KS4 Tech

123456789101112131415161718192021222324
Across
  1. 6. Characteristics that refer to the actual matter that forms the material (eg insulation, conductivity, fusibility).
  2. 7. Tessellation of shapes or nets on a material to minimise the amount of waste during manufacture.
  3. 10. A group of people united to meet common social, economic or cultural need through a jointly-owned business.
  4. 11. Technological discoveries used to drive the development of a product.
  5. 14. Moral decisions when designing and manufacturing.
  6. 15. How well a material is converted by heat into a molten or liquid state dependent on its melting point.
  7. 16. Life Cycle Assessment. A technique used to assess the environmental impact of a product at all stages of its manufacture, use and disposal.
  8. 18. The minimum and maximum measurements that can be accepted when manufacturing.
  9. 20. Consideration of the environment and the impact that design can have on it.
  10. 21. How well a product carries out its purpose.
  11. 22. Designdevelopment with the user at the centre of the focus. The designer tries to envisage how the product will actually be used, as opposed to focusing on other areas such as cost.
  12. 24. How long until a product is outdated and no longer used
Down
  1. 1. How a material reacts to external forces.
  2. 2. An early model or sample of a product used to test a concept.
  3. 3. The person/people/audience being designed for and whose needs are being met.
  4. 4. Acronym for the health and Safety at Work Act 1974
  5. 5. Material or source which will one day run out.
  6. 8. Manufacturing method used to produce products in quantity.
  7. 9. The standard shape and size of materials as they are bought.
  8. 12. Graphic symbols or simplistic diagrams used to convey a system (eg an underground map).
  9. 13. Where materials originate (polymers from oil etc) and the raw material that needs to be converted into a workable form.
  10. 17. The use of control systems for operating equipment such as machinery and processes in factories; this reduces human input.
  11. 19. Design methodology based on a cyclical process of analysing, prototyping and testing to refine a product. Each iteration and result starts the process again.
  12. 23. A fixed starting point such as a corner or side of an object.