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ILLUSTRATED GLOSSARY OF DESIGN VOCABULARY:


THINK LAB :

  1. Perception: It is the subjective interpretation of any type of stimuli (sight, earing, taste etc.).

  2. Scale: Refers to the size of a particular object.

  3. Context: Refers to the background, environment or circumstance that in which specific things exist. Nothing exists in isolation. Everything exist in context to something.

  4. Line: It is a dot moving through space. ( A dot that went out for a walk ).

  5. Perspective: Viewpoint which involves only sight and not other senses. It also does not involve analysing information that is received.

  6. Stakeholders: People, groups or organisations that are being effected or are involved in a particular transaction.

  7. Assumptions: Refers to a pre-existing notion which is not based on any factual/empirical evidence.

  8. Attribute: Refers to the characteristic feature of something.

  9. Slice and Dice: Refers to a technique that can be used to break down a concept or object to smaller parts.

  10. S.C.A.M.P.E.R: S= Substitute, C= Combine, A= Adapt, M= Modify/ Magnify, P= Put to another use, E= Eliminate, R= Reverse/Rearrange.

  11. Inferring: Deduce or conclude something from evidence and reasoning rather than from explicit statements. (Conclusion from evidence + Reasoning)

  12. Trait: Characteristic or a unique feature of someone.

  13. Persona: Refers to the fictional representation of an ideal customer.

(S.C.A.M.P.E.R. , Slice and Dice)

 

M2M :

  1. Sanjhi: It is an Indian technique of paper cutting. It is used to depict tales of Krishna.

  2. Kirigami: It is a technique that originated from Japan which involves both cutting and folding to create patterns.

  3. Orthographic: Presenting a 3d object in 2d manner.

  4. Isometric: A way of presenting an object in a manner where all the sides in the same axis are parallel to each other.

  5. Perforation: Creating holes.

 

EOC :

  1. Primary resources: Direct or first-hand evidence or collection of facts using different tools like interview, observation, discussions etc.

  2. Secondary resources: Indirect collection of evidence or facts through different sources like websites, videos, other researches etc.

  3. Swatches: Sample of colour that are created by mixing different colours of paint.

  4. Mind Map: A diagram that represents information visually.

  5. Inquiry: Formal inquest.

  6. Colour: The property possessed by an object to produce different sensations on the eye as a result of the way it reflects or emits light.

(Mind Map for the colour pink)


EOC-2 :

  1. Confronting: refers to having the belief that your own culture is the right one.

  2. Conform: refers to observing, learning, adapting and trying to fit in a particular society.

  3. Complaining: refers to completely segregate oneself from that particular culture.

  4. 5W1H: The 5 W's here refers to Who, What, Where, Why, When and 1H refers to How. This tool mainly helps during the inquiry process to find the cause-effect relationships and to further expand facts that are collected.

  5. Semi-structure interview: It is an interview method that involves aspects belonging to both structured and unstructured interviews. This method can be used to collect objective data and at the same time also allows the interviewer to add questions spontaneously.

  6. Material culture: Material culture refers to physical objects, resources, rituals that are used in a particular culture.

  7. Non-material culture: Non-material culture refers to the meanings, beliefs etc, associated with the physical object used in a particular culture.

  8. Community: A group of like-minded people with a similar characteristic or interest living together within a larger society. It gives each member an opportunity to connect with people, to reach for ones goals, and to feel safe and secure.

  9. Culture: Encompasses attitudes, customs, norms, beliefs, values, habits, practices of a particular group of people at a particular time and space.

Material culture (Left) , Non-material culture (Right)


DIGITAL LAB :

  1. Analogues colours: Analogues colours refers to the set of colours that lie next to each other in the colour wheel.

  2. Complementary colours: Refers to the set of colour that lie opposite each other in the colour wheel.

  3. Near-complementary colours: Near-complementary colours are very similar to complementary colours but instead of taking the opposite colour, the colour immediately next to the complementary is taken.

  4. Split-complementary colours: The split-complementary colours refers to a colour scheme consisting of three hues where instead of taking the complementary the two colours right beside the complementary is taken.

  5. Triadic colour scheme: Refers to the colour scheme that combines every fourth colour in the colour wheel.

(Analogues colours, complementary colours, near-complementary, split-complementary, triadic colours).

 

FVL :

  1. Tones: Tone refers to how light or dark something is. Tones could refer to black, white and the grey tones between. It could refer to how light or dark a colour appears.

  2. Dots: Dot A dot can be considered the beginning of the elements. A dot marks the beginning and the end of a line.

  3. Texture: It refers to the quality of a surface as perceived directly by touch (tactile texture) or indirectly by the eye (visual texture).

  4. Line: It is a dot moving through space. ( A dot that went out for a walk ).

  5. Line bank: Refers to a collection of a variety of lines that can be kept as a reference for later use.

(Line bank)

FVL-2 :

  1. Contour: The outline or the boundary of a shape or an object.

  2. Observation: The act of closely inspecting or monitoring someone or something.

  3. Monochromatic colours: It is a colour scheme involving the various shades, tints and tones of a single colour.

  4. Hues: Refers to the purest form of colour.

  5. Tints: Refers to adding white to any colour.

  6. Shades: Refers to adding black to any colour.

  7. Tones: Refers to adding grey to a colour.

(Contour of a pomegranate)


 

(SECOND TERM:-)


Journey of an Object:


1. Isometric: A technical drawing where the three sides of the object is visible.

2. Ergonomics: Refers to the study of the interaction, usage, utility, usability etc, between the user and the product. It helps in understanding the performance and the scope of improvement of a particular product.

(Ergonomics study of a sharpener.)


3. Utility: Refers to whether the object performs it's basic function.

4. Usability: Convenience experienced while using the product.

- Safety

- Ease

- Learnability

- Level of Satisfaction

- Efficiency



5. Storage: Places/Locations where the product in stored. Areas of concern.



6. Interaction: Description of the experience with product before starting with the usage of the product.



7. Usage: All aspects/factors/experiences that come under or occur during the usage of that product.



8. User Groups: Refers to groups of people who have similar preferences and interests.

9. Timeline: A chronical arrangements of events in the basis of its occurrence.



(Sharpener timeline:)


10. Form Study: Refers to a type of study done through observation, creating models and drawings etc, to study a particular form.


(Form study of sharpeners:)


 

Creative Expressions:


1. Text: Text refers to the description of what is visible to us.

2. Subtext: Subtext refers to the message being conveyed from the visual.

3. Context: Context refers to the actual function and the environment.

(Text, subtext and context of the painting, The Arnolfini Portrait; Example).


4. Visual Language: Visual language refers to the use of various visual elements and components to communicate.


(Analysis of painting, Examples of visual language:)

 

I2T:


1. Kerf: The powder form of the material that comes out when it is cut using a saw.

(Kerf from PVC pipe.)


2. Tangible: Something that can be touched.

3. Intangible: Something that cannot be touched or grasped. For eg: light, sound, air, emotion. thoughts etc.

(Example:)


4. Iterations: Repetition of a step that involves not complete replication but a slight modification or tweaking of the same.

5. Exploration: Involves entering an unfamiliar space and discovering something new.


(Aluminium pipe, Aluminium wires; Nylon rope, Mount board, Aluminium wires).


6. Investigation: A formal and systemic examination of anything.

7. Juxtaposition: Combining contrasting objects.


(Mount board, aluminium pipe; PVC pipe, Aluminium sheet).


8. Laser Cutting: It is a cutting technique that involves the use of very intense beam of laser for cutting.


(Final laser-cut model)


9. Hacksaw: A type of saw used to cut metal.



10. Half-cut: Using slits to connect two pieces together without the requirement of adhesive.


(Examples of half-cuts:)


11. Die-cutting: A cutting technique used in mass production when there is a requirement to cut the same pattern repeatedly.

 

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