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6 to 8 hours
HD·F3·01 Basic

Materials & Properties

What a thing is made of decides what it can be.

This course introduces the main material families used in design and the properties that distinguish them. Designers learn to compare strength, weight, finish, cost and sustainability when selecting materials.

LEARNING OUTCOMES

  1. 01 Classify materials into major families
  2. 02 Compare mechanical, thermal and surface properties
  3. 03 Match a material to a function and process
  4. 04 Weigh cost, availability and environmental impact
  5. 05 Specify materials clearly in a brief
01

Material Families

Metals, polymers, ceramics, woods, textiles and composites each behave differently. Knowing the families narrows choices before details are considered.
01 ▶ present

Materials are commonly grouped into families that share structure and behaviour. Metals are strong, conductive and can be formed by many processes. Polymers, or plastics, are light and versatile and range from rigid to elastic. Ceramics and glasses are hard and heat resistant but brittle. Woods and other natural fibres are lightweight and anisotropic, meaning properties differ by direction.

Textiles and papers form another family built from fibres, with properties set by the fibre, the construction and the finish. Composites combine two or more materials, such as glass fibre in resin, to give properties neither has alone. Elastomers, foams and rubber form another useful group.

Knowing the families narrows choices quickly. If a part must be transparent and impact resistant, you look first in the polymers and glasses. If it must conduct heat, you look in the metals. The families give you a map before you consult data.

Learn each family by handling samples. Properties such as weight, warmth to the touch, sound when tapped and how a surface takes light cannot be fully learned from tables.

02

Mechanical Properties

Strength, stiffness, toughness and hardness describe how a material responds to load. Matching them to real use prevents failure.
02 ▶ present

Mechanical properties describe how a material responds to load. Strength is the stress a material can bear before it yields or breaks. Stiffness, measured by elastic modulus, describes resistance to deformation. A stiff material bends little under load while a flexible one bends more.

Toughness describes how much energy a material absorbs before fracture. A tough material resists cracking under impact, while a brittle one shatters. Hardness describes resistance to surface indentation and scratching. Fatigue describes failure after repeated loading, which can occur well below the single load strength.

These properties are independent. A glass is hard and stiff but brittle. A rubber is soft and flexible but can be tough. A material suitable for one need may be wrong for another, so describe the actual use: is the part loaded once or repeatedly, in tension or in bending, at what temperature.

Designers do not need to calculate every case, but should understand the vocabulary so that they can brief engineers well and avoid obvious failures. Ask what happens when the part is dropped, sat on or used a thousand times.

03

Surface, Texture and Finish

Finish determines touch, appearance and wear. A material can look right and still feel wrong without the correct surface treatment.
03 ▶ present

Finish determines how a product feels in the hand and how it ages. Two parts of the same material can feel and look completely different with a different surface treatment. Polished, brushed, bead blasted and textured metal each read differently, as do gloss, satin and matt plastics.

Touch matters as much as appearance. Warmth, grip, softness and sound are all part of the sensory experience. A material with high thermal conductivity such as metal feels cool, while wood and polymers feel warmer. This is a property of how heat leaves your skin, not of temperature.

Finish also relates to function and maintenance. A glossy surface shows fingerprints and scratches. A textured surface hides wear and improves grip. Coatings such as anodising, powder coat, lacquer or plating add protection and colour but have their own limits and costs.

Evaluate finishes in the real size, light and context. A small swatch can look very different from a large surface under shop lighting. Ask for samples on the actual material and process.

04

Material and Process Together

Each material suits certain processes and not others. Choosing both together avoids designs that cannot be made affordably.
04 ▶ present

Every material suits certain processes and not others. Metals may be cast, forged, machined, bent or welded. Thermoplastics can be injection moulded, extruded or vacuum formed. Wood can be cut, joined, laminated and steam bent. Ceramics are formed and then fired.

Process determines form. Injection moulding allows complex shapes with uniform walls but needs expensive tooling, so it suits high volumes. Machining allows tight tolerances with no tooling but wastes material and takes time per part. Casting sits between these with its own constraints on draft and thickness.

Choose material and process together from the start. A design drawn without regard to process may be impossible or costly to make. Features such as undercuts, thin walls and sharp internal corners cause problems in many processes.

Talk to makers early. A short conversation with a toolmaker, machinist or craftsperson often saves weeks and reveals opportunities that the drawing did not consider.

05

Cost, Sourcing and Sustainability

Price, supply and end-of-life impact are design inputs. Considering them early gives better outcomes than a late audit.
05 ▶ present

Cost, supply and environmental impact are design inputs, not afterthoughts. The price of a material depends on volume, availability, processing and location. A cheap raw material can be expensive to process, and an expensive one can reduce total cost by simplifying manufacture.

Sourcing includes who can supply, how reliably, with what minimum quantity and what lead time. Supply disruption or a single supplier can put a product at risk. For craft and small batch work, local availability often shapes the design.

Sustainability considers the whole life of a material: extraction, processing, use, repair and end of life. Useful questions include whether the material can be recycled in practice, whether mixed materials can be separated, and whether the product will last. Claims such as eco friendly deserve scrutiny, since impacts differ by measure.

Design choices that extend life, allow repair and use fewer material types often have the largest effect. Consider these early, when they are cheap to include.

06

Specifying and Sampling Materials

Written specifications and physical samples reduce misunderstanding. Always evaluate a sample under the real conditions of use.
06 ▶ present

A specification turns a material choice into something others can make and check. It names the material grade, finish, colour, tolerances and any standards, with enough detail to avoid misunderstanding. Vague descriptions such as grey plastic lead to surprises.

Physical samples reduce risk. Request samples in the actual material and finish, from the real supplier where possible. Compare them in the real light, against neighbouring parts, and handle them as a user would.

Keep a material library. Collect samples with notes on supplier, cost, properties and what worked or failed. Over time this becomes a practical resource more useful than any catalogue.

Define approval steps. A pre production sample, signed off against the specification, protects both designer and manufacturer. Record the approved sample and keep it for later comparison.