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Year 8 - Design and technology

Anthropometrics

Ergonomic design: accessible controllers

Unit Summary

Pupils will gather and analyse ergonomic and anthropometric data to inform the design of a game controller. Pupils will be introduced to polymer properties and processes. They will develop and apply foam and complex card modelling techniques to manufacture their product.

Lesson Summary

You will learn to define anthropometrics and use its data to inform design.

Key Notes

  • Anthropometrics are the measurements of people. It helps designers create products that fit people properly.
  • Anthropometrics are important to ensure that products are comfortable and easy to use.
  • There are three percentiles to consider when interpreting anthropometric data: the 5th, 50th and 95th percentiles.
  • Inclusive and adjustable designs make sure that as many users as possible can use a product.

Vocabulary To Learn

  • anthropometrics: the measurements of people
  • percentile: one part of a data set after splitting the data set into 100 equal parts
  • inclusive design: making products that as many people as possible can use

Common Mistakes To Avoid

  • Inclusive design only benefits users with a disability.

3 Quick Questions (With Answers)

1. Explain the lesson in two key points.

Anthropometrics are the measurements of people. It helps designers create products that fit people properly. Anthropometrics are important to ensure that products are comfortable and easy to use.

2. What does this key word mean in this lesson? 'anthropometrics'

the measurements of people.

3. Correct this common mistake.

Mistake: Inclusive design only benefits users with a disability. Correction: Inclusive design benefits all users, not just those with disabilities. It aims to create products that as many users as possible can use.

More Lessons In This Unit

Browse all guides in the Year 8 Design and technology guide library.