitor an environment and respond to a stimulus if required.
DTA3.4.12 · The operational amplifier — An operational amplifier (op-amp) is a high-gain voltage amplifier with differential inputs and a single output. It is one of the basic building blocks of analogue circuits.
DTA3.4.13 · Embedded systems — Digital systems communicate with each other through the use of embedded systems to perform a specific task.
DTA3.4.14 · Circuit diagrams — Electronic components are combined to perform a function in an electronic circuit, which is represented in a circuit diagram.
A4. A4 Production
How things are actually made: the five categories of manufacturing technique and what each can and cannot do. HL only.
DTA4.1 — Manufacturing techniques
DTA4.1.1 · The five categories — Manufacturing techniques can be organized into five categories.
DTA4.1.2 · Additive techniques — An additive technique is the process of creating an object by constructing it one layer at a time and typically refers to 3D printing.
DTA4.1.3 · Rapid prototyping from CAD — Rapid prototyping is the creation of an object based on a computer model developed in a 3D modelling (CAD) program.
DTA4.1.4 · Additive manufacturing in industry — Additive manufacturing is used in various industries for low-volume production runs.
DTA4.1.5 · 4D printing — 4D printing is an extension of 3D printing, where the physical and chemical state of a 3D printed object changes over time due to external stimuli such as pH, temperature, water and light.
DTA4.1.6 · 5D additive manufacturing — 5D dimensional additive manufacturing involves the rotation of the extruder head and the print bed in order to print in five different axes.
DTA4.1.7 · Subtractive techniques — Subtractive techniques involve removing material from an initial 3D mass to achieve a desired shape and can also be applied to 2D or flat materials to modify or change the shape.
DTA4.1.8 · Forming techniques — Forming techniques modify the shape of a material without adding or removing any materials.
DTA4.1.9 · Joining techniques — Joining techniques can temporarily or permanently join two or more similar or dissimilar materials together.
DTA4.1.10 · Finishing techniques — Finishing techniques are used to protect and enhance the surface of a component, contributing to its longevity and an overall increase in product life.
DTA4.1.11 · Combining the five categories — A combination of additive, subtractive, forming, joining and finishing techniques are needed to create components and products.
B2. B2 Process
The design process end to end, and the modelling and prototyping that drives it. The largest block of hours in the course.
DTB2.1 — The design process
DTB2.1.1 · The five sections — The design process represents a design thinking model and is comprised of five sections.
DTB2.1.2 · Research throughout — Research is an ongoing activity throughout the design process, critical to identifying design opportunities, understanding user needs and generating feasible real-world solutions to problems.
DTB2.1.3 · Primary research — Primary research involves the collection of first-hand data relevant to the design context.
DTB2.1.4 · Secondary research — Secondary research involves the collection of data provided by a third party and is used to support or validate primary research.
DTB2.1.5 · Developing a persona — When empathizing with the user, designers develop a persona used to represent a group of end-users they are solving a problem for.
DTB2.1.6 · User observation and storyboards — Designers engage in user observation, mapping the user’s journey as they carry out a task. They use a storyboard to identify the steps in the design process and design opportunities.
DTB2.1.7 · Product analysis — Product analysis is a tool used by designers to gain insight into the function, performance and features of an existing product.
DTB2.1.8 · Defining the problem — The first step in solving a problem is to define it.
DTB2.1.9 · Design specifications — Defining clear design specifications leads to clear parameters for the development of a solution.
DTB2.1.10 · Ideation and modelling — The ideation and modelling stage involves developing distinct ways to solve a particular problem that demonstrate different approaches to develop a solution.
DTB2.1.11 · Iterative analysis and evaluation — Iterative analyses and evaluation of design ideas lead to improved design ideas.
DTB2.1.12 · Model, test, refine — When developing a solution, designers use an iterative model, test, refine cycle until all major design specifications and user requirements are satisfied.
DTB2.1.13 · Models, prototypes and mock-ups — Models, prototypes and mock-ups of solutions are created to test their effectiveness and to gather feedback for further refinement and development.
DTB2.1.14 · Communicating for manufacture — The physical details of a new product need to be communicated for it to be manufactured.
DTB2.1.15 · Presenting a solution — When presenting a solution, it is important to communicate clearly the need for the solution, and the key features that demonstrate how it solves a given problem.
DTB2.2 — Modelling and prototyping
DTB2.2.1 · Drawings for discussion — Drawings facilitate the discussion of concepts to others for feedback or information.
DTB2.2.2 · Physical prototypes and fidelity — Physical prototypes are 3D, tangible representations of design or systems and can be developed at a range of fidelity for different users and environments.
DTB2.2.3 · CAD — Computer-aided design (CAD) involves the creation, development and analysis of a design outcome using computer software.
DTB2.2.4 · Finite element analysis — Finite element analysis (FEA) is used to simulate how a part or assembly will perform under certain conditions.
DTB2.2.5 · Rapid prototyping for testing — The increasing effectiveness of rapid prototyping techniques enables designers to create complex physical prototypes for testing.
DTB2.2.6 · Gathering data and feedback — Prototypes are created to gather data and feedback from potential users and clients.
B3. B3 Product
Choosing for a purpose: selecting materials, and at HL selecting and calculating structural, mechanical and electronic systems.
DTB3.1 — Material selection
DTB3.1.1 · Selecting on properties — Materials are selected for specific applications based on their properties.
DTB3.1.2 · Selecting on aesthetics — Materials are selected for specific applications based on their aesthetic characteristics.
DTB3.1.3 · Additional factors — Additional factors influence the selection and application of materials in a specific context.
DTB3.1.4 · Justifying a selection — The selection of materials for a specific purpose can be justified through primary and secondary research.
DTB3.2 — Structural systems application and selection
DTB3.2.1 · Structures in everyday products — Structures are present in the design of everyday products.
DTB3.2.2 · Calculating Young’s Modulus — Young’s Modulus is the measure of stiffness of a material.
DTB3.2.3 · Why structures fail — Structures fail due to overloading, material choice, size and shape.
DTB3.2.4 · Force diagrams — Forces acting on a structure or within a beam can be represented diagrammatically.
DTB3.2.5 · Applying safety factors — Safety factors (SFs) are a way to design in contingency to prevent failure from overloading a structure.
DTB3.3 — Mechanical systems application and selection
DTB3.3.1 · Calculating mechanical advantage — Mechanical advantage of a system can be calculated.
DTB3.3.2 · Calculating velocity ratio — Velocity ratios for gear-, pulley- and belt-driven systems can be calculated.
DTB3.3.3 · Calculating efficiency — Efficiency can be calculated.
DTB3.3.4 · Applying gear and belt systems — Gear- and belt-driven systems are used to change the direction, speed, power and efficiency of a rotary motion.
DTB3.3.5 · Applying cams and followers — Cams and followers are used to change rotary motion to reciprocating motion.
DTB3.3.6 · Applying levers — Levers reduce the effort needed to exert a force and move a load.
DTB3.4 — Electronic systems application and selection
DTB3.4.1 · Electronics in everyday products — Electronics are present in the design of many everyday products.
DTB3.4.2 · Specialized apparatus — Design and manufacture of electronic products requires the use of specialized apparatus.
DTB3.4.3 · Ohm’s law and power — Voltage (V) in a circuit is calculated by a combination of current (I) and resistance (R), and electrical power (P) is calculated by a combination of voltage (V) and current (I).
DTB3.4.4 · Series and parallel — Resistors and capacitors can be used in series or parallel in a circuit for different purposes.
DTB3.4.5 · Flow diagrams — Electronic systems are used to perform a specific function, which can be mapped using a flow diagram.
DTB3.4.6 · System diagrams — System diagrams depict the components and the arrangement of circuits.
DTB3.4.7 · Sensing inputs — Digital systems at the first stage of the input–process–output model use inputs to sense changes in their environment.
DTB3.4.8 · Control circuits — Digital systems at the second stage of the input–process–output model use control circuits to monitor and control.
DTB3.4.9 · Logic — Digital systems use logic to compare input data.
DTB3.4.10 · Outputs — Digital systems at the third stage of the input–process–output model use the output to communicate to or control their environment.
DTB3.4.11 · Communicating embedded systems — Digital systems can communicate with each other using embedded systems.
C1. C1 People
What designers owe the people who use their products: responsibility, safety, obsolescence, inclusion, and at HL pleasure beyond usability.
DTC1.1 — Responsibility of the designer
DTC1.1.1 · Responsibility to client, community and environment — A designer has a responsibility to the needs of clients, their community and the environment when designing and creating products.
DTC1.1.2 · Product safety — It is a designer’s responsibility to ensure their products are safe to use.
DTC1.1.3 · Obsolescence — Products can become obsolete due to a number of factors and this can be planned.
DTC1.2 — Inclusive design
DTC1.2.1 · What inclusive design is — Inclusive design ensures products that address the needs of the widest possible audience, regardless of their age or ability, and focuses on designing universally acceptable products for all users.
DTC1.2.2 · The limits of inclusive design — Inclusive design is not always possible.
DTC1.2.3 · Design for extremes — Designers often use a “design for extremes” strategy to develop solutions suitable for use by those with physical, sensory and cognitive impairments, which are also appropriate for the general population.
DTC1.3 — Beyond usability
DTC1.3.1 · The four-pleasure framework — The four-pleasure framework can act as a critical component to determine how users interpret and interact with a product.
DTC1.3.2 · The ACT model — The attract/converse/transact (ACT) model is a framework used by designers to improve the relationship between a user and a product.
C2. C2 Process
Designing for the planet: the principles of sustainable design, the triple bottom line, and the circular economy.
DTC2.1 — Design for sustainability
DTC2.1.1 · What design for sustainability is — Design for sustainability involves the choices and decisions made for developing designs (products) and design methodologies.
DTC2.1.2 · The five principles — The five principles of sustainable design are that a product must be cyclic (create no waste), solar (use clean energy), safe (cause no harm), efficient (use the least amount of energy and materials as possible) and social (support basic human rights) (Datchefski, 1999).
DTC2.1.3 · The triple bottom line — The triple bottom line (TBL) measures levels of success of a product in relation to social (people), economic (profit) and environmental (planet), which are key responsibilities of a designer.
DTC2.1.4 · Balancing the three Ps — Designers make decisions by considering the balance between the three Ps of the TBL.
DTC2.2 — Design for a circular economy
DTC2.2.1 · The closed loop — A circular economy is a closed-loop system where resources are continuously repurposed.
DTC2.2.2 · Eliminating waste and pollution — The aim of the circular economy is to eliminate waste and pollution throughout all stages of a product’s life cycle.
DTC2.2.3 · Biodegradable materials — An objective of the circular economy is to incorporate biodegradable materials.
DTC2.2.4 · Recovery and restoration — An objective of the circular economy is to recover and restore products, components and materials.
DTC2.2.5 · Renewable energy — The circular economy relies on the use of renewable energy.
C3. C3 Product
Judging a product: analysis, evaluation and testing, and at HL the full life-cycle assessment.
DTC3.1 — Product analysis and evaluation
DTC3.1.1 · What product analysis is — Product analysis and evaluation is a process that involves examining a product performance to determine its strengths and weaknesses, and identify opportunities for improvement.
DTC3.1.2 · Testing with stakeholders — As part of the product analysis process, a product should be tested and information gathered from a range of stakeholders.
DTC3.1.3 · SWOT analysis — A SWOT analysis is a standard product analysis tool that is used to identify a product’s strengths, weaknesses, opportunities and threats.
DTC3.1.4 · Testing and reverse engineering — Function, performance and usability can be established using data generated through testing and reverse engineering.
DTC3.1.5 · Weaknesses as opportunities — Weaknesses identified in a product or range of products can lead to opportunities for product improvement.
DTC3.1.6 · Constructive discontent — Constructive discontent can be used to identify areas where the product is not meeting the needs of its users and to determine how it can be improved to meet those needs.
DTC3.1.7 · Understanding a product better — Product analysis enables designers to understand a product better.
DTC3.2 — Life-cycle analysis
DTC3.2.1 · The five stages — A life-cycle analysis (also known as the five stages of life-cycle analysis) helps designers factually analyse a product’s entire life cycle in terms of sustainability.
DTC3.2.2 · Assessing environmental impact — Designers evaluate the environmental impacts of a product or service. In the case of a product, the environmental impact is assessed from raw material extraction and processing (cradle), through the manufacture, distribution and use, to the recycling or final disposal of the materials (grave).