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Attract (ACT Model)
Attract refers to how a product catches the user’s attention and creates a strong first impression.
Attract / converse / transact model (ACT)
The ACT Model is a framework used to design products that intentionally trigger emotional responses and improve how users relate to and experience a product. It includes three stages: Attract – aesthetics, Converse – interaction, and Transact – function.
Biodegradable Material
A material that breaks down naturally into basic substances through microorganisms, given the right conditions of moisture, oxygen, temperature, and nutrients.
Circular Ecomomy
A circular economy is an economic model where resources are kept in use for as long as possible, extracting maximum value during their life, and then recovering and regenerating products and materials at the end of their life cycle.
Constructive Discontent
A design stimulus triggered by dissatisfaction with a product or process, motivating the designer to rethink, redesign, or solve the problem in a new way.
Converse (ACT Model)
How the user interacts with the product and receives feedback.
Cradle-to-Cradle
A design philosophy that aims to eliminate waste by creating products that are fully reusable or recyclable, so they can be made to be made again.
Cradle-to-Grave
A design philosophy that considers a product’s environmental impact from manufacture to disposal.
Cyclic (Datchefski's Principle)
The product is made from natural or recyclable materials that can be safely returned to the environment or reused in a closed-loop system, without creating waste.
Dematerialisation
The reduction of total material and energy throughput of any product and
service.
Design for Assembly
Designing a product to simplify how parts fit together, including joining components, forming subassemblies, and building the final product efficiently.
Design for Disassembly
Designing a product so it can be easily and cost-effectively taken apart, allowing components to be reused or repaired and materials to be recycled.
Design for Disassembly
Designing a product so it can be easily and cost-effectively taken apart, allowing components to be reused or repaired and materials to be recycled.
Design for Extremes
A design approach that ensures products work well for users at the 2.5th and 97.5th percentiles, covering the smallest to largest range of users.
Design for Manufacture (DfM)
A design approach where products are created for optimal use of existing manufacturing capabilities, improving efficiency and ease of production.
Design for Process
Designing a product specifically to suit a particular manufacturing method, such as injection moulding, to ensure efficient and cost-effective production.
Efficient (Datchefski's Principle)
The product is designed to use minimal energy and materials during production and use, aiming for a significant improvement in efficiency (e.g. by a factor of 4 or more).
Four-Pleasure Framework
A model that encourages designers to create for pleasure and emotional impact. It identifies four types of pleasure: socio-pleasure, physio-pleasure, psycho-pleasure, ideo-pleasure.
Functional Obsolescence
Functional obsolescence occurs when a product wears out or breaks down over time and can no longer perform its original function. This can happen if replacement parts or essential services are no longer available, making the product unusable even if it's physically intact.
Ideo-pleasure
Pleasure from personal values, beliefs, or aesthetics. This occurs when a product reflects what the user cares about, such as sustainability, ethical choices, minimalism, or cultural identity.
Inclusive Design
Inclusive design is the practice of designing products, services, environments, and experiences that are accessible and usable by as many people as possible, regardless of age, ability, gender, culture, or other characteristics. It aims to meet diverse needs without requiring adaptation or specialised solutions.
Life-cycle analysis
The evaluation of a product’s environmental impact across five stages: pre-production, production, distribution, use, and disposal.
Linear Economy
An economic model that follows a take-make-dispose approach, leading to
depletion of resources and waste.
Obsolescence
Obsolescence is when a product becomes outdated, unwanted, or no longer functional before the end of its useful life, often by design.