INTELLECTUAL PROPERTY results from the application of someone's mind/ intellect to create something
new/ original.
•
Patent: a right granted for any
device, substance, method of process that is
new, inventive and useful; Gives the owner exclusive rights to commercially exploit the invention for the life of the patent
•
Trade mark: way of
identifying a unique product or service; used to
differentiate goods and services of one trade from those of another
example
Coca Cola name, shade of red, font, pod shape of bottle
•
Copy right protection: protects the original expression of ideas
NOT THE IDEA THEMSELVES; free and automatic in Australia
example
Books, films, music, programs
•
Design Registration: protects designs which have an industrial/ commercial use. Design refers to the features of
shape, configuration, pattern or ornamentation which gives a product a unique appearance, and must be:
◦
NEW: it must
not be identical to any design disclosed.
◦
DISTINCTIVE: it must
not be substantially similar in overall impression to any design previously published.
example
looks and shape/style of original Apple Ipod in comparison to the newer generations or other brand of ipods such as Samsung (a unique design can differentiate one product from a range of others)
INNOVATION uses an existing material/ technology in a new way
or is an improvement to an existing design through the use of new materials/ technology.
an
ENTREPRENEUR is responsible for the overall management:
•Ensures a design/ innovation is successfully
manufactured and
marketed (i.e sales and services) by
•Ensures availability of resources
•Raising financial backing
•Protecting intellectual property
•Distribution and transport
SUSTAINABLE DESIGN PRACTICE is designing in such a way as to
preserve our non-renewable resources;
reduces consumption of energy, raw materials and resources as well as
minimising environmental impact at the end of the product's life cycle.
LIFE CYCLE ASSESSMENT is a
tool used by designers to
assess the environmental impact of their design throughout
all stages of a design; cradle to cradle or cradle to grave.
Process
Gathering raw materials --> Process raw materials --> Product manufacture --> Packaging and transport --> Product use ---> End of life disposal (recycle or landfill)
FACTORS THAT AFFECT DESIGN- Appropriateness of design solution
- Needs
- Function
- Aesthetics
- Finance
- Ergonomics
- Work, health and safety
- Quality
- Long and Short Term Environmental Consequences
- Obsolescence
- Life Cycle Assessment
My Personal Mnemonic To Help Me Remember These Factors!
I used to play a lot of League of Legends and I was just studying one day and found that reading the first letter of each of these factors backwards provided a real perfect mnemonic - from then on I never forgot any of these
Mnemonic:
League Of Legends Q W E Flash Away Full N ASo the logic behind this is that I open referencing the game LoL, then in the game a player basically spams their abilities (QWE) and proceeds to flash back, if you play any game that has a competitive scene, you'll know that 'Full NA' generally refers to a really crazy/ bad play and in my mind this person is basically just spamming their spells and abilities so it's full NA Other factors to consider: Social, Global, Political, Economical, Environmental, Ethical, Historical, Cultural, Legal, Marketing Strategies, Timing, Available and Emerging Technologies.