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
- 01 Classify materials into major families
- 02 Compare mechanical, thermal and surface properties
- 03 Match a material to a function and process
- 04 Weigh cost, availability and environmental impact
- 05 Specify materials clearly in a brief
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.
- Families share structure and typical behaviour
- Metals, polymers, ceramics, woods, textiles and composites differ
- Families narrow choices quickly
- Handle samples to learn what tables cannot teach
- 01 Object audit 25 min
Choose ten objects on your desk and classify their materials by family.
- 02 Sample box 45 min
Assemble a small sample box with one example from each family and write a note on each.
Family Chart
ReferenceCreate a one page visual chart of the material families with typical properties, common uses and an everyday example of each.
- book Materials and Design
- book Materials for Design
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.
- Strength, stiffness, toughness and hardness are different properties
- Fatigue is failure under repeated load
- Describe the real use: load, repetition and temperature
- Know the vocabulary to brief engineers well
- 01 Bend test 20 min
Test three strips of different materials by gentle bending and describe stiffness and recovery.
- 02 Failure story 30 min
Find a product failure and identify which property was likely the issue.
Property Brief
AnalysisChoose a product and write a brief of the mechanical demands it places on its materials, using the vocabulary from this module.
- book Materials Selection in Mechanical Design
- book Structures: Or Why Things Don't Fall Down
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.
- Finish changes appearance, touch and ageing
- Thermal conductivity explains why metal feels cool
- Choose finish for function and maintenance as well as looks
- Evaluate finishes at real size and in real light
- 01 Finish ranking 25 min
Rank five finish samples for grip, warmth and perceived quality and compare with a colleague.
- 02 Wear watch 20 min
Observe a heavily used object and note how its finish has aged.
Finish Study
ReferenceDocument five finishes on one material with photos, touch notes and suggested uses and cautions.
- book Materials and Design
- book Sensory Design
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.
- Each material suits certain processes
- Process shapes form and cost, especially volume versus tooling
- Choose material and process together from the start
- Talk to makers early
- 01 Process match 30 min
For five everyday products, identify the likely material and process.
- 02 Maker questions 20 min
Write ten questions you would ask a manufacturer before finalising a design.
Make It Possible
AnalysisTake a concept drawing and revise it so that it is feasible for a named process, listing each change and why.
- book Product Design and Manufacture
- book Manufacturing Processes for Design Professionals
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.
- Cost, supply and impact are design inputs
- Raw material price differs from total cost to make
- Consider the whole life: sourcing, use, repair and end of life
- Scrutinise sustainability claims
- 01 Cost breakdown 30 min
Estimate the material, process and assembly costs of a simple product.
- 02 Claim check 25 min
Pick a product with an environmental claim and list what evidence would support it.
Life Cycle Note
AnalysisChoose a product and write a one page note on its materials across sourcing, use, repair and end of life, with two improvements.
- book Cradle to Cradle
- book Materials and Sustainable Development
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.
- A specification must be precise enough to make and check
- Physical samples reduce risk and should be judged in real conditions
- Maintain a material library with notes
- Use approval samples and keep them
- 01 Write a spec 30 min
Write a specification for a simple part with grade, finish, colour and tolerances.
- 02 Sample record 20 min
Create a record card for three samples with supplier, cost and notes.
Material Specification Pack
DeliverableProduce a specification and sample plan for a small product, including approval steps and a record of samples.
- book Materials for Design
- book The Material of Invention