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Core Topic 3 Modelling 3.1 Conceptual modelling Essential idea -A conceptual model originates in the mind and its primary purpese is to cutline the principles, processes and basic functions of @ design or system. Nature of design - Designers use conceptual modelling to assist their understanding by simulating the Subject matter they represent. Designers should consider systems,services end products in relation to ‘what they should do, how they should behave, what they look like and whether they will be understood by the users inthe manner intended The role of conceptual modelling in design Models are representations of reality. Crath testing can be ccerried cut safely using different designs end materials Dangerous procedures can be simulates safely Modeling is tie working through of idees or hypothesis by Using sketching techniques to draw graphical models or manipulating materials to construct physical models ‘These can be made for all sorts of applications and purposes. Itmay be to show a proposed building design in its surroundings, or to show the form of a product for ergonomic considerations, or maybe to adel a mechanism hefare manufacture. Madals can be made cut of a veriety of materiels. Fopular choices are balsa, card, foam, clay, acrylic, fiberboard, Designers use models for particular purposes, 2g designers of prestige cars may use a fullsize clay madel of acar at the final cancer stage of the design process becouse at fullsize it gives @ more realstic view of the intended design and clay allows ‘the thape to be changed eacily. ‘Task- What are some of the advantages and disadvantages of models to the designer and their clients? 3.2 Graphical models Essential idea - Graphical models are used to communicate design idea: Nature of design - Graphical models can take many forms, but their prime function is always the same— ‘to simplify the data and pracent it in such a way that understanding of what is being presanted aids further development or discussion. Designers utlize grephical modelling as a tool to explore creative solutions and refine ideas from the technically impossible to the technically possible, widening the ‘constraints of what is feasible 2D and 3D graphical models Graphical models are used te communicate to oneself and cthers how a concept will look in terms of form and size. Designers use a range of freehand drawings in the early stages of developing ideas to explore shape end form (30) and corstructional details (20), Perspective, projection and scale drawings Perspective- A 3D drawing that reallstcally represents an object by utilizing foreshortening and vanishing Points {usually imaginary ones). The vanishing points cen vary in number to create different types of drawing, the drawings below chaw ane and twa point perspective drawings Perspective drawings take into account spatial arrangements, for example, foreshortening, while isometric drawings are constructed to set angle. Perspective crawings producea more visually accurate representation ofan obje dare often used 10 convey information to none technical people or to produce dramaticetfects Perspective drawings take into account spatial arrangements, €¢. foreshortening, while isometric ‘rawings are constructed to aset angle (6C" to the horizontal) hey are eesier to construct but can sometimes look distorted particularly on large drawings. Projection ana scale arawings— Taira angie ormogrepnc projections a goo way to snow corstruction Getalls and sizes of 2 concept, usually tere willbe at least 3 views of the conceptin 20 to allow the idea ‘to be seen fram multiple angles Orthographic drawings can also be draivn to scale to help with constuction details. A drawing which is ingicated asa scele of 1:1 would be ful size, 1:2 hal size, 1:3 a third of the size and soon. For particularly small components where detail needs to be seen, the scale can be reversed, 2:1 would be twice the size ‘or example All szes would be added to the drawing as the size they would be in real ife ToP VIEW ) FARSI yee 018 seh ony _/ Re—/ —FRowrview wont vew Seale 1:4 sketching versus formal drawing techniques ‘Sketching, usually freehand, allows the spontaneous representation of ideas on paper without the use of technical ald. Its usually used early in the design process. Annotations explain the thinking behind the visual image represented by the drawing. They allow the designer to communicate and consider the implications ofthe ideas for further development. Designers use a range of freehand drawings in the ‘early stages of developing ideas to explore shape ‘and form (3D) and constructional details (20). Formal drawing techniques using drawing instruments such as set and T squares, (see below) allow the ‘designer a higher degree of accuracy to show drawings such as orthographics. The more structured the ‘drawing, the less spontaneous and (possibly) creative the dravsing willbe, so formal drawing will usually be done when a sketched drawing has been finished and details need added, Part and assembly drawings To further gie detail to concept ideas, an assembly or part drawing may be produced. These drawings 1lso be shown exploded which shons all parts and how they would be assembled together. Task Try to quick freehand sketch an object irom around the room using 2-point perspective, ortnograpnicand assemnyy tesnniques ‘Advantages Disadvantages 2D and 30 Free hand Sketching , perspective Quick visual image to generate and davelop ideas, Used to convey ideas to clients or consumers Explain thinking behind the visual image Promotes creativity Formal drawing (orthographic) Shows in detail sizes of concept Can be used to construct Accurate Different views of object shown that couldn't see from a 30 drawing Assembly drawings Can show how the product is assembled — show how it works 2D and 3D freehand sketching, perspective Cannot manipulate/ handle/ change them Rely on the ability of viewer to interpret the model — not the case with @ physical model Can be difficult to understand by a non-technical audience Formal drawing (orthographic) Time consuming Requires high level of skill Specialist equipment needed Assembly drawings Very difficult to produce, time consuming and therefore expensive 3.3 Physical modelling Essential idea - A physical model s a three-dimensional, tangible representation of design or system Nature of design - Designers use physical models to visualize information about the context that the model represents. It is very common for physical models of large objects to be scaled down and smaller objects scaled up for ease of visualization. The primary goal of physical modelling isto test aspects of a product against user requirements. Thorough testing at the design development stage ensures that an ‘appropriate product is developed. Scale models, aesthet models, mock ups, prototypes and instrumented models ‘Scale model is @ physical representation of an object that maintains relationships between all parts. To be a true scale model al relevant aspects must be accurately modeled, such as material properties, so the scale mode!'s interaction with the outside world is reliably related to the ‘original object's interaction with the real world ‘Aesthetic Model- these are models that look realistic to the product they are trying to represent. They allow the designer use and manufacturer to visualise the design. They are non-working models and show how the object will look Mock-ups -can be a scale or full-size model of ‘an object, used for teaching, demonstration, design evaluation, promotion, and other Purposes. Prototypes- ica model of an object bult ta test concept or process. Aprototype will usualy workas intended ands designed ‘totest and tral a new concept to enhance precision by designers, manufacturers and users. Prowtyping serves to provid= specifications for area, working system rather than a theoretical “Tesk: watch the Below videos 10 see examples of prototypes being tested hntpylwwwv youtube comwatcnev=tigFy1iGZG9 hitp:fwww youtube comwateh?v=UXV1blggt44 Instrumented Models- ars models that simulate the dimensiors, weight proportions and articuaticn of an object, and are usually instrumented to record data atout the dynamic Denavor ofthe procuct. Tis cata can include variables sucn as velocity, force, Bending, folding, or toraue af the product. Think of crash testing aca, instruments wil be place around it ‘toassess the impact and forces apoied during a crash. Other exaingles may be aircraft in @ wind tunnel whieh cen measure ‘Advantages Disadvantages Consumers can See the shape, proportions and colour of the product easily e.g, car at a car show Real visual image Easily understood by a non-technical audience Can handle physical models which is good for user trails/ market research when considering ergonomic aspects of a design can be assessed e.g clay models Used to communicate with different audiences, consumers who are not technically minded and professionals e.g. manufacturers. ‘With prototypes can consider design considerations before going to production which means the green aspect of the product could be improved (physically testing t) Time consuming to produce High level of skill to produce them Need resources - machinery and equipment Consumption of raw materials , energy, and disposal is not very good for the environment Good physical models are expensive to produce Not very flexible when they are made Scale models can generate unwanted errors through scaling e.g.a bridge, tests could be incorrect

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