Circular Design Practices - the practice of creating durable, reusable, repairable, and recyclable products that generate zero waste to support a circular economy.
Annotations - a short note or explanation added next to a text or image
Consumption - to use, consume, destroy or decay
Contemporary
Context
Cost Effective - producing good results without costing a lot of money. This does not always mean that something is cheap, it could be an efficient use of materials.
Covergent Thinking - analytical, critical, reflective and comparative. IT seeks to summarise, categorise and synthesise information in logical and efficient ways in order to clarify, reframe or resolve problems.
Design Brief
Design Concepts
Design Critique
Design Ideas
Design Pitch
Design Process - is tailored to each individual problem and follws the Double Diamond model. DISCOVER > DEFINE > DEVELOP > DELIVER.
Design Solutions
Design Thinking - describes the cognitive processes, strategies and routines used by designers when developing solutions to problems. Original ideas are assessed for their usefulness and effectiveness at meeting stakeholder needs. Can be divergent or convergent.
Divergent Thinking - open-minded, curious and imaginative. It suspends judgement, focusing instead on the multiple ways a problem might be solved in unusual, creative or unexpected ways.
Drawing - can consist of development, documentation or presentation drawings.
Drawing Conventions - the rules and standards that are establish to the ensure the clarity and correctness of drawings.
Factors that Influence Design - economic, technological, cultural, environmental and social
Fields of Design Practice - Messages, Objects, Environments and Interactive Experiences
Historical
Human-Centred Design - looks at the habits, experiences and mindsets of individuals and groups. This allows designers to reveal important insights about the problem at hand.
Ideation - the creative process of generating, developing and communicating new ideas.
Intellectual Property - general term used for property generated through intellectual or creative activity. This includes patents and trademarks as well as unregistered rights.
Mass Production - the production of large quantities of a standardized article by an automated mechanical process
Materials - the surfaces or substrates on or from which designs are made.
Material Waste
Media - the manual (eg. pencil, ink, markers, paint, analogue film) or digital (software, apps, online platforms) applications used to visually communicate ideas.
Methods - refer to the manual or digital processes used to evolve design ideas, concepts and solutions.
Prototyping - the first example of something, such as a machine or other industrial product, from which all later forms are developed
Purposes
Rendering
Stakeholders - individuals, groups or organisations involved in a design project, that have an interest in the process or outcome. This could inclue the client, audience/user, specialists, suppliers, project teams, managers, sponsors, subcontractors or employees.
Sustainability
Users
Typography
Visual Language - a system of communication where ideas and information are conveyed to audiences through visual means. This can be used to resolve problems and influence how people interact with places, systems or things.
Visual Communication Practices - used to communicate meaning and influence behaviours. Drawings, mock-ups models and prototypes are used to develop design ideas, concepts and solutions.
Design Roles, Fields, and Specialists