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2018 | Buch

Advances in Ergonomics in Design

Proceedings of the AHFE 2017 International Conference on Ergonomics in Design, July 17−21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA

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Über dieses Buch

This book provides readers with a timely snapshot of ergonomics research and methods applied to the design, development and prototyping – as well as the evaluation, training and manufacturing – of products, systems and services. Combining theoretical contributions, case studies, and reports on technical interventions, it covers a wide range of topics in ergonomic design including: ecological design; educational and game design; cultural and ethical aspects in design; user research and human–computer interaction in design; as well as design for accessibility and extreme environments, and many others. The book places special emphasis on new technologies such as virtual reality, state-of-the-art methodologies in information design, and human–computer interfaces. Based on the AHFE 2017 International Conference on Ergonomics in Design, held on July 17–21, 2017, in Los Angeles, California, USA, the book offers a timely guide for both researchers and design practitioners, including industrial designers, human–computer interaction and user experience researchers, production engineers and applied psychologists.

Inhaltsverzeichnis

Frontmatter

Virtual Reality Challenges in Design

Frontmatter
A Preventive Ergonomic Approach Based on Virtual and Immersive Reality

The introduction of new information and communication technologies (ICT) in factory environment is leading the world of manufacturing industry to a change. Indeed, we talk about Industry 4.0, the fourth industrial revolution, that facilitates the vision of a Smart Factory in which systems become cyber-physical, interact between themselves, monitor and validate physical processes, creating a virtual copy of the physical world and making decisions based on complex numerical analysis. Virtualization and simulation of production processes generate several benefits, in terms of costs and time, optimizing the assembly line design and studying human-machine interaction. Regarding the last topic, this paper proposes an innovative method for ergonomic analysis of workplaces on automotive assembly lines in a virtual environment. The method can represent an innovation for human-centered design of workplace in developing new products, reducing costs and improving job quality thanks to a preventive ergonomic approach.

Francesco Caputo, Alessandro Greco, Egidio D‘Amato, Immacolata Notaro, Stefania Spada
Improving the Design of Virtual Reality Devices Applying an Ergonomics Guideline

A methodology with the objective of evaluating the aesthetics and ergonomics of virtual reality glasses is presented. Many developers apply best practices taking into account hardware features, physiological considerations and interactive patterns that provide a safe and comfortable user experience. Usually, the user tests a virtual reality application in laboratory conditions. In this work, authors are paying attention to the first time that a user tries virtual reality glasses. In this initial phase, it is necessary to analyse the first impression considering the comfort of glasses on the face and head of the user. Using ergonomics principles, this work shows the creation of heuristics inside a guideline with the aim of improving the design of low-cost virtual reality glasses.

Catalina Mariani, Pere Ponsa
Virtual Reality Self Induced Cybersickness: An Exploratory Study

Virtual reality (VR) has been used successfully in several studies, namely in the area of safety warnings design. However, regarding cybersickness, this technology it is not innocuous. We report results concerning cybersickness related with awareness of the secondary effects of VR before doing an experiment. Two groups of participant were found. A group that read the consent form (CF) with attention and a group that did not pay attention to the CF and just signed it. The consent contained information about the experiment and also an alert on the secondary effects of VR. In the VR experiment, participants were asked to accomplish a task in a virtual environment (VE) related with other study. Findings suggest that for those who read the consent form carefully, thus, were more aware about VR side effects, there were more symptoms of cybersickness and more withdraws. These reported results rise some practical and also ethical issues related with VR experiments that are discussed in this paper.

Ana Almeida, Francisco Rebelo, Paulo Noriega, Elisângela Vilar
Comparing Three Stimulus Presentation Types in a Virtual Reality Experiment to Human Wayfinding Behavior During Emergency Situation

Understanding and predicting people’s displacement movement is particularly important for professionals involved in planning complex buildings (e.g., hospitals, convention centers, subway stations and university campus). An interesting approach to consider when studying human wayfinding behavior within buildings, namely considering the detection of visual stimuli, is the use of psychophysics methods. This paper aims to discuss the use of stimulus presentation comparing three methodological approaches. Three types of stimulus presentation with an increasing increment of visual information and interaction were considered: (i) constant stimuli method with fixed images, (ii) constant stimuli method with movies, and (iii) virtual reality simulation of a real environment. For this, the results of three studies were analyzed in order to verify the existence of agreement between users’ route-choices. Findings suggest, as expected, that increasing the visual information and interaction level also increase the results dispersion.

Elisângela Vilar, Francisco Rebelo, Paulo Noriega
Methods and Procedures to Usability Testing in Virtual Reality Systems

The development of devices and applications based on Virtual Reality (VR), with inviting and affordable prices, is increasingly attractive to consumers eager for novelty. Even with all the sophistication, the design and development of these technologies have the challenge of proposing devices and apps that could be used by any kind of user. So that, this context makes it necessary to investigate the usability of these technologies as well as the ergonomic constraints and risks inherent in both the physical devices and the characteristics of the virtual environment adopted by the user. During the usability test, both verbal and nonverbal behaviours can be observed. In such situations, the methods and procedures adopted will require the ergonomist to use specialized equipment for the recording and/or monitoring of this information. These, in turn, provide support for ergonomic recommendations, suggestions for improvement and even for product/system redesign.

Ana Carol Pontes de França, J. Pereira Neto, Marcelo Márcio Soares
Review of Virtual Reality Technology: An Ergonomic Approach and Current Challenges

Virtual Reality (VR) technology utilizes computer graphics to create a realistic world, in a synthetic environment which responds to the users’ actions. Although transfigured, the flesh and blood user, metaphorized in the virtual environment, coordinates his/her own actions through various devices. Converting physical body movements by sensory channels (visual, auditory, tactile, kinesthetic, proprioceptive) in order the user feel as if he/she was physically present in the simulated environment. This feature, in turn, allows the user to read the context, interpret the situation and make decisions to solve problems in the physical world. As a consequence, evaluators can observe the efforts to popularize this technology in order to produce physical devices and virtual environments more ergonomically adapted, avoiding dangers, and with affordable costs. In this context, the design and development of VR products and systems still faces challenges that in some extent interfere with the quality of the user experience. That said, the present study aims to discuss VR technologies and its challenges from an ergonomic perspective, aiming to improve the quality of user experience.

Ana Carol Pontes de França, Marcelo Márcio Soares
Shape Analysis of Pottery Using Elliptic Fourier Descriptor and 3D Scanning

A method based on elliptic Fourier descriptor (EFD) is used for the classification of pottery ware. Traditionally, the contour lines used in elliptic Fourier descriptor is measured in 2D image. In this article, we took the pottery from Tianma-Qucun Burial site as an example, introduced a new method for obtaining data using three-dimensional scanning technology and computer programming. Compared with the traditional extraction method, this method can improve measurement speed and accuracy. The extracted data are used to classify the pottery ware by elliptic Fourier descriptor, which is different from the methods used in traditional archaeology. It provides a new tool to illustrate the relationship between objects.

Jin Wang, Wei Qian, Haixiao Liu
Evaluation of the Relationship Between Virtual Environments and Emotions

This study describes the emotional responses to the use of virtual reality (VR) environments. Namely the relation between different environments and axial emotional dimensions: valence, arousal and dominance. To better understand this relation, were also evaluated presence, concentration, relaxation. We evaluated the experience of 146 participants in three virtual environments: Helix® (a roller coaster experience); Yana® (a beach sunset/sunrise experience); Surge® (an abstract environment transformation experience). Helix® proved to be a facilitator of presence and arousal. Surge® results are like the Helix® except that levels of relaxation are lower. Yana® is a facilitator of dominance but levels of arousal and presence was the lowest of the three. The presence was positively related with arousal. Relaxation had a negative relation with arousal and presence. The emotional appraisals were different for each environment. These results are useful in developing virtual environments to model emotional experience.

Tiago Oliveira, Paulo Noriega, Francisco Rebelo, Regina Heidrich
Simulation as a Pedagogical Strategy in Product Design

Although there are several implementations and ways of carrying out a simulation, this text will emphasize on the usage of this tool within the product design and development environment. While this topic is generally performed in the testing phases, it’s important to encourage simulations in order to fully assimilate design issues and the features of the User - Object - Context system since the early stages of development. All this process is done to avoid errors in the way a designer interprets the information found in literature as inputs or design guideline [1–6]. Based on this approach, the Ergonomics Research Line of the Industrial Design Faculty of the Universidad Pontificia Bolivariana, propose the development of the research Project, whose general objective is to develop a system of elements that allow the designer to simulate functional states of users with particular physical characteristics. in this case the user of the elderly was approached as the theme of the project.

Johana Ruíz Hoyos, Gustavo Sevilla
Eye Tracking-Based Reverse Inference Approach for Design of Restaurant Information Display

This paper develops an eye tracking-based reverse inference approach to find possible solutions for effective information display design in restaurant contexts. In the approach developed, the “reverse inference” in which eye tracking data are interpreted based on a pre-determined analysis framework, is emphasized. A series of observations were conducted in which customers’ eye movement data and their behavior while staying at a Japanese UDON restaurant named Hanamaru Udon were recorded in real working conditions. The recorded data include typical procedures at a restaurant such as entering, ordering, paying and eating). Based on the data, preliminary analysis in which the developed approach is adopted are carried out. In this paper, we present some of analysis results obtained from our on-going data analysis.

Hirotaka Aoki, Satoshi Suzuki
Evaluation of a Virtual Environment Prototype for Studies on the Effectiveness of Technology-Based Safety Signs

This pilot study aimed to evaluate the viability of using a Virtual Environment (VE) prototype for conducting research regarding technology-based safety signs, i.e., Augmented Reality (AR) warnings. Using a complex work-related context (comprised of two hazardous situations with distinct salience levels) and a sample of 12 workers (27–60 years), the study’s objectives were to assess: the AR safety signs’ effectiveness in enhancing hazard-risk behaviors and promoting behavioral compliance; as well as the participants’ overall user experience. To undergo such an evaluation, the following issues were addressed: simulator sickness; level of presence; hazard and safety sign perception; and overall usability. Results reveal that: the AR warnings were effective in identifying hazards and in prompting compliant behaviors; and despite slight simulator sickness, participants were highly engaged, as well as adequately perceived both hazards and warnings. Thus, the VE prototype proved to be adequate for safety sign research regarding AR warnings.

Lara Reis de Amaral, Emília Duarte, Francisco Rebelo

Product Design and Human Work Interactions

Frontmatter
Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews

Applications helping us to maintain the focus on work are called “Zenware” (from concentration and Zen). While form factors, use cases and functionality vary, all these applications have a common goal: creating uninterrupted, focused attention on the task at hand. The rise of such tools exemplifies the users’ desire to control their attention within the context of omnipresent distraction. In expert interviews we investigate approaches in the context of attention-management at the workplace of knowledge workers. To gain a broad understanding, we use judgement sampling in interviews with experts from several disciplines. We especially explore how focus and flow can be stimulated. Our contribution has four components: a brief overview on the state of the art (1), a presentation of the results (2), strategies for coping with digital distractions and design guidelines for future Zenware (3) and an outlook on the overall potential in digital work environments (4).

Damian Gerbaulet, Oliver Korn
Human Work Interaction Design: Beyond Human Factors

Human work analysis is traditionally focused on user goals, user requirements, task and procedures, human factors, cognitive and physical processes, and contexts (organizational, social, cultural). In this paper, we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the Applied Human Factors and Ergonomics (AHFE) audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. Secondly, it aims to develop a new and harmonized interdisciplinary framework for trans-mediated and smart workplaces that addresses the core challenge: how do you take a balanced and holistic design approach to improve the work experience in the organization? It aims to engage with and learn from partners’ research in different work domains when identifying key attributes in the effective trans-mediation of pervasive and smart technologies from one work domain to another. This paper also focuses on answering this question to support professionals, academia, national labs, and industry engaged in human work analysis and interaction design for the work place. Conversely, tools, procedures, and professional competences for designing human-centered technologies for pervasive and smart workplaces.

Arminda Lopes, Pedro Campos, Barbara Rita Barricelli
Effect of Driving Context on Design Dialogue

The automotive sector is currently undergoing dramatic technological and sociological advances which challenge the traditional design process, and which appear to require a more intimate understanding of owner needs and desires. The use of a real-time communication link between designers and the people who are in the automobiles could become a key component of an innovative automobile design process. The research described here consisted of an investigation of the influence of driving context (country road, motorway or city road) on the real-time verbal exchange between a driver and a designer who asked questions about the automobile and driving experience. Twenty university students and staff were recruited for the tests. A psychologically optimized question set was prepared, and was deployed with each participant as the individual drove the simulator on the target road. The research confirmed the dependency on the driving context of both the quantity of exchanged words and their semiotic content.

Luca Giuliano, Claudio Germak, Joseph Giacomin
Should Tractors’ Ergonomic Evaluation Index System in Different Life Cycle Stage be Different? A Delphi Survey Conducted in China

In each life cycle stage of tractors, there are many differences in market circumstances, core technologies, user needs, operating requirements et al. Companies must develop different marketing and business strategies to be competitive in different life cycle stages, so do the strategies of ergonomic design and evaluation. In this paper, we proposed 3 hypotheses of tractors dynamic ergonomic evaluation and attempted to prove them in Delphi surveys. By analyzing the survey results made from 15 experts, full score ratio, mean and coefficient of variation were used to select the highly recommended indicators in each stage. At last, 3 different ergonomic evaluation index systems of each life cycle stage were established by Brainstorming and Delphi methods. The 3 different index systems showed that tractors dynamic ergonomic evaluation index system could be established by the method proposed in this study, and there should be some differences in tractors life cycle ergonomic evaluation strategies. The 3 index systems added with optional indicators for specific requirement can be applied to design, evaluate and optimize tractors in different life cycle stages.

Bianbian Qiu, Jiping Zhou, Zaixiang Zheng, Hui Shen
Ergonomics Evaluation of a Manual Braking System for Skateboards

In late decades’ skateboarding, has moved from garages and skate parks to city parks and lanes. It has extended from entertainment into a type of transportation. The skateboard permits the youngster to get extraordinary velocities, frequently in abundance of 20 miles for each hour, yet takes into consideration just restricted directional control. To date, no successful braking gadget has been devised. This study is a comparison between a traditional skateboard and remodeled skateboard with a braking system. Result showed a significant effect of brakes on the users’ performance. The research should give a different perception to safety and performance of skateboarders.

Uzairulhassan Syed, Manoj Patil, Yueqing Li, Brian Craig
The Effect of Ergonomics to Improve the Convenience of the Consumer Packaging of Edible Oil Industry

Various packaging system are used by edible oil industry. It is observed that consumer’s preference are least considered in such packaging. There are several convenient system are available to improve the ergonomic aspect for packaging of edible oil. This ergonomic aspect like handle, cap opening/closing, holding pattern during pouring and carrying etc. With proper consumer inputs and ergonomic principles, design research designers have developed edible oil jars in an attempt to make more Convenience to the consumers which can provide better maneuverability during use. This paper aims to display package design where principles of ergonomics were considered.

Rahul Tirpude, Tanweer Alam, N. C. Saha
Juice Packaging Design: Effects of Transparency on Consumers’ Perception Leading Toward Purchase Preference for Packaged Juice

Packaging plays a fundamental role on consumer’s intention to purchase as it may be the first contact between the consumer and the product. The product packaging has a crucial role to attract consumer, force them to choose the product and act as a brand communication vehicle. The point of focus is how the elements of the package design affect consumer’s perceptions about products and brand. In this study, to understand the effect of transparency on consumers’ pre-purchase preference of juice packaging, the participants are asked to assess three designs against a 5-point Likert scale. The findings suggest that transparency has significant effect on the pre-purchase preference of consumers from the perspective of juice packaging. Longitudinal transparency is more preferable against multiple transparency scattered evenly on the packaging.

Swati Pal, Shivani Holkar, Abhishek Yevalkar, Amrita Bhattacharjee

Interaction and Interface Design

Frontmatter
Techniques for Managing Stale Mission Information Through Card-Based User Interfaces

Pilots often build off prior mission data when planning new missions to save time as some elements will stay consistent across missions. However, when using prior mission data, there is a risk with using old or stale data for data that rarely changes, such as weather data. This places the onus on pilots to recognize and correct outdated information. To address this challenge, methods are needed that (1) reveal stale information so the pilot can take appropriate action to update it; and (2) enable awareness of data time-sensitivity and expiration. This paper describes the design of visual methods to address this issue within a card-based user interface (UI) mission planning workspace. Specifically, this paper describes implicit and explicit methods for indicating staleness and time-sensitivity within and across card UIs. These methods will reduce error and improve efficiency in mission planning.

Erika von Kelsch, Stephanie Kane, Chris Muller
The Effect of Font Type on Character Legibility for Different Age Groups

The readability of 8 popular English fonts and 9 Chinese font types were studied in this study. The reaction time (RT/ms) and the legibility correctness (RC/%) were recorded in the experiment while the information transmission rate (ITR for short) were calculated from RT and RC. Two aged groups of subjects participated in the experiment, and it was found that the font recognition task performance of the youth group was better than that of the middle aged group. The legibility of sans serif English font was better than the serifs. However, the effect of sans serif fonts could not be found with the Chinese characters. At last, bold art font was the most difficult for reading and should be avoided for important information display interfaces. The results of our study could give some suggestions to the design of human machine interfaces.

Yunqian Zhao, Li Ding, Linghua Ran, Yan Li
A Story of Misencounters: Graphic Design and the Production of Digital Interaction

Graphic designers have built their practice and history long before the emergence of computer technology. When graphic designers encountered the computer, they extracted benefits of a recent tool with predictive advantages for their working process, largely influencing visual communication. Meanwhile, a great number of interaction features were developed for digital artifacts, which constituted a landmark for computer technologies and became the basis for even greater enhancements in following decades. However, production of digital interaction and printed matter never came to cross each other directly, leaving graphic design without opportunity to enthusiast people’s participation and further improve possible uses. By tracing some historic moments and their contribution, we are able to better understand how graphic design is lacking a dynamic approach, when dealing with printed matter, and how we can also realize possible relations to improve its practice.

Marco Neves
The Influence of Different Style of Icons on Users’ Visual Search in Touch Screen Interface

Touch screen interface design directly affects user’s understanding and operation to interface. In human-computer interaction, users find the target icon by visual searching, so visual search is the most important process. There are many kinds of interface style in modern interface design. This paper take four different icon styles as research object: such as line style, Metro style, flat style and skeuomorphism style. By the eye movement experiment about visual research, we arrival at conclusions as follows: In visual search tasks, there is different efficiency in different icon styles; Users have the highest search efficiency in abstract icons such as line style icons and Metro style icons, second in flat icons, and the lowest in skeuomorphism icons. Finally we can conclude differences in visual search. Using the users’ visual search habits as interface design accordance, can improve user experience of human-machine interaction.

Tianyang Xi, Xiaoli Wu
Ergonomics and Warning Design: Standardization of Graphical Symbols for Safety Signs

The International Organization for Standardization (ISO), possess a Technical Committee (ISO TC 145) which addresses the issues of standardization in the field of graphical symbols, establishing principles for preparation, coordination and application of graphical symbols. The Technical Committee, is divided by standardization of public information symbols (Subcommittee SC1), safety identification, signs, shapes, symbols and colors (SC2) and Graphical symbols for use on equipment (SC3). The Technical Committee also has a working group for testing the usability of graphical symbols. From the vast work of standardization, the TC 145 has developed various standards relating to graphic symbols, addressing issues as vast as design principles for safety signs and safety markings, for product safety labels, and graphical symbols for use in safety signs. The committee also has developed requirements for creation and design of public information symbols, has developed and normalized public information, registered symbols for use on equipment, water safety signs and beach safety flags and still safety colors and safety signs, Safety way guidance systems, among other topics. It is therefore important in this context to understand the triadic relationship between the design, standardization and the decoding of messages by users, relating the process of graphic conception of graphical symbols for safety signs, the standardization programs and the usability of graphical symbols.

João Neves, Fernando Moreira da Silva, Daniel Raposo, José Silva
Effect of Smartphone Use on Upper Extremity and Neck

Smartphones nowadays are very popular and does most of the work from sending emails to attending meetings. However, Smartphone over-use has been studied from years now and there are many proven problems such as neck pain, back pain, headache, arm or wrist pain, psychological discomfort, etc. In this study, effect of screen sizes, task type and one/two hand on user muscle activities was investigated while users perform various tasks on Smartphone. Electromyography was used to assess muscle activities. Results showed that screen size and one/two handed use had significant main effects on users’ muscle activity. Significant interaction effect was also found. For example, significantly less muscle activities were observed in hands while texting with two hands compared to one-hand. Gaming with two hands led to higher muscle activities on large screen Smartphone than small screen. The research could help users to choose more appropriate smart phones and develop a better usage habit.

Saishyam Akurke, Yueqing Li, Brian Craig
An Elastic Interface for Artistic Composition and Performance

We present an elastic interface designed to capture coarse and continuous movements that are characteristics of artistic, creative and performance processes. We tested our prototype and compared its performance with other two more traditional interfaces. Experimental results show that our interface is outperformed in simple tasks. However, for more complex scenarios, its performance is similar to the other interfaces both in response time and in precision error. The results suggest that our prototype is suitable for artistic composition and performance.

Carlos Arce-Lopera, Juan Salamanca, Daniel Gomez

Methodological Issues in Design

Frontmatter
Improving HMIs of Vehicle Exterior Design Using Adaptive Structures and Systems

In future engineering design, adaptive structures and systems will play an important role since current passive structures are optimal for only a small range of users. As anthropometric dimensions are taken into consideration when designing a vehicle’s interior, it is also necessary to consider ergonomic features in exterior design. Hence this study identifies and demonstrates potential for enhancement regarding the human-machine interface of a vehicle’s exterior design. This results in the definition of ergonomic exterior parameters and sectors to design a human-machine interface fitting for every user. This will be achieved by adapting the identified parameters to the operating user.

Andrea Hein, Elena Patzer, Thomas Maier
Co-designing an Arthritis Nurse-Call Device, with Lead Aged-Care Users

Human-centred design is an approach to product development, that aims to make products usable by focusing on users and their needs, by applying human factors/ergonomics, and usability knowledge and techniques. Co-design is a method of working with users over the duration of the design process, to ensure there is an optimised fit between the user and an appropriate technology. However user centered design practices typically require considerable amounts of time. This paper describes how, under the right circumstances, co-design can be an effective product development strategy, even within restrictive time and resource constraints. A project to design and develop a nurse-call pendant (button) to meet the specific needs of residential aged-care was conducted using co-design strategies. The strategies employed were effective and vital to the success of the outcome, although the activities were highly constrained by time and available resources. This paper will explain how the co-design process was implemented and why it was successful under these circumstances.

Alexander Walker, Peter Schumacher
Ergonomic/Human Factors in the Design Process: Methodological Tool for Context Characterization and Analysis of Accessibility

In the course of Ergonomics and Design 2 of the Faculty of Industrial Design, the relationship between Ergonomics/Human Factors and the Design process is methodologically established. The corresponding criteria of each discipline for each stage and how they should be developed in a parallel and complimentary manner is stated, especially since the beginning of the configuration process of the objects/products [1]. Strategies are developed pedagogically for the development of skills related with the comprehension of the characteristics, needs, and requirements associated with the usage context, where the user unwinds the activity and the product in terms of security. The proposed pedagogical tool or workshop is based on the search, analysis, and systematization of data related to the activity environment of the project, and to the Architectural barriers. Besides being developed and implemented in classrooms, it allows to recognize and characterize the requirements associated with the context, and its interaction with different elements of the ergonomic system (User-Product-Context) [2].

Gustavo Sevilla, J. Hoyos Ruíz, Luz M. Sáenz
The Role of Human Factors in Surface Design

We live on an era of awareness where the uneducated end-user from the past, gives place to an informed and demanding consumer in the present, who seeks for a product that meets the ever-changing needs of his day-to-day life. If yesterday we were slaves to the dictatorship created by international fashion brands, today we seek to break free from the fashion cycle that enslaves us with its impositions of time and contemporaneity. The fashion system is failing. Fashion trends are weakened with the constant flow of information powered by the internet. Consumers can now define their personal styles, creating their own “micro-trends”. With this resurgence of clothes, concepts like uniqueness and quality will arise, reviving the cult of exclusive garments. Customization of fashion products emerges as a way to reinforce self-identity, allowing the end-user to control in a more intrinsic way the image he shares to the world. This article aims to identify the potentialities of customized surface design in the fashion industry, trying to understand the strategies to use in the management of human factors in user-based designs. This study is part of a Ph.D. investigation on the role of textile surfaces in fashion.

Maria João Pereira Neto, Gianni Montagna, Luís Santos
Information Characteristics in the Operation of a Healthcare Service from the Staff Perspective

Healthcare services are different to others services due to the multiple interactions between patients, staff and administrative staff. A significant aspect of healthcare sector is the relevance of information. This organization element allows a suitable interaction. The aim of this paper was to identify information characteristics and their influence on the healthcare service operation at a specialist hospital in Mexico from the staff perspective.The study included interviews with staff members and the review of official documents that define the service characteristics. A thematic analysis permitted identifying the steps of the healthcare service and the touch-points where the information management was not satisfactory and generates some problems for the service operation. The results of this study could help in designing a more usable and effective service.

Zuli T. Galindo-Estupiñan, Carlos Aceves-Gonzalez, Genaro Ortiz, John Rey-Galindo, Mario Mireles-Ramirez
User-Centered Design and Theory of Innovation: Problem Solving Integration Approach for Ergonomic Product Design

To increase user satisfaction index and achieve rapid innovation in new ergonomic product development, a multidisciplinary model integrating method of User-Centered Design (UCD) and theory of innovation problem solving (TRIZ) eight evolutionary patterns for ergonomic product innovative design in the early design stages was proposed. The integrated model and the approach procedures consists three steps. In step 1, three ergonomic needs dimensions integrated with UCD are utilized for identifying thorough user needs (UNs). And 5-point liner numeric rating scale is used for establish the relative importance of UNs. The internal consistency reliability of UNs is tested with Cronbach’s coefficient alpha statistic. Then the final UNs is established as well as the UNs priority. In step 2, the Eight Patterns of Evolution of the TRIZ are selected to generate design idea, with the UNs priority. In step 3, innovative design alternative is generated by using design idea together with the ergonomic design principles. Finally, a case study of the electric moxibustion device innovative design is conducted to demonstrate the feasibility of the proposed model and approach.

Fanglan Zhang, Sharon Joines
A Quick Method to Extract Earphone-Related Ear Dimensions Using Two-Dimensional (2D) Image

Earphones and ear-related products are broadly used in daily life. The dimension of the earphone affects the fit of the products and further influences the comforts of users. Several studies were conducted to measure and to describe the morphology of the ear. However, the gauges and definitions of key dimensions varied across different studies and the measurements were not practical for ear-related products design. In this paper, we proposed a quick method to extract an earphone-related ear dimensions using two-dimensional (2D) image of the ear. In total, six dimensions would be calculated, including ear height, ear width, ear length, the height of cavum conchae, the width of cavum conchae, and earlobe height. The quick method to extract ear dimension is a practical way for determining the size system of earphone during product design.

Liang Ma, Liuxing Tsao, Chen Yu, Wei Zhou
Evaluation of Macroergonomic Methods for the Application of Organization Analyzes in Startups

Startups are scalable, repeatable and innovative companies operating in an uncertain and temporary environment, that need to accomplish maximum efficiency. Under this context, the organizational analysis through macroergonomics is interesting because this approach refers to restructuring of the organization, so that increased safety, comfort, system efficiency and quality of life are achieved. The purpose of this article is to provide for an analysis of Macroergonomic Methods in order to determine whether it is possible to apply them to the organizational analysis of startups. This study was performed based on pertinent theoretical concepts. Then, the methods were presented, but only those specifically developed for macroergonomics were analyzed, which refers to eight methods. As a result, only the methods called HITOP Analysis and Macroergonomic Analysis of Structure were deemed applicable to startups, and we found that methods called Macroergonomic Analysis and Macroergonomic Design and Analysis may be applicable, provided that duly adjusted.

Luiza Debastiani Silva, Elton Moura Nickel, Flávio Anthero Nunes Vianna dos Santos
Design Strategies for Inclusive Environments

Design valences can contribute on promoting inclusive environments, especially for elderly people, in the deconstruction of the built environment, through inclusive design and user-centred design, in promoting more senses oriented solutions. Elderly increasing numbers worldwide represent reinforced attentions. There is no specific model for answering to all needs and cases. Each case is a case. So, new approaches and studies need to be raised for responding to this challenge in order to promote inclusivity, that is to say places to be used by all. The integration of design strategies and studies can raise new approaches, a more conscientious view of this latent problem and deliver new visions and concepts, along with an understanding of elderly difficulties and aging impairments. The environment is to what we give meaning, by defining our sensed world. This meaning is how we create our own world.

Miguel de Aboim Borges, Fernando Moreira da Silva
Biomimicry as Metodological Tool for Technical Emancipation of Peripheral Countries

The classical methods of design, based on linear sequences, logic, rigid and vertical, analogous to the exact sciences, aimed to justify and establish the traditional models of disseminated industrial production through technological hegemony of the central countries. This led to a special kind of development, it has proven unsustainable, because it imposes the logic of the market of production and consumption of their goods. Although this experience has provided a technology that meets the objectives for which it is applied, it does not meet the essential requirements set out in current methodologies, guided by the systematic and interdisciplinary approach. This paper presents the Natural Mimesis (Biomimicry) as a methodological alternative in the reform of the Common Development Model, orienting it towards the systemic sustainability and the generation of own technologies. From the critical review of the model conducted by the Center countries, proposes to reform its concepts and paradigms in the elaboration of specific technologies for the reality of the Peripheral countries aiming their technological emancipation. The use of natural mimesis is strategic for Innovation and perceived, in this context, as a cutting-edge alternative in the structuration of new model. Biomimicry is based on the principles of sustainability, economy and excellence of nature, from its forms and functions, to the systemic processes. Its application in projects allows to emulate the natural way of to produce and integrate it with the artificial, guiding the Design according to sustainable models as a fundamental principle. The biomimetic approach promotes a new way of to conceive the artificial and therefore, to provide the autonomy and the technological independence of the developing countries from their ideological bases.

Justino Barbosa, Amilton Arruda, Theska Laila, Edna Moura
The Constructive Advantages of Buckminster Fuller’s Geodesic Domes and Their Relationship to the Built Environment Ergonomics

This article aims to make better known the advantages of geodesic domes, also highlighting ergonomic aspects of the built environment, such as thermal comfort, light and acoustic, accessibility and environmental perception of these structures; according to information provided by the Buckminster Fuller Institute and research and analysis done by companies specialized in this type of construction due to the spherical configuration, they accumulate innumerable advantages for the geometry, such as: structural strength, resistance, lightness, concentration of light and heat Improved airflow and ventilation in the interior, self-supporting cover, acoustic quality, modularity, more uniform temperature, aerodynamic design, material and energy saving, wide variety of materials available for construction, ease and quick assembly; some of which are directly related to the ergonomics of the built environment. Thus, there is a great potential and even adaptation of these structures to new uses, especially considering a scenario of more sustainable constructions.

Theska Laila, Amilton Arruda, Justino Barbosa, Edna Moura

Prospective Ergonomics

Frontmatter
Potentialities of a Face Reading Tool to a Digital Game Evaluation and Development: A Preliminary Study

Nowadays, the face reading technology could be a good solution to evaluate digital games or to be integrated in a user centered design process. The big advantages of this technology is the possibility to get direct measures in non-intrusive way, don’t require a special computer and use a normal camera. In the literature, most studies use this technology in the context of neuromarketing, few studies use it in the context of gamming. In this context, this paper presents an exploratory study to analyse the potentialities of a face-reading tool to measure the emotional reactions, when the user plays a digital game. The aspects evaluated were the sensitivity of the tool at the different moments of the game, and to identification of usability problems. Our results show that the tool was effective in the evaluation of these aspects, allowing the identification of moments of the game where it is necessary to increase or not the emotions and develop a other studies to improve the usability problems.

Yanick Trindade, Francisco Rebelo, Paulo Noriega
The Importance of Physical Elements and Their Influences on Users’ Concentration of Academic Library

This study aims to investigate the user’s perception of importance of physical elements to usage and design at academic library. Besides, the relationship between the user’s perception and their concentration ability was also studied. The questionnaire and visual test were adapted in this research. There are 180 participants from six different Universities in the North of Taiwan. To collect the data, the questionnaire method and Visual test Toulouse- Pieron were employed. The results shows that in the user’s perception, the auditory elements (silence, sound, noise) and air elements (air quality, temperature, smell) were the most important physical elements for the usage and design of the academic library. Visual elements (light quality, visual comfort) also played a key role in usage and design. Finally, the physical elements in the visual groups had more considerable relationship with the concentration index compare to the others physical elements groups.

Thao-Hien Dang, Wenzhi Chen
Aerial Surveillance: A Theoretical Comparison Study on Remote Controlled Aircrafts

The present paper evaluates different aeronautical characteristics from three general types of airplanes: tailless – also known as “flying wings”, conventional high wing aircraft and high aspect ratio aircrafts – powered gliders for their use on a small area survey – less than 10 km radius, and then proposes a comparison of flight performance and ease of transportation from home base to the study site. At first, the three-theoretical aircraft will be analyzed and compared. Actual regulations won’t be discussed as they constantly change from country to country and doesn’t affect any of the studied parameters. Then intangible characteristics such as ease of transportation and deployment were discussed.

Wilian Daniel Henriques do Amaral, Guilherme Valle Loures Brandão, Jose Alberto Barroso Castañon
How Design the Future Hydrogen Users’ Needs? A Contribution of Prospective Ergonomics

The energetic transition will be a major challenge in the next years. Today, we must imagine future needs and uses of alternative energy such as hydrogen. For this, we need to define and design innovative services which will satisfy future expectations of future users. But how can we evaluate and design products and services when they do not yet exist? In this case, it is hard to animate focus groups of users, impossible to analyze the usages, complicate to understand user’s opinions… To deal with these questions, it is necessary to introduce prospective and creativity in the ergonomics approaches, so-called prospective ergonomics. Our project and the first results obtained show how different “actors of hydrogen” imagine the future uses of this energy from different points of view. We chose to organize three staff of professionals (production, transport and energy distribution) and we made a lexical analysis of their conversations. We present in this communication the process of lexical analysis and main results obtained. We explain, how we created 4 fictitious users called “Personas”. The main role of these personas is to facilitate ideation in order to allow the hydrogen professionals to design new products and innovative services.

Robin Vivian, Eric Brangier, Corinne Bornet
Color in Glossolalia: White in Western Culture

The aim of this article is to discuss some aspects that deal with color in Western culture. The word WHITE circulates in common discourse, sometimes as a noun, sometimes as an adjective, and sometimes in idiomatic expressions. Given the vastness of contexts in which it is used and circulates, I will focus on the meanings of color in artefacts that are part of Western material culture, as it is impossible to remove from them the symbolic force that results from their being WHITE.

Leonor Ferrão
Dream and Reality in the Film Storytelling and Their Boundaries: Viewer Inner Self Centered Cognitive and Ergonomic Consciousness

What is the foundation or notion that participates in our discernment capacity between reality and dream-illusion-hallucination? How to handle percepts and events refused to accept or understand from us as belonging to reality? How are we aware and understands the features and concepts of different worlds and their meanings?In a Film, the viewer is immersed in the plot, characters’ inner lives and their feelings and in the fictional world they live on. The viewer must decide about what is shown to him: are characters experiencing reality, “dream time”, “mind time” or it is an “character’s out of world reality” experience?Different Films do convey all range of different times, concepts and realities - and their boundaries - that coexist in a same film fiction, plot and telling. Some of these paradigmatic films, will be picked and analyzed, being a tool and case study for this reflection.

Carlos Figueiredo, Inês Coimbra
Inspædia Report: An Inspired Research Itinerary

This article summarizes the essentials of the design research path that led to the collaborative and interactive intelligence platform Inspædia. Firstly, it discusses the concepts and contexts that favor innovation to understand the importance of entrepreneurship, exploring successful business models and identifying trends and patterns of excellence; some inspirational riffs to inspire other organizational contexts are selected; there is a review of authors who have emphasized the importance of designing and developing user-oriented business models – or rather, producers that are at the same time consumers (prosumers), connected by collaborative intelligence networks; creative and collaborative cognition in design is explored by presenting some strategies to activate divergent thinking, and the conceptual model of Inspædia is described. Secondly, the article contextualizes and describes the research journey to redefine and simplify the conceptual model to bring the online platform to life. Finally, the results obtained and the feedback given by some inspædiers are presented.

Paulo Maldonado, José Pinto Duarte, António Câmara, Nuno Correia, Leonor Ferrão, Pablo Ermida
White Space in Editorial Design

This reflection on white space in editorial design is due to the fact that we consider this aspect of particular importance and we think that it is often forgotten and treated as an acquired fact. We consider white space as one of the primordial elements of design, insofar as it is through contrast that perception becomes possible, and if there is printed matter, there will always have to be corresponding white. We characterize the white space, according to the formal configuration and the function, and we try to understand it through the brief analysis of three works by Sebastião Rodrigues, an important Portuguese designer. We reinforce the need of white space, in the accelerated and hyper-populated society we live in, as a means of achieving silence and emptiness.

Elisabete Rolo
Strategic Design: Enhancing Experiences and Developing Local Products

The contemporary world, marked by competitiveness, demands that companies and managers are increasingly able to understand the market and offer products and services that not only meet the needs, but also try to exceed expectations. In this context, emerges the idea that companies should design not only goods, but Product-Service Systems, which encompass, in addition to offers, communication, people and their experiences. In order to better shape the offerings, deliver value to the public and generate a sustainable development for the entire productive chain, Strategic Design and Branding emerge as theories with great potential, which present themselves as projetual and management approaches, respectively, capable of identifying and seizing opportunities. This paper intends to reflect on how Strategic Design and Branding have the potential to develop and promote solutions that enhance and value the user’s experience through a well-made product that brings recognition and revenue to its place of origin.

Pablo Bezerra, Amilton Arruda, Theska Laila, Isabela Moroni
Inspædia: Changing the Landscape of Cultural Reflection and Influence Through User Experience Design

This article presents and encourages use of Inspædia, the online platform for inspiring collaborative and interactive intelligence. Inspædia’s launch will take place in Los Angeles and will have the 8th AHFE as its backdrop. GET INSPIRED is the provocative and motivational call to action that appears when inspædiers (collaborative visual storytellers) access the online platform at www.inspaedia.com. This is the possible future that inspædiers, when using the platform, feed with new content, new relationships between content, collections of favorite things and navigation trails, helping to collaboratively generate (individual and collective) inspiration, as well as enriching new knowledge by proactively contributing to “BEING innovation”.

Paulo Maldonado, Leonor Ferrão, Pablo Ermida
How the Design Processes Add Innovative Capacity in Startup Companies

In recent years, innovation has been an important word in the business world, but in the universe of companies known as startups, innovation is a primary condition. Young entrepreneurs want their small businesses to win scale and agility in the consumer market with its creative and disruptive ideas. However, because they are different companies than traditional business, these small company need management models that understand their singularities and allow the establishment of a reality consistent with their limited resources, to continue innovative and competitive in Brazil, whose mortality rate is still high. From these reasons, this paper analyzed the four stages of the Porto Digital incubation process to explore the methodologies used by the cluster about design management, whose processes stimulate the development of innovative capacity of these youth organizations to implement an approach the strategy management of design, as a project and collaboratively as part of the identification of innovation opportunities in the current environment where startups are work in. Therefore, through a literature review using the latest lines of research that address design management, strategic design and innovation, as well as documentary research about the Porto Digital incubation process, the results show that design management area yet it is little explored, even in an environment conducive to fostering innovation and the efforts has a concentration on the stages of incubation processes aimed at product development, to the detriment to other business functions.

Isabela Moroni, Amilton Arruda, Pablo Bezerra, Theska Laila

Assistive Technology I

Frontmatter
Optimization and Ergonomics of Novel Modular Wheelchair Design

The Manual Wheelchair (MW) is an important device which provides technical assistance to people affected by mobility impairments. This mode of displacement is neither natural nor easy and the environments, whether natural or built, can present various obstacles, which will restrict mobility and the social participation of MW users. Users complete autonomy depends on their capacity to cope with the many obstacles of their daily life, such as pavements or unleveled grounds. Ever since its invention the MW as an economical mobility solution, it has gone through many improvements, yet its technological innovation slowed down during the recent years. In this study, we present a novel design of MW. Its conception includes innovative kinematics with genuine lifting and folding systems. A lever system mounted on hubless-wheels is dedicated to the propulsion mechanism. The objective of this new concept is the optimization of MW mechanism to be more user friendly and to take into account the ergonomics considerations in an attempt to improve the user’s daily life.

Nadir Skendraoui, Fabien Bogard, Sébastien Murer, Tareq Ahram, Redha Taiar
Industrial Manufacturing Workstations Suitability for People with Disabilities: The Perception of Workers

The inclusion processes of people with disabilities in industrial production lines are being carried out. Thereby, getting to know the current workstations is important for planning, designing and developing new assistive technology products. Thus, this paper presents an analysis study of industrial manufacturing workstations based on the perception of workers without disabilities. For this, it relies on a survey with a questionnaire given to 222 workers from different processing industries. Analyzes are presented and interpreted in sets. It establishes that the inclusion processes are happening, but still in a superficial way. There is an inclusion gap directly related to the needs for modification and, in reality, favoring the inclusion of workers with milder disabilities.

Edson S. M. Teixeira, Maria Lucia L. R. Okimoto
External Breast Prostheses: Brazilian Performance Parameters

Mastectomies are known since 1861 and since then women all around the world try to replace the volume of their breast, when it’s completely removed due to breast cancer treatment. From the Brazilian perspective, as a country that doesn’t cover the expenses of external breast prostheses, some parameters emerge by the manufacture of breast prostheses such as: weight, shape, volume, materials and colors. These are the most important features in the prostheses found in the Brazilian market and this paper discusses prosthesis properties, parameters and the notice that external breast prosthesis are not compensated in Brazil.

Lucia Regina Branco, José Aguiomar Foggiatto
Design Management Contributions in the Diagnosis of a Psychiatric Hospital in Brazil: Identifying Opportunities in Assistive Technology

The purpose of this research was to diagnose opportunities for the development of ATs in a psychiatric hospital located in southern Brazil, using as a basis design management. The first part of the research was theoretical, based on the literature review of the central themes; and the second part is characterized as applied research, through on-site surveys and a diagnosis of the psychiatric hospital, considering a systematic approach, resulting in the identification of opportunities for design in Assistive Technology. In conclusion, regarding the hospital diagnosis it was possible to understand the functioning of the system with its internal and external actors, and the sectors that presented the greatest opportunities for the use of design in Assistive Technology, which were: (1) the Rehabilitation Sector; (2) Occupational Therapy, (3) Psychology; (4) Pharmacy; (5) Nursing, among other opportunities identified in the field of Assistive Technology.

Giselle Schmidt A. Merino, Renata Hinnig, Arina Blum, Susana Domenech, Eugenio A. D. Merino
Design and Development of a Bionic Hand Prosthesis

It is known that a problem to amputees who lost a hand by accident or some type of illness, is the high cost yet little functionality of common hand prostheses. Often commercial prostheses are better, but not largely accessible. Nevertheless, we have recently observed a great number of hand prostheses pitched by open source projects. Despite, these prostheses are generally inaccurate and non-ergonomic to perform natural prehensions. In this study, we present the development of a hand prosthesis where geometric configuration was obtained from a scanned human hand. This procedure resulted in real dimensions and good proportions between fingers, palm and dorsum for the prosthesis. The grasps are performed by one servomotor to flex the fingers using cables and a pulley. The electromechanical system uses low cost components and can be controlled by the user’s voice. This achieved a functionality increase and better prehension effectiveness, as a consequence of anatomical form of the prosthesis. Due to the prototyping by material extrusion technology, a significant reduction in weight and construction costs was obtained.

Marcelo H. Stoppa, Guilherme F. Neto, Stéfany M. Rezende, José A. Foggiatto
Design of Assistive Devices and Occupational Therapy: Case Study in a Brazilian Psychatric Hospital

The aim of this article is to demonstrate the contribution of the design of assistive devices (AD) to Occupational Therapy (OT) in a Brazilian Psychiatric Hospital. Initially, some aspects about the development of AD to the OT, using user-centred design (UCD) approaches are summarized. Methodologically, the GODP was used as UCD methodology on the development of 4 cases, involving 3 patients and 1 employee of the Psychiatric Hospital, which was: two devices for carpets manufacturing, redesign of one loom and a device to facilitate the cutting rag activity. In conclusion, it’s possible to affirm that the methodological process was effective in surveying, organizing and analyzing project data that, due to the contextual complexity of the users, increased the project activity challenge. The products developed are in use and the occupational therapists reported the improvement of the therapeutic process and consequent increase engagement of the patients in the accomplishment of the activities.

Giselle S. A. D. Merino, Rosimeri F. Pichler, Susana Domenech, Zelita Rech, Eugenio A. D. Merino
Requirements’ Literature Review for the Development of Furniture for People with Motor Impairments

This paper aims to identify requirements for the development of school furniture for students with motor impairments. In order to ensure access for People with physical disabilities or reduced mobility to school, it is necessary to go beyond the architectural adaptations, providing resources adapted for the effective participation of them. Therefore to achieve the goal a literature review was developed. The requirements identified to guide the development of school furniture for students with motor impairments were: (a) Student’s best comfort; (b) Easy assembly, adjustment and use; (c) Use conditions and maintenance resistance; (d) Adjustability of desk for wheelchair users; (e) Adjustability of chair for users with motor impairments; (f) Emotional aspects of users; (g) Safety; (h) Easy hygienization and disinfection; (i) Reduced maintenance (specific technical care is not need). It should be noted that there are few research to development of school furniture designed specifically for people with motor impairments.

Raffaela Leane Zenni Tanure, Maria Lúcia Leite Ribeiro Okimoto
Implementation of Integrated Instrumentation in Assistive Technology

There are few studies that use integrated evaluation instruments for the design, preparation and adaptation of orthoses that reflect very specifically the physical conditions of the patients. Therefore, the present study aimed the application of integrated instrumentation for the development of assistive technology products for patients of the Psychiatry Institute of Santa Catarina (IPq-SC). As instruments we used infrared thermography, surface electromyography, manual dynamometry and motion capture by inertial sensors, along with a collection protocol established by the team through observation and audiovisual recordings of the activities. As a result, we obtained data suitable for the diagnosis of the physical condition of the patient, requiring some adjustments into the collection process in order to respect the physical and cognitive limitations of the patients. In addition, the collection and the use of data should take into account the appropriate instruments of analysis and the factors that may influence the results.

Eugenio Merino, Giuliano Mannrich, Bruno Guimarães, Giselle Speck, Diego Matos, Susana Domenech, Giselle Merino
Research and Development of Pedagogical Objects to Support Inclusive Education

In Brazil there is a legal framework that guides the action of professionals in the area of education regarding intervention for children with disabilities. The main one in this set refers to the demand for the “Inclusive School” environment, which refers to the enrolment of children with disabilities in regular education settings. According to this policy, professionals in the fields of education and health seek the mechanisms to best serve students with disabilities in public educational institutions. These professionals develop research projects in partnership with Universities and Research Institutes. This article reports the results of a sequence of projects that culminated in the development of pedagogical objects to support the learning process of students with autism or intellectual disability. These objects have been developed in collaboration with professionals of the areas of industrial and graphical design and also ergonomics and usability.

Janete Cícero, Saul Mizrahi, Gil Brito, Felipe Sampaio, Gabriel Ferreira
Modularity and Variety in the Customization of Functional Clothes for People with Disabilities

The people with disabilities have sought for functional clothes that act as a piece of assistive technology, helping them to have autonomy when dressing. Some companies that sell functional clothes are inserted within the system of Mass Customization, and can be classified in six types: Totally custom, Co-design, Design options with standardized sizes, Design Customization, Personalization, and Fit Customization. Modularity and variety of choice that the costumers have regarding the design and fit of the pieces define these types. This research presents the analysis of twenty eight companies that sell functional clothing for people with disabilities, considering the Levels of Modularity and variety offered in the design and fit of the pieces. It also inserts each company analyzed in the Matrix of Modularity of Levels of Modularity/Variety in Design and Fit Mass Customization. Results reveal that modularity is more present than variety, whether for design or for fit of the clothes.

Bruna Brogin, Maria Lúcia Ribeiro Okimoto, Carlo Martino
Use Perception Analysis in Custom Made Footwear for People with Physical Disability

People with hemiparesis (partial paralysis in one side of the body) present alteration in their corporal balance and foot deformity, reinforcing the need for more ergonomically adequate shoes to promote safety and comfort. The objective/purpose of this research was developed a customized shoe and evaluate the perception of functional and emotional aspects regarding the developed footwear and the ones available in the market. For such research, a sandal respecting anatomic, anthropometric, and biomechanics aspects was made. A semantic differential scale was used to evaluate the perceptions after six months of use of the customized footwear. The results showed that the participant reported have more positive sensations using the customized footwear both in functional and emotional aspects reinforcing that the footwear are powerful prosthetics tools increasing symbolic values in our bodies, and thicken individual or collective identities.

Rosangela Monteiro dos Santos, Flavio Cardoso Ventura, Francienne Hernandes, Ademir Marques Junior, João Eduardo Guarnetti, Luís Carlos Paschoarelli
Usability Evaluation of Mining Machinery Interface Based on Eye Movement Experiment

The paper focuses on the usability of coal machinery interface by means of eye tracking methods to build the machinery interface assessment model based on eye movement experiment. The roof bolter has been compared with two different types based on eye movement usability tests. The results are specific as follows: ① the eye movement usability index and evaluation model are designed. Heat map is used to represent complete effect and eye movement usability index and information processing efficiency are used to represent efficiency, whereas pupil size is used to represent physical satisfaction; ② to combine with the practical situation of mining machinery, the usability factors model of mining machinery interface has been built. Thereby, the design principle of mining machinery interface is summarized. Therefore, this paper preliminarily discusses the correlation between the interface usability dimensionality and eye movement index and builds the eye movement usability evaluation model which could provide the research method so as to evaluate the machinery interface base on eye movement technology.

Hongxia Li, Shuicheng Tian, Fang Li, Yixin Huang
Clarifying the Concept of Corporate Identity: From a Collective Vision to Cultural Interface

This study aims to explain the understanding that has been made about Corporate Identity, because it’s common to find divergent views about it. Our purpose is to provide knowledge about Corporate Identity, often mistaken with other related concepts. The paper is based on literature reviews, establishing an analysis of developments on this specific topic over time. It highlights and discusses important points previously reported in the literature. The novelty of this type of paper consists in the relation established between different views and by its conclusions concerning to definitions. The brand is positioned as cultural interface between the business and the stakeholders. The results of this paper are to make a clear distinction between Corporate Identity, Corporate Visual Identity, Brand and Corporate Image. It also establishes a connection between culture, values, mission and Corporate Identity, explaining how these concepts are in the geneses of the brand personality.

Daniel Raposo, Fernando Moreira da Silva, João Neves, José Silva
Visual Perception and Contemporary Portuguese Type Design

A high-quality typeface – especially one for reading long texts – should take into consideration different constraints on visual perception. In this paper, I seek to analyze, understand and summarize these constraints as a set of principles, visually supported by the work of two Portuguese type designers.This is done based on the following three aspects: (a) Psychology and human beings’ need to assign order and sense to things; (b) Physics and biology and the need for balance experienced by any human being, the origins of which can be found partly in the law of gravity and partly in the upright position humans move around in; (c) Western culture and the establishment of the left-to-right writing and reading direction. Observing the way in which Mário Feliciano and Rui Abreu apply these principles is useful as it enables us to see how the principles are implemented and demonstrates that the designers do so carefully and creatively.

Teresa Olazabal Cabral
Usage of Mobile Phones Amongst Elderly People in Pakistan

The cumulative development and utilization of innovation presents encounters for older people and they often experience trouble in utilizing new innovation. This research observed the smart phone usage patterns and preference of specific functions among older people in Pakistan. Two methods are used to investigate the results. Firstly, focus group discussion (FGD) was directed to eight older smart phone users to explore their utilization patterns and issues of usage. The second method is a questionnaire survey, a questionnaire was administrated to 100 participants aged 45 and over to comprehend their inclination of smart phone functions. The research discovered that some specific smart phone functions were thought to be more imperative for older people. The eleven functions most frequently used by the respondents are calling, display date and time, emergency button, address book, camera, calculator, alarm, contact pictures, wi-fi Internet, calendar and torch. The outcomes of this research can facilitate the design of smart phones for the older populace.

Zunaira Ilyas Bhutta, Javed Anjum Sheikh, Azeem Yousaf
The Influence of Ergonomics Aspects on the Use of Hydrotherapy Equipment by Individuals with Rheumatoid Arthritis: The Specialists Perspective

This paper analyzes the most and least used upper limb aquatic equipment for hydrotherapy/hydro kinesiology specialists in the treatment of patients with rheumatoid arthritis (RA). By using questionnaires, the paper identifies the ergonomic aspects considered positive or negative by specialists, as related to the manual equipment/patient interactions, and shows that price and market availability are the main reasons for the use of any equipment. The study discusses ergonomic adaptations needed to make hydrotherapy equipment suitable for usage with RA patients.

Ricardo Schwinn Rodrigues, Susana Cristina Domenech, Marcelo Gitirana Gomes Ferreira

Assistive Technology II

Frontmatter
A Descriptive Study on the Influence of Wheelchair Design and Movement Trajectory on the Upper Limbs’ Joint Angles

Several aspects of the design and configuration of manual wheelchairs have been indicated as factors that influence the biomechanics of the upper limbs during manual propulsion. From a kinematic point of view, the angles of the shoulder and elbow are particularly important, as they can reveal potentially harmful joint positions as well as providing information that can complement the analysis of the performance of the propulsion technique. This study investigated the influence of two different designs of manual wheelchairs (rigid frame and foldable frame) on the shoulder and elbow angles during manual propulsion in straightforward and turning trajectories. Eleven subjects without disabilities performed a propulsion protocol comprising a 15-m straightforward sprint and a 2-m radius turn in both clockwise and anticlockwise direction. During the propulsion tests, data of shoulder and elbow angles were collected using accelerometers. The results revealed that manual propulsion with a rigid frame wheelchair may provide more protection as it was related to lower maximum angles of shoulder extension and abduction and elbow flexion-extension range of motion in comparison with the foldable frame chair. Providing a wheelchair design and configuration that reduces the biomechanical risks and increases efficiency may benefit the users’ safety, independence and satisfaction with their wheelchairs.

Guilherme Bertolaccini, Frode Sandnes, Idnei Filho, Luis Paschoarelli, Fausto Medola
Contribution to the Design of Hospital Bed: Systematic for Surveying the Design Requirements and Functional Requirements for Synthesis of Mechanism

Hospital beds are of utmost importance in recuperations and welfare of bedridden patients. Not only providing comfort and safety, these equipment are also important in prevention and treatment of pressure sores. Healthcare works also benefits from adjustable hospital bed. These beds decrease the physical strain required from those workers, helping decrease musculoskeletal injuries. Fewer injuries handling patients provides a safer working environment. Initially is necessary to determine the user requirements, from interviews and market analysis. User requirements are hierarchized to determine which design requirement is most important in the user’s view, and these requirements are used to establish the functional requirements for synthesis of mechanisms. The survey signals to the development of mechanisms to movement bedridden patients that facilitate the patient transfer. Adding positions and functions to the product.

Elias Renã Maletz, Henrique Simas, Rodrigo Luís Pereira Barreto, Daniel
Ergonomic Aspects in the Redesign of a Child’s Inclusive Textbook

The objective of this work is to analyze the ergonomic aspects used in redesigning a basic school textbook, aiming at the inclusion of children with visual impairments. For that purpose, the manner how new graphic artifacts of interaction and multisensory learning were absorbed by the user, through the prototype of a first grade mathematics textbook in Braille, was analyzed. In addition, this work aims to study the insertion and development of support materials for basic education for visually impaired students, not losing focus of the viability of the project in the context of Brazilian public schools.

Fernanda Domingues, Laís Cristina Licheski
Application of Assistive Technologies in Rehabilitation of the Visually Impaired

This article brings together studies aimed at the use of assistive technologies during the rehabilitation and/or support processes of people with total and/or partial visual impairments (whether congenital or acquired) and how the difficulties and limitations arising from this framework can be overcome through the recognition and exploration of the individual abilities and skills to perform tasks, through the use of AT. The methodological processes adopted in the research were conducted through observations and systematic comparative analyzes to recognize the patterns of behavior of individuals with visual impairment during the execution of their activities. The data analysis was performed to identify and compare the factors that contribute to the difficulties and successes in the application of assistive technologies for the rehabilitation of visually impaired people. It’s hoped that, at the end of these studies, their results may explain how AT contribute to improve quality of life to people with disabilities.

Tainá A. Bueno de Oliveira, João Moura, Felipe Wojcikiewicz, Luiz Maia, Elton Nickel, Marcelo Gomes Ferreira
Ergonomic Evaluation of Human-Computer Interfaces Through the Ergonomic Aspects of Scarpin and Bastien

This research has as main objective application of an exercise in the classroom, using the Ergonomic Criterion elaborated by Dominique Scapin and Christian Bastien in the evaluation of sites of the same sector of the economy. The analysis carried out by students of the Digital Design course sought to verify the characteristics of each site studied, to understand how the interfaces are perceived by the users and to evaluate the ways to reduce the conflicts generated by the lack of knowledge of the target audience. Due to the fact the students were digital natives, physical sheets were elaborated with the theoretical content as a form of reading incentive.

Marly de Menezes, Ricardo Bontempo, Marcelo Falco, Augusto Gottsfritz
Product Development of Assistive Technology for the Feet of a Person with Cerebral Palsy

The general inclusion of children with motor disabilities is usually made difficult by the prejudice of society and by the complications they face when performing daily activities. In order to minimize the effect of these barriers, they can use Assistive Technology products, such as customized orthoses. This research aimed to develop a product of this sort with the help and interaction of various professionals, such as occupational therapists, physiotherapists and graphical expressionists. In order to obtain the measurements of the limb of the person with disabilities, a 3D scanning technology was used and, for the construction of the orthosis, the chosen technology was Fused Deposition Modeling (FDM). Initially, in this study, after a child with cerebral palsy was selected, an occupational therapist and a physiotherapist made the plaster mold of one of the lower limbs. After this step, the Graphic Expression professional scanned three-dimensionally the geometry of the plaster mold and treated the three-dimensional mesh until obtaining the desired surface. The final steps consisted in generating a 3D CAD model based on the acquired surface, which resulted in the three-dimensional model of the desired orthosis, and generating the physical model of the product through Additive Manufacturing. This method presented good results when applied in a case study described in this article.

Márcio F. Catapan, Eugenio Fossile Filho, Luane C. Araium, Luísa Dieter, Maria Lucia L. R. Okimoto, Mateus N. Villas Boas, Caio Marcio Silva, Christian Strobel
Development and Evaluation of Low-Cost Custom Splint for Spastic Hand by Additive Manufacturing

Spastic hand is a health condition that may decrease the functional capabilities of an individual. In such cases it may be indicated orthosis as a therapeutic resource. Such devices can be manufactured by digital processes, helping to mitigate many problems encountered in traditional orthotic processes and could increase user participation in product development. In this context this paper presents the development of a custom orthosis produced by Additive Manufacturing with a focus on low-cost solutions. The orthosis resulting from this development was evaluated by the user, the family and therapists using a Semantic Differential tool. This evaluation has shown that user participation in the development of the formal and aesthetic solutions can increase engagement in device usage, collaborating with the therapeutic process.

Gabriel C. Rosenmann, Mateus C. Weigert, Paloma H. Poier, José A. Foggiatto, Maria Lúcia L. Okimoto, Neri Volpato, Leandra Ulbricht
Applications and Interface Requirements to Engage the Citizens to Share Information in a Smart City Project

Today the cities are faced with new challenges provoked by the displacement of population to the urban areas. Cities have started to find for information and communication technologies solutions that enable high-quality and more efficient urban services. In this context, this study aims to propose a strategy to create the interfaces for a project related with smart cities. Considering that an interface acceptance by the users is important for its success, we develop a survey based in the Technology Acceptance Model (TAM and adapted TAM2) and Motivational Model (MM), to understand their preferences to use different types of interfaces. The sample consisted of 225 Portuguese (107 male and 118 female, min = 18; max = 65 years old. The main results show the age is an important factor concerning their interface preferences and motivations to share information. These results demonstrate the need to develop different applications, one for younger adults that integrate all services and several applications for older adults, grouping one or more services, with different interfaces and rewards mechanisms.

Francisco Rebelo, Paulo Noriega, Tiago Oliveira, Daniela Santos, José Carvalhais, Teresa Cotrim
Study and Design of a Tactile Map and a Tactile 3D Model in Brazil: Assistive Technologies for People with Visual Impairment

This paper presents the study and the design method for the development of a Tactile Map and 3D Tactile Model in Brazil to be used as assistive technology for people with visual impairments. In this context, we present bibliographic review that offers requirements to design various tactile products. The method presents techniques for measuring the usability of these products. Thus, researchers have been prototyping the tactile map on the fuser printer and the tactile 3D model on three-dimensional printer for a National Conference of Assistive Technology for the Integration between Design and Engineering in Brazil. Thus, from the perspective of built environment, researchers defined the location points in the products (map and 3D model, both tactile). The map and 3D model were adapted based on a user-centered design process of an individual with complete visual impairment. People with visual impairments have been testing this Assistive Technologies (AT) during the conference. The main objective of this study was to investigate the accessible production of inexpensive tactile aid products in order to improve the user experience and practices of visually impaired people. This paper shows that Tactile Map and 3D Tactile Model presented in this study were able to help individuals with vision impairments in the conference environment.

Sabrina Oliveira, Laura Doro, Maria Lucia Okimoto

Ergonomics Design and Evaluation

Frontmatter
Cultural and Creative Elements of Digital Technology Art and Product Design

The first impression given by a digital technology product indicates its art design and color awareness. Designers should think about how to attract consumers to buy the product they designed as they choose from similar products by keeping control of the design method and creative thinking. Colors, graphics, and size are the key factors to consider when it comes to the product design elements. To design creative and well-accepted products can be the research direction of the product design. This study is based on the colors, graphics, and size of the product to serve as its research direction. It explores the elements of portable Bluetooth products and the speakers used for music entertainment. Firstly, the experiment starts with the colors of the portable Bluetooth speaker, and confirms the emotional feature and colors of each color match in a variety of color hues. Secondly, the cultural and creative graphic design elements of this experiment focus on how to integrate the cultural and creative graphics with the visual color study. Experiments show that the most popular products feature creative graphics. Finally, the study examines the most appropriate portable size for the Bluetooth speaker. The most popular outdoor portable size is found at last. A discussion is held to explore the causes. The research results show that the most popular color match is the color black matched with orange, and the color grey matched with purple. As for the product, the size of 35 × 35 × 70 mm and cultural and creative graphics featuring flames and dragon-shapes are the most popular ones.

Lung-Wen Kuo, Chih-Chun Lai
New Concepts in Flexible Packaging

A new approach based in a flexible packaging is being analysed to replace a commercial package for the internal transport of variable electrostatic discharge sensitive devices at Bosch Car Multimedia facilities. During the design and fabrication process of a packaging, special attention is given to the handling, by the final consumer, in order to avoid an unusable or inefficient product. This paper presents an exploratory and comparative usability test performed to evaluate the satisfaction concerning several prototype handles, in real context of use. A quantitative evaluation was achieved by means of a specially developed questionnaire with a seven level Likert scale answer, and a qualitative analysis based in the feedback given by the company collaborators. The results indicate that the handle of the actual packaging is inefficient and inadequate for the tasks to be performed, and that two of the developed handle designs are more comfortable and ergonomic.

Álvaro M. Sampaio, Cátia Silva, André Lima, André Fernandes, António J. Pontes
User-Chair Fit Index (UCFI): An Ergonomic Evaluation Tool for User-Chair Compatibility

VDT work is associated with a high degree of postural constraint, thus, requires maximum flexibility to be built into the workstation setup so as to compensate for the lack of flexibility in the job design. In workstations where static postures are unavoidable, like a VDT workplace, the risk can be reduced by designing to accommodate the limitations of human anatomy. Work chair has a major role to play in the comfort/discomfort experienced at the workplace. User-Chair Fit Index (UCFI) is an ergonomic tool developed on the lines of the Likert Summated Rating Scale for checking the aptness of the work chair by assessing the fit between user and work chair. UCFI, initially, was developed with 36 items, and was evaluated by a panel of 50 experts i.e. 25 engineers and 25 furniture designers for its appropriateness in measuring the desired construct. The tool with 36 items was administered for pilot study on 200 VDT operators working in IT industry. The item correlation and item differences were computed for item analysis and after dropping items with low t-values, final set of 26 items was selected, which was given to 1000 male respondents in the age group of 25–35 years, working in the IT industry, selected randomly. The final data used for the standardization of the tool was derived from 839 respondents, after eliminating the incomplete response sets. The tool was validated to ensure its dependability in recognizing the fit between the user and work chair in the VDT workplace. The reliability estimates and validity indicate that the scale was highly reliable and valid for identifying the user-chair fit in the VDT workstation. z-Score norms were developed for interpretation of the raw scores.

Namrata Arora Charpe
Sustainable Product Design and the Wood Furniture Sector

This research focused on relating the ability a sustainable design approach can have when working with the wood furniture sector, in order to improve its products environmental and social impact. This research used a methodology comprised of a literature review on sustainable design and on the characterization of the Portuguese wood furniture industry, followed by case-study analysis of wood furniture projects that used environmental design strategies in their development. The main empirical task was a survey to the sector with the goal of understanding the know-how and relationship this companies have with design and sustainability. Results show that companies use design as a main tool for product development, but not for environmental impact reduction, as their engagement with sustainability is far from implemented. The use of sustainable product design tools is expected to have a great effect in the change of current practices. Recommendations for future researches are also presented.

José Vicente, Rui Frazão, Fernando Moreira da Silva
Ergonomics in the Design Process - Study of Adaptability of Evolutive High Chairs

At the starting point of a children’s furniture design project, which is part of a Product Design research, the contribution of Human Factors and Ergonomics to this stage of the design process, could not be overlooked. In early stages of this research other studies of this nature were made and it seemed necessary to return to HFE in order to project suitable dimensions for the equipment. Based on case study and literary review, with the use of schematic drawing, this study about physical adaptability to the child, from 6 months up to 7 years of age of 6 selected evolutive high chairs, aims to understand if mismatches or gaps between the child’s physical development and the equipment’s dimensions exist, lowering the level of adaptability. The results clearly separate the group in three different adaptability levels, pointing out directions for this project and demonstrating the importance of Ergonomics and Human Factors in the Design process.

Cristina Salvador
Design of an Innovative Mattress to Improve Sleep Quality by Increasing Deep Sleep Time

Sleep is separated into several stages, and in the stage of deep sleep, body and mind could recover because of the secreting of neurotransmitters. However, stimulation when sleeping would stop the mechanism and cause arousal. Pressure paralysis is a kind of stimulation, and that would be caused by long-time pressure on nerve. To avoid pressure paralysis, with morphological analysis, there would be a three-layer mattress design in this study based on pressure and temperature distribution.

Chih-Yang Huang, Fong-Gong Wu
Pillow Design and Evaluation of Shoulder and Neck Surface Pressure to Sleep Quality

Factors that affect sleep, compression of the body as one of the factors that affect sleep. Therefore, this study is to explore the head and neck parts of the surface pressure, sleep posture change and the interaction between the pillow and shoulder pressure changes in the degree of impact on sleep quality. Proposed pillow reduction pressure innovative design, whether to enhance sleep quality. This study from the understanding of sleep during the shoulder and neck postural changes and the degree of surface pressure. Focus on observation of the results of collective law and set out the design criteria. During the experimental evaluation, the degree of compression of the shoulder and neck can be measured using the Arduino pressure sensor to understand the subjects during sleep in various parts of the muscle pressure and postural changes in pressure. Sleep quality assessment. Can be measured through the main signal of the brain waves measured by the brain waves measured in the degree of sleep in the decompression process of whether the impact of sleep quality. Watch the frequency of the brain waves Theta and Delta waves to enter the deep sleep period. To assess the mental state of subjects to do the assessment of sleep quality and the correlation between sleep quality and degree of compression. Experimental evaluation of the expected results. Sleep quality and compression degree of relevance. Through different materials to ease the shoulder with the degree of pressure. Reduce the overall shoulder and neck compression can help improve sleep quality. In this study, innovative pillow design helps to relieve head and neck surface stress and improve sleep quality.

Tsung-yao Li, Fong-gong Wu
Design Requirements to Enhance the Postural Control in Patients with Severe Spastic Quadriplegia

The aim of this project was to identify a set of design requirements that could be used as a guide to generate effective products to tackle the negative effects of severe spastic quadriplegia (SSQ) with a focus on head and trunk control. This project was undertaken with the participation of a seven year old boy with SSQ who showed an extensor pattern, according to the WeeFIM had a functional performance of 26% and was unable to control his head or trunk when subjected to anti-gravitational positions. A series of tests were conducted regarding the analysis of segmental supports. External inputs such as video, sound, vibration, and different ways to collocate clothes were evaluated as part of this study. Among the most relevant design requirements identified from this study were the recommendation about the placement of external supports on the pelvic area and avoiding physical contact with the dorsal spine.

Paulina Manzano-Hernandez, David Vidana-Zavala, Irma C. Landa-Avila, Carlos Aceves-Gonzalez
Drawing as Reasoning Tool in UX Design - Doodling and Drawing as Foundation for Project Planning

Thinking through drawing in classroom settings on a Design bachelor degree, is a learning strategy capable of developing perception on new project values. Several studies explain how drawing serves as a reasoning tool to build knowledge upon a subject of study. The act of doodling and drawing, plays a role in a narrative structure, constructing a map of symbols and allowing different associations. Students interact with the subject of study through the graphic representation of an idea. Although drawing is useful as a tool, in learning settings is still missed a stronger link with writing and talking. There is the need to empower drawing as a reasoning tool, find new connections and project other future associations. The learning strategy developed in this article was carried out in the Curricular Unit of Interaction Systems, during the first semester of 2016/2017, in the Bachelor Visual Communication Design and Audiovisual degree, Applied Arts School, Polytechnic Institute of Castelo Branco, Portugal.

José Silva, Fernando Silva, Daniel Raposo, João Neves
Ergonomics in the Design Conceptual Process: The Case Study Daciano da Costa

This paper, which stems from a larger research project, focus on the important role played by Ergonomics within the conceptual Design process, through the case study Daciano da Costa. We intend to disseminate among the international scientific community the thought and the practice of Daciano da Costa (1930–2005) given the importance he conferred to Ergonomics in the Design Process. He was far beyond his time and gave importance to Ergonomics from the early 60’s onwards, when the subject was still almost unknown and little used in those times. Daciano conceived numerous interior and installation design projects of outstanding quality from the early 60’s onwards. His work made him one of the most important figures of the twentieth century Design in Portugal. What Daciano brought to the practice and teaching was a process modernization, a new perspective on the emerging themes of design, like Ergonomics.

Ana Moreira da Silva
A Study Exploring the Facets of Visual Elements in Ethnic Products: Case Study of Sarees from West Bengal

Indian handicraft and handloom industry is vast and has tremendous potential in terms of product conceptualization and employment generation to artisans. The products are traditionally done by artisans through ages and has a unique identity associated to every style of products. Such ethnic products or traditional products can be identified by the consumers through its visual elements. To establish this concept of visual identification of ethnic products, the present research was carried out comprising ethnic dresses, different sarees of West Bengal, India. The visual features consisting of color, texture, motifs etc. were considered and identified through detailed observations. For implementation and checking validity of the concept, the parameters were tested by consumers in identification of the ethnic products i.e. sarees. Analysis based on this research will be useful for the consumers to identify ethnic products and also provide assistance in developing such ethnic or traditional products.

Chirapriya Mondal, Sougata Karmakar
Research and Innovative Design of the Motorcycle Gloves

No matter it is during cold winter or sunny summer season, wearing gloves is crucial as a hand protection for motorcycle riders. Therefore, a proper design of motorcycle gloves is fairly necessary for the market. Through a wide range of thinking and design improvements, the study proposes a design of motorcycle gloves which are suitable and comfortable for any motorcycle rider as the anthropometry data of adult hand size and ergonomics principles are utilized during the initial stage of product development and design. TRIZ was applied to improve and enhance the product design with an emphasis on the first seven features from the questionnaire. Many features of the designed motorcycle gloves are described. At last, this research completes the drawings of the proposed motorcycle gloves with Adobe Photoshop.

Shu-Jen Hu, Wei-lung Kao
Could the Design Features of a Wheelchair Influence the User Experience and Stigmatization Perceptions of the Users?

In the last years, the ergonomic studies of wheelchairs emphasized only the mechanical functionalities, like materials, durability, and biomechanical aspects of wheelchair propulsion. However, despite the importance of these characteristics for the independence of people, few studies have highlighted the aspects related to their user experience (UX). An Assistive Technology is not objects of desire, like a mobile phone. A wheelchair can stigmatize the user and therefore influence their UX. This paper aims to evaluate the UX and perception of stigmatization, related to two wheelchairs, with different design solutions, by crossing this data with their self-esteem. AttralkDiff2, Perceived Stigmatization Questionnaire and Rosenberg Self-Esteem Scale were applied to 26 wheelchair users during the visualization of two videos with the wheelchairs in a virtual 3D environment. Results indicate that a wheelchair with an innovative design, presents a better UX and less association with stigma when compared to a traditional wheelchair.

Luciana Carneiro, Francisco Rebelo, Paulo Noriega, J. Faria Pais
Risk Assessment for Small Scale Gold Surface Mining at Licuan Baay, Abra in the Philippines

Small scale gold surface mining at Licuan Baay in Abra has been existing for more than five years. In this study, the surface mining activities at this site was observed to identify relevant issues and concerns as experienced by the small scale gold miners. Ore extraction sites are located approximately 500 m away from the processing site. The site is alongside public road, but considerably far from houses or other establishments. A risk assessment is conducted to identify the primary hazards and evaluate high risk area. The results of the risk assessment showed that the top hazards identified are landslide and miners falling from more than 2 m height. Ergonomic hazards were also observed as risky. According to interviews, miners lack knowledge in safety standards and lack motivation to implement safety measures due to attitude and financial constraints.

Isachar Bernaldez, Virginia Soriano
Ergonomic Evaluations and Design Interventions for Shop-Floors Dealing with Chemical Conversion Coatings: Case Study from India

India being one of the world’s largest automobile manufacturers provides a massive platform for establishing large numbers of chemical conversion coating industries. Industrial shop-floors dealing with the surface conversion coating processes are not well-planned and ergonomically sound. In many instances, the predominance of the sub-standardized workplace, work-accessories and process planning in these factories are not only affecting the performance, efficiency and wellbeing of the workers but also the productivity. To address these issues, the present research was carried out for ergonomic evaluation of the existing scenario of working conditions in factory shop-floors and to come up with the user friendly design of workstations/work-accessories, better process layout and operation sequences with the intention of improved occupational health, safety and productivity. For implementation of the proposed design and checking its effectiveness, virtual ergonomics technique using digital human model was adopted. Ergonomic intervention strategies reported in the present research would be very useful for redesigning of existing plating factories and setting up similar new factories.

Sougata Karmakar, R. Solomon
An Ergonomic Design of Senior High School Science Laboratories in the Philippines

The Philippines lags behind advanced countries in scientific literacy and professional development, possibly due to, among other reasons, the state of science laboratories in high schools, where science interest typically develops. In the Philippine Science High School - Main Campus, the premier science high school in the country, 86% of Grade 11 students have at least 1 furniture-induced postural or environmental complaint on their chemistry laboratory. Moreover, it has been assessed through RULA/REBA techniques that 100% of common laboratory postures are unacceptable. Through further analyses on the anthropometrics of the furniture and the environmental conditions in the laboratory, it has been found out that overall ergonomic considerations for the Filipino senior high school students have been lacking. Thus, the study recommends a two-part ergonomic laboratory design and layout for senior high school students, which feature ergonomic laboratory tables, stools, cabinets, white board and light and temperature control system.

Jerielle Trini S. Santiago, Pauline Hannah P. Dizon, Mary Agnes C. Espina, Melen M. Tamayao

Design for High Performance and Comfort

Frontmatter
A Study on Examining User Comfort in Hospital Beds

Hospital beds are one of the most interacted medical devices by patients and medical personnel. Whether the interactions between the hospital beds and its users become efficient or inefficient highly depends on comfort of the hospital beds. This study focuses on two aspects: determining the comfort criteria for hospital beds and proposing a checklist based on the determined comfort criteria to evaluate the comfort of hospital beds. To determine the comfort criteria, comfort studies from various areas and products are investigated followed by a product design decomposition and a semi-structured interview study. As a result, a comfort evaluation checklist is proposed to be used not only for evaluating the comfort of hospital beds but also be used as a guideline in the design process of hospital beds.

Güzide Güzelbey Esengün, Ekrem Cem Alppay
Reachable Domain of Adults’ Right Leg in Sitting Posture

The reachable domain of the bending and stretching of male and female adults’ right leg in standard sitting posture was investigated. Twenty-seven healthy subjects with no movement impairing disorders were recruited. Using the VICON motion capture system, movement of the marker points pasted on the subject’s right knee, heel, and toe were recorded in four postures: (1) standard sitting position, (2) sitting with the right leg raised, (3) tiptoe position with the right leg extended backwards, and (4) heel position with the right leg extended forwards. The recorded data of all the subjects’ leg positions were statistically analyzed according to gender. The overall mean distance between the toe and heel was approximately 740 mm (male ~750 mm and female ~730 mm) when the right leg was stretched forwards and back-wards. When the right leg was raised up, the overall mean knee height was roughly 750 mm with the male average of about 800 mm and female average of about 750 mm. The overall mean knee height difference was approximately 356 mm (height difference for male was about 385 mm and height difference for female was around 306 mm) between the raised and standard sitting position. The results of this study can be used to improve the comfort of lower limb operations and operation space.

Ai-ping Yang, Wen-yu Fu, Xin Zhang, Ming-ju Wang, Chau-Kuang Chen
Screen Design of Portable Terminal to Promote Users’ Motivation to Use the System

Multifunctioning systems are being used extensively in households nowadays. System information is summarized on a portable terminal. Users benefit from the value produced by multifunctional systems. It is conceivable that the motivation to use such systems can increase or decrease depending upon the balance between the amounts of information on the terminal screen and system information. The ability to create a model capable of showing the ranges of various amounts of information that increase users’ willingness to use a system is extremely useful. Thus, to motivate the elderly, we explore the relationship between these amounts (information on a terminal screen and system information). We create a smartphone application that can control the amount of information, and the participants perform a task in which varying amounts of information are combined. Thus, we could discern the participants’ willingness to use the system and create a model to derive optimal amounts of information.

Suguru Ito, Masahiko Sakata, Miwa Nakanishi
Travel Kit Organiser for Carry on Luggage Design: Contribution to Traveller’s Comfort

Today the world has more than 7 billion people. In this post-industrial era, its inhabitants, moving between big cities and within them, are called urban nomads. The importance of luggage design has grown over time, but new challenges arose, such as carrying electronics devices used every day. The main objective of this research is to develop a new product focused in today travellers’ comfort and convenience. The methodology of this project is mainly empirical (active research), supported by a literature review and online survey. It is intended to create a travel kit that simplifies usability, organization and carry-on luggage transport. The process has involved the development and launch of an online inquiry to air travellers, both in Portuguese and in English, with an universe of 450 respondents. The target groups included: Tourists, Businessmen and Aviation Crews. The survey’s feedback led the project into a turning point, a new concept based on Inclusive Design.

Paula Mercedes Neves, Fernando Moreira da Silva
Online Posture Feedback System Aiming at Human Comfort

The objective of this paper is to develop a posture analysis system in such a way that good ergonomics conditions and human comfort are preserved and health risks minimized. This system evaluates human positions during tasks execution and classifies them in good, medium or bad condition in order to avoid health issues. Therefore some ergonomics methods and cases at literature are explored aiming at provide a database with mainly human body angles. Then, a vestment is developed with mechanical and electronic devices using a sort of different sensors to acquire information of these angles. It warns bad positions in real time to the user once the script created considers dangerous postures. To validate this study, preliminary tests are conduct collecting the results and making improvements on the devices with the purpose of avoid alteration in normal tasks execution.

Thiago Beckert Otto, Alexandre Campos, Marcos Aurélio de Souza, Daniel Martins, Eduardo Bock

Ergonomics in Clothing, Fashion and Footwear Design

Frontmatter
Garment Design and Engineering for Hospital Use

Garments used in hospitals play an important role in user’s comfort and health. This paper presents the developments of a patented design technology for medical garments aimed at users, caregivers, and health care providers. Traditional gowns lacking comfort and protection affect the patient’s dignity. Similarly, patients often use their own garments, which are not designed to provide the best comfort and protection if sensing capacity is affected. Additionally, they can interfere with caregivers’ daily tasks. The proposed pajamas consider these needs and allow an effective interaction between patient and caregiver without compromising the person’s self-esteem. The selection of functional textile fibers and the use of seamless production processes allow the design of products advantageous in the prevention of wounds and pressure ulcers, as pressure points are reduced and the micro-climate of the skin is managed in a more effective way, enhancing the levels of sensorial, physiological and ergonomic comfort.

Miguel Carvalho, Liliana Fontes, Elazer Edelman, Jorge Santos
Human Factors Applied to the Understanding of the Importance of Therapeutic Clothing Textiles for Children with Autism Spectrum Disorders

The aim of this study was to identify significant design features and textiles that would alleviate sensitivities for children with ASD. Small groups of randomized children with ASD and their parents participated in the study, pertaining to design features and textile related to characteristics of ASD. In the experiments, we tested weighted vests with three types of textiles (neoprene, wool, and denim) and newly developed prototypes with various textiles, including bamboo jersey, nylon with durable repellent, cotton, organic cotton, and polyester fleece. In this study, individuals with ASD exhibited certain tactile design preferences. Results from this study led to the development of sensory clothing products and provide evidence based therapeutic clothing design for individuals who have the everyday challenges posed by the characteristics of ASD.

Su-Jeong Hwang Shin, Kristi Gaines
A Study on Maternity Dress Based on the Development Situation of Ergonomics and Design of Hygiene and Safety

We analyzed the development situation of maternity dress in terms of ergonomics by investigation and study of the relevant market in China. Given new requirements on hygiene or safety of the clothes, the development trend of maternity clothes was discussed through many aspects such as clothes materials, pregnant body shape, pregnant psychology based on the demand of comfort level and functionality.

Yuting Shang
Ergonomic Assessment on the Tasks Performed by Hairstylists in Quezon City, Philippines

There is currently no existing ergonomic assessment on hairdressers in the Philippines. This study aims to investigate the WMSD symptoms of hairdressers in Quezon City and the risk factors which are significantly associated to it. Twelve hairdressers were chosen for this study. They were interviewed using a modified Nordic Questionnaire to characterize their perceived body discomfort. Task they often do during work were selected and evaluated using a Rapid Entire Body Assessment. Results showed that 83% and 41.67% of the subjects perceived the body discomfort for 12-month and 7-day, respectively. Moreover, a correlation of 0.224 was found between the postural WMSD risk and their perceived pain. From calculating the spearman correlation, the risk factors that are significantly associated with the body discomfort are the duration of task, years of experience, and number of customers.

Maricella D. Valdivia, Patrizia Gayle P. Godinez, M. Marjorie R. Sintor, Benette P. Custodio
Discussion of the Design of Sanitation Workers’ Clothes Based on Ergonomics

At present, the majority of the labor workers still depends on physical strength and handwork in china. The dressing system of sanitation workers are incomplete. Some functional protective design is still efficiency in costume designing. Most of the sanitation works always suffered from disease such as psoatic strain, arthropathy, Skin problems, lungs and respiratory tract. So, in this paper, from the perspective of Human Factors Engineering, taking sanitation workers as principal part of the investigation and research, taking Guangzhou area as an example, with the methods of fact finding and questionnaire survey, the author Pointed out the key points of the problem and got the survey data. With a large amount of literature and information as the research background reference, the author summarized and analysed the Clothing research methods based on Human Factors Engineering, to improve the protective dress devices and reduce the epidemic and casualty rate.

Jiahui Xu, Xiaoping Hu
Dynamic Understanding of Human-Skin Movement and Garment Design of Golf Apparel

Most golf apparels are designed based on static body measurement, which couldn’t meet wearer’s demands for skin length increase during natural swing movement. The paper aimed to observe the effects of swing characters on the human body skin extension. 6 male golfers were employed as subject. This paper proposes a motion tracking method to collect skin marker coordinates throughout a full swing movement. A map of maximum longitudinal and horizontal strain of upper body was found. Key measurements that commonly used in clothing making were analyzed. Finally, application of the research results is suggested for the high-performance golf apparel design.

Ziting Hu, Li Liu, Zhengdong Liu, Mengdi Xing
Design Solution of Shoe Sole (Base of the Footwear) Preparation in Traditional Hand Sewn Footwear Manufacturing: A Case Study on Kolhapuri Chappal

The footwear industry is an important segment of the leather industry. India ranks second among the footwear manufacturing countries next to China. The footwear manufacturing occupies a place of significance in the Indian economy in view of its huge potential for employment, development and exports. Many of the operations in these industries are manual. Inconsistency between operator’s physical competencies and demands of physical task to operate tools/equipment often leads to poor performance, low productivity and safety problems. Among all other footwear, “Kolhapuri Chappal” is one of the elegant and traditional handmade craft in India. During filed observation, it was found that few steps of the manufacturing process require intervention, as these processes were not-effective and time consuming without making significant effect on the craft. Among those steps shoe sole preparation was major. Intervention developed based on that. The result of the study revealed that the newly developed tool was effective in preparation of shoe sole in Kolhapuri Chappal manufacturing. The posture adopted during the use of new tool also analyzed and found that it was beneficial for the workers.

Urmi R. Salve, Ganesh S. Jadhav, Hemant K. Shete

Anthropometry in Design

Frontmatter
Analysis of Characteristic Features of Juvenile Female Aged Between 15 and 17 in Guangdong Province P. R. China

This thesis picks 160 girls aged from 15 to 17 years old in Guangdong as the survey object, and it contains: human body measurement, data analysis, body type study and improvement suggestion. The range of measurements includes: height, cervical height, sitting cervical height, arm length, waist height, bust girth, neck girth, shoulder width, waist girth and hip. The thesis calculates the difference between bust and waist and other data based on the figures obtained from the actual human body measurements, then it analyzes the mean, the standard deviation and the frequency of the data, observes the changing law among these data to get the relevance and variations among them, and analyzes the body characteristics of the girls from 15 to 17 in Guangdong from various perspectives and takes them as a basis for further application study.

Huajuan Lin, Xiaoping Hu
Development of a Design Protocol for Customized Swimming Goggles Using 3D Facial Scan Data

Most swimmers’ goggles leak water during swimming. Leakage occurs because the swimming goggles do not fit the facial structures of the user properly, and, therefore, do not create an effective seal on the face. Furthermore, to create a tighter seal, swimmers overtighten the fastening strap causing discomfort on the eyes due to increased pressure. The present study is intended to develop customized swimming goggles using a 3D facial scan of the swimmer. A 3D hand-held scanner was utilized to scan the face of an individual participating in this study. The scanned data were then used to design customized swimming goggles in a CAD tool. The designed swimming goggles can be fabricated from the CAD design with a 3D printer. The customized swimming goggles involve developing a new strapping method in addition to individualized facial scan to improve wearing comfort. The validation process entails testing the water proofing success and wearing comfort of the swimming goggles, and comparing the developed design to available swimming goggles on the market.

Jose Coleman, Christopher Hernandez, Joshua Hernandez, Shane Hubenak, Aric McBride, Mehrube Mehrubeoglu, Jangwoon Park
Comparison of Anthropometric Data for the Design of Chairs Between Seven Countries

We select anthropometric data related with sitting chair design from ISO/TR 7250-2:2010 to conduct the comparison between seven countries. The data include body height data, breadth data, depth data, and the ratio of the body height and the sitting height. About the body height and sitting height, the United States and the Netherlands men’s and women’s are higher than the other countries’ persons. The Kenyans’ bodies heights are in the third place, but their sitting height are at the lowest value among these countries. Sitting depth data are closely related to person’s lower limbs’ length. Kenya’s men have more sitting depth data, followed by European and the USA people, and finally the Asian people. The female have wider sitting hip breadth data in the seven countries than the males. The sitting hip breadths of the female in the Netherlands, Kenya and the United States have about 50–60 mm wider than the female in China, Japan and Korea.

Linghua Ran, Xin Zhang, Hong Luo, Taijie Liu, Huimin Hu, Chaoyi Zhao
Segmentation of Anthropometric Data of the Brazilian’ Female Population

The researches concerning the measurements of the human body in Brazil are still very few and the anthropometric data related with the Brazilian women is widely diversified due to some aspects such as the vastness of the country and a huge miscegenation of races. The results obtained through the utilization of a 3D body scanner were segmented into four categories, namely: age, region of origin, race and shape. The aim of this study is to provide more accurate and reliable measurements and information concerning the different types of body shapes for the clothing sizing systems directed to the industry specialized in the mass production of clothing, and, therefore, allow clothing to fit appropriately on the wearer’s body in such a way as to make her more confident and satisfied with the clothing available in the market but also access higher levels of comfort.

Carla Capelassi, Miguel Carvalho, Raquel Campos, Cristina Kattel, Bugao Xu
Backmatter
Metadaten
Titel
Advances in Ergonomics in Design
herausgegeben von
Francisco Rebelo
Marcelo Soares
Copyright-Jahr
2018
Electronic ISBN
978-3-319-60582-1
Print ISBN
978-3-319-60581-4
DOI
https://doi.org/10.1007/978-3-319-60582-1