コンテンツへ移動

CCEA GCSE Technology and Design

GCSE · CCEADesign and Technology8個のフォルダーに47件のノート、202 KB

CCEA GCSE Design and Technologyの試験勉強用ノート47件。cookieが作成。コースのトピックに沿った4個のセクションに分かれています。

Notes for CCEA GCSE Technology and Design (2017 specification), in folders for the core content (designing and manufacturing, electronic, mechanical, pneumatic and computer control) and for each of the three optional areas: Electronic and Microelectronic Control Systems, Mechanical and Pneumatic Control Systems, and Product Design. Delete the option folders you do not study once the notes are yours.

追加すると、そのコピーがノートに保存されます。専用のフォルダに下のフォルダ構成ごと入り、編集してフラッシュカードや問題デッキにできます。ダウンロードすると、どのノートアプリでも開けるマークダウンファイルのzipが取得できます。

内容

  • Core content
    • Designing and manufacturing
      • The design process and communication6 KB
      • Plastics4 KB
      • Woods and manufactured boards4 KB
      • Metals, alloys, graphene and heat treatment5 KB
      • Tools for marking out, cutting and shaping5 KB
      • Machines, forming and tolerance4 KB
      • Joining methods6 KB
      • Production methods, moulds, jigs and fixtures4 KB
      • Finishing and smart materials4 KB
      • Health and safety, CAD and CAM5 KB
    • Electronic control systems
      • Electronic systems, units and Ohm's law4 KB
      • Components and circuit symbols4 KB
      • Resistors3 KB
      • Switches3 KB
      • Potential dividers and LEDs3 KB
      • Thyristors and the NPN transistor3 KB
      • Printed circuit boards and electronics safety4 KB
    • Mechanical control systems
      • Mechanical systems, motion and components4 KB
      • Levers3 KB
      • Gears, belts and chains4 KB
      • Cams, followers and mechanical safety3 KB
    • Pneumatic and computer control
      • Pneumatic cylinders and valves4 KB
      • Pneumatic logic, speed control and safety4 KB
      • Computer control and flowcharts4 KB
  • Option A Electronic and microelectronic control systems
    • Systems, feedback and capacitors3 KB
    • Ohm's law, the multimeter and resistor networks5 KB
    • Inputs and outputs5 KB
    • Potential dividers, thyristors and transistors4 KB
    • Diodes, relays and integrated circuits4 KB
    • The 555 timer and the time constant4 KB
    • Binary, flowcharts and microcontrollers4 KB
    • Printed circuit board design and robotics4 KB
  • Option B Mechanical and pneumatic control systems
    • Feedback, mechanical advantage, velocity ratio and efficiency4 KB
    • Gears and gear trains4 KB
    • Belts, chains, pulleys and lifting4 KB
    • Conversion of motion4 KB
    • Levers, moments and linkages4 KB
    • Pneumatic products and principles4 KB
    • Double acting cylinders, valves and flow control5 KB
    • Time delay, automatic reciprocation and robotics5 KB
  • Option C Product design
    • Roles, ideas generation and analysis5 KB
    • Communication, ergonomics and designers6 KB
    • Scale of production, quality and costing6 KB
    • Manufacturing and computerised processes5 KB
    • Materials, joining, smart materials and composites6 KB
    • Market influences and the global marketplace5 KB
    • Risk, product safety and sustainability5 KB

最初のノート

Core content / Designing and manufacturing / The design process and communication

The stages of the design process

Designing a product is organised into stages, although a real project may use only some of them and does not move through them in a straight line. The usual stages, in order, are spotting a design opportunity, researching it, writing a brief and then a specification, generating and developing ideas, making the product, and finally testing and evaluating it.

A design opportunity is a need or problem that a product could solve, such as people struggling to carry shopping up stairs or a school needing somewhere to store bicycles. Spotting it often comes from watching how people behave or from a complaint about something that already exists.

Research gathers what the designer needs to know before drawing anything. Primary research is collected first-hand, for example by interviewing users, observing how they use a similar product or measuring them. Secondary research uses existing sources such as books, websites, catalogues and the analysis of products already on sale. Research covers who the product is for (the target market), what it must do, what materials and processes are suitable and what rival products offer.

The brief is a short statement of what is to be designed, for whom and for what purpose. It stays general enough to leave room for ideas, so "a storage product for a student's desk" is a brief where "a pine box with two drawers" is not.

The specification is a list of the requirements the final product must meet, drawn from the research. Each point is written so it can later be checked: a size limit, a maximum cost, the people it must suit, safety requirements, the finish, the materials, how it is to be used and how it should look. The specification is what the finished product is judged against.

Idea generation and development is where the designer produces a range of different concepts, usually as quick annotated sketches, then picks one or two and improves them. Development tests ideas in models, refines sizes and joins, and settles materials and manufacturing methods.

Manufacture is planning and making the product or a prototype, with working drawings, a list of materials and an order of working.

Testing and evaluation checks the made product against the specification, by testing it in use and by gathering opinions from the people it is for. The results lead to modifications.

Why the process is not linear

Evaluation of an early idea may show that the research missed something, so the designer returns to research. A mock-up made during development may show that the specification asked for something impossible, so the specification is changed. Manufacture can reveal that a joint is too hard to cut, which sends the designer back to the design. The process is therefore a loop with many shortcuts back, and a designer expects to go round some parts of it several times.

Ergonomics and aesthetics

Ergonomics is the study of how people fit and use products: the sizes of the human body, the force a person can apply, the reach and posture involved, and the comfort and safety of use. A kettle handle sized for an average hand, a chair back that supports the spine and a control placed where a thumb falls naturally are all ergonomic decisions. Poor ergonomics shows as discomfort, strain, mistakes or accidents.

Aesthetics is how a product looks, feels, sounds and sometimes smells, and how it appeals to the senses. It includes shape, colour, texture, finish and proportion. Aesthetics influences whether people want a product, and it may be tied to a brand's identity.

Analysing an existing product means asking how each feature affects both. A knurled or rubber-coated grip is chosen for ergonomic reasons (it stops the hand slipping) but also changes the look. A bright colour on a fire extinguisher is aesthetic and also a safety decision, because the product has to be found quickly.

Methods of communication

Designers use different ways of communicating depending on who the audience is and what stage the work has reached.

MethodWhat it isUsed for
Freehand sketchingQuick drawing by hand without instruments, with notes addedRecording and developing early ideas cheaply, thinking through problems
Presentational drawingsFinished drawings in three dimensions, usually coloured, shaded or renderedShowing a client or user what the final design would look like
Working drawingsAccurate drawings in several views with dimensions, scale, materials and tolerancesInstructing a maker how to manufacture each part
Mood boardsA collage of images, colours, textures and materialsSetting a style or theme and showing the taste of the target market
Physical mock-ups and modelsThree-dimensional versions made in card, foam, clay or similarChecking size, shape, proportion and how a product feels in the hand
CAD virtual modellingA three-dimensional model built on screenViewing from any angle, changing sizes quickly, testing fit and producing drawings or files for machines

Freehand sketching needs little equipment, and thick and thin lines, shading and annotation turn a sketch into a record of why a choice was made. Presentational drawings trade speed for impact, so they are saved for ideas that have already been chosen. Working drawings follow drawing conventions so that anyone reading them gets the same dimensions, which is why they are drawn to a stated scale, show hidden detail and name the material.

A mock-up is the cheapest way of finding out whether a handle is too small or a case is too bulky, because it is quicker to rebuild in card than in metal. A computer model goes further, since the same file can be rendered as a realistic picture, tested against other parts in an assembly and sent to a CNC machine.

Mood boards do not describe a product's construction at all. They communicate feeling, which is why they come near the start, when a designer is settling on colours, materials and style for a particular group of customers.

追加またはダウンロードすると、さらに46件あります。

レビュー

文章でのレビューはまだありません。このノートを自分のノートに追加して、最初のレビューを投稿できます。