Gadgets and Games: Design and Engineering for STEM
By Chris Oxlade
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About this ebook
Chris Oxlade
Chris Oxlade is an experienced author of educational books for children. He has written more than two hundred books on science, technology, sports, and hobbies, including many activity and project books. He lives in England.
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Gadgets and Games - Chris Oxlade
CONTENTS
Cover
Title Page
Gadgets, Games, and Life Cycles
What Is the Need?
Gadget Design
Prototypes and Testing
Production
Marketing
Product Maintenance
End of Life
Timeline
Glossary
Find Out More
Index
Copyright
Back Cover
GADGETS, GAMES, AND LIFE CYCLES
Gadgets are part of our everyday lives. The most popular gadgets include cell phones, smartphones (such as the iPhone and Blackberry phones), MP3 players, tablets (for example, the iPad), and e-book readers (such as the Kindle). In this book, we also look at video game consoles, such as the Xbox and PlayStation. Have you ever wondered how these gadgets are made?
All gadgets are made up of hardware (their physical parts) and software. A gadget needs software called an operating system (such as iOS) that controls the parts of the gadget itself. It also needs programs or applications (apps
for short), which make it do different jobs, such as e-mailing and browsing the Internet. Games for computers, video game consoles, tablets, and smartphones are applications.
Gadget life cycles
All gadgets have life cycles. The cycle begins with the initial idea for the gadget and ends when it is no longer used. In between these come designing, making prototypes, manufacturing, marketing and selling, maintaining, and finally reusing, recycling, or disposing. The life cycle of some gadgets, such as smartphones, is very short—it might be just a couple of years. This is because many people replace their phones every year or so.
LIFE CYCLE PEOPLE
Many people are involved in the life cycle of a gadget. They include designers and engineers, as well as the people who assemble and sell the product. Designers and engineers work on the design, prototyping, and manufacturing parts of a product life cycle, which is called the engineering life cycle.
Designers and engineers often invent new technologies, which are then used in gadgets. They also improve technology that already exists, to make gadgets better or cheaper. You can find out more about careers in engineering and design on pages 54-55.
CONTRAST THE PAST
The smartphones, video game consoles, MP3 players, and tablets we have today are very different from the first electronic gadgets. This is evidence for how quickly technology has changed. The first hand-held cell phones appeared in the 1970s. They were the size of a brick, and almost as heavy! They also only made phone calls.
Modern smartphones are really compact computers, with the power that desktop personal computers had just a decade ago. Miniaturization (see page 17) of electronics has been one factor in this change. The first computer game consoles also appeared in the 1970s. They allowed you to play very simple, two-dimensional (2-D) tennis games. Modern consoles have enormous power by comparison, with the ability to display incredibly detailed three-dimensional (3-D) graphics.
Important terms
There are many terms and concepts that are used in the world of design, engineering, and technology. They are also referred to as we look at the life cycle of gadgets and games. Knowing these terms and concepts will help you to understand all product life cycles, not just those of gadgets and games. The terms are summarized here so you can refer back to them when you need to.
Product life cycle
A product life cycle refers to the series of events