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2019 | Buch

Advances in Ergonomics in Design

Proceedings of the AHFE 2018 International Conference on Ergonomics in Design, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, 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 particularly focuses on new technologies such as virtual reality, state-of-the-art methodologies in information design, and human–computer interfaces. Based on the AHFE 2018 International Conference on Ergonomics in Design, held on July 21–25, 2018, in Orlando, Florida, 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
Correction to: Human Interaction, Emotion and Sustainability: Designing Wooden Children’s Furniture
Cristina Salvador

Design Applications and User Research

Frontmatter
The Attentional Perspective on Smart Devices: Empirical Evidence for Device-Specific Cognitive Ergonomics

Digital transformation of work expands in manual labor areas, providing the need to assess cognitive ergonomics of smart devices. Evaluating cognitive workload imposed on the worker and attentional processes are especially relevant. We compared human performance between two smart devices in the context of a simulated order picking task. To this end, we combined a task switching paradigm with a flanker task. Response times, error rates and subjective task load indices were registered. Participants were slower in using smart glasses compared to a headset, however, with smart glasses they were less distraction-prone and more flexible in their responses. The performance differences may be explained by modality-specific transformations from sensory input to manual responses. In sum, results suggest that smart glasses may be more suitable for conveying information in rather complex tasks relying on visual information whereas headsets may be more suitable for simple tasks in uncluttered environments.

Magali Kreutzfeldt, Johanna Renker, Gerhard Rinkenauer
Head Sensitivity for Designing Bicycle Helmets with Improved Physical Comfort

Bicycle helmets help reducing head injuries in cycling accidents, but they are not always popular. Discomfort is a major barrier for bicycle helmet use. Improper anthropometric design of the inner structure of a helmet can result in local peak pressure on the skin of the scalp. The purpose of this study was to examine the spatial variations in maximum allowed pressure on the head. Mean maximum allowed pressure on the head was 13,2N (SE 0,2) for females and 16,5N (SE 0,2) for men. The superior frontal area (19,4N, SE 0,7) and the central occipital area (18,3N, SE 0,7N) were the least sensitive areas for male test persons. For females, also the central occipital area had a low sensitivity. In contrast, the inferior frontal area was the most sensitive for men (12,4N SE 0,7N) and women (9,7N SE 0,8N). Headgear should avoid pressure points in areas with high sensitivity.

Ruben Broekhuizen, Tim De Rydt, Eric Lutters, Roland Ten Klooster, Guido De Bruyne
Effect of Body Mass Index on Sitting Pressure Distribution on Seat Cushion

The pressure distribution between a seat and people is a very important index in the assessment of sitting discomfort for seat cushion. However, limited research has been found for the relationship between pressure distribution and anthropometric dimensions, especially for Body Mass Index (BMI) of users with different sizes. Effects of BMI ranges (underweight, normal and obese) and cushion hardness (medium, firm, extra firm and wood board) were the factors investigated in this study. The results indicated that the normal participant had a higher comfort degree than the obese and underweight participants. The obese participant preferred the extra firm foam cushion compared to normal participants who preferred the medium foam cushion.

Lingling Hu, Onder Tor, Pengzheng Duan, Jilei Zhang, Xiaohong Yu
Spark: Promoting Well-Being by Social Media-Triggered Routine Breaks

The Mental well-being is an intangible, subjective perception of our own emotions and cognitive capabilities. With the rise of social networks, connectivity and media consumption have seen dramatic changes. In this work we focus on understanding how mental well-being relates to people’s routines, what dangers and recommendations we should be aware of, and what opportunities exist to leverage current technologies in order to improve people’s lives. As a contribution to HCI based on our research insights, we designed a solution that promotes daily mental well-being. Spark is a mobile application where everyone in the world participates in a single challenge every 25 h. Each challenge asks the user to perform an activity, capturing that moment with a photo, and then sharing it. As the user participates in different challenges over time, a record of his activities is always accessible. This encourages the user to relive positive past experiences, and take note of his accomplishments.

Arminda Guerra Lopes, Pedro Campos, Jose Abdelnour Nocera
Efficiency of Cycling Pads in Reducing Seat Pressure During Cycling

Cycling may induce urogenital problems in men and women. This research aimed at investigating the effects of chamois design on seat pressure distribution during cycling. Maximum seat pressures were quantified for nine male test persons using three different chamois designs (thick, thin and no chamois) using a pressure mat. The effects of chamois design, work rate and hand position were tested on maximum pressure at the perineum region, the left hip bone region and the right hip bone region. The study showed that chamois design affected maximum pressures on the saddle. The thick chamois had an overall maximum pressure of 640 mbar (SE 14), which was 50 mbar lower than the thin chamois design. The results suggest that the effect of chamois design on urogenital compression syndromes may be underestimated.

Guido De Bruyne, Jean-Marie Aerts, Daniel Berckmans
Effects of Luminous Intensity and Color of LED Light on Ocular Movement Characteristics

The aim of present study was to explore the effects of luminous intensity and color of LED light on the ocular movement characteristics experimentally. The experimental factors were the color of LED (red, green, blue, and white) and the luminous intensity of LED (low: about 3500 lx, high: about 17500 lx). The participants required to stand in front of the conveyer, to gaze at the center on the surface of the conveyor, and not to move during the measurement. The measured ocular movement parameters were: the blink duration, the blink frequency, PERCLOS70. As a result, the blink duration tended to increase under blue LED condition independent of luminous intensity. The blink frequency tended to increase under the high luminous intensity condition for blue LED. Because PERCLOS70 was low in all condition (less than 10%), these ocular movement characteristics was not caused as the result of low arousal level.

Toshihisa Doi, Atsuo Murata, Makoto Moriwaka, Tomohisa Takamoto
An Evaluation Method of Temporal Change on Mental Model

The mental model of product, system and so on was constructed based on the main information, sub information and related information which were proposed and defined. An evaluation method of mental model can evaluate mental model quantitatively based on the difference between ex-post evaluation and pre-evaluation of mental model using the three information and evaluation items. Structural model and functional model of mental model were also examined from view point of temporal model. The pre-evaluation of mental model was changed into the ex-post evaluation of mental model from view point of temporal change. The effectiveness of the method was validated by four participants. The method was evaluated highly because of constructing mental model corresponding to their feeling or idea. If the structural model and functional model are known or unknown, the combination of two models can show how to design using cues, operation etc.

Toshiki Yamaoka
Effectiveness of Balance Seat on Vibration Comfort

People who spend a significant amount of time on driving are concerned about seating comfort. Seat cushion is considered as one of the important factors affecting the comfort of your seat. In automotive seat cushions, flexible polyurethane foam has been widely used for vibration isolation and cushioning purpose. More recently, car seat designers are paying more attention to improving car seat cushion for ride comfort of drivers and passengers. This study introduces the new type of balance seat where cushion is designed with a 2-layered honeycomb structure made of a high elastic polymer, Vetagel. The purpose of this study is to analyze seating comfort of car seat with honeycomb structured balance seat and compare with car seat without balance seat. For experiment, the honeycomb structured balance seat was placed on the car seat. Vibration experiments have been performed on the Buzz Squeak and Rattle (BSR) simulator with random vibration to verify the effectiveness of the balance seat for vibration comfort. Tri-axial accelerometers were used to record vibration at the foot and hip. All vibration parameters measured in the vertical direction (z-axis). The whole-body vibration exposure parameters such as weighted root-mean-square (RMS), transmissibility (SEAT value) calculated as per ISO 2631-1 standard. Ten healthy participants attended that experiment and grouped according to body weight. In result, the measured vibration satisfied the ISO 2631-1 standard in case of without a balance seat but was in close margin. When the balance seat was used, the vibration met the ISO 2631-1 standard and was in safe limit from vibration discomfort. The SEAT value had a reduction of vibration when using the balance seat as compared with the absence of it in all of groups.

Se Jin Park, Seunghee Hong, Damee Kim, Young Seo, Kim Young Jin, Seo Byoung Jun, Iqram Hussain
Analysis and Designs on Human-Oriented Sanitation Workers Overall

Chinese urban sanitation workers have a higher incidence. The dressing system is relatively incomplete and clothing design still lack some functional protection design. This article takes Guangzhou urban sanitation workers as the investigation objects, from the design point of view, analyzes the functional and identity status of urban sanitation workers’ overalls in Guangzhou, discusses the present situation of the functional design. To investigate the satisfaction with the clothing style structure, fabric, sizes, colours and other details by interviews and questionnaires. Taking the work of the urban sanitation workers as the starting point and the foothold, on the basis of their personal safety, the key play a role of man’s subjective and subject consciousness, with “comfort”, “protection”, “efficient” as the first priority and design final aim, puts forward more about human body comfort and field solving, propose relevant design strategies.

Jiahui Xu, Xiaoping Hu
Study on Human - Machine Interface Design of Construction Machinery

Construction machinery is mainly used for construction, transportation, loading, etc., and its man-machine systems and working environment are very complicated. In this paper, the common human machine interface problems existing in the domestic engineering machinery are studied and analyzed. Through investigation and research and from the perspective of cognitive psychology, this paper analyzes the corresponding cognitive psychology process generated by the process of operator receiving and handling information sent by machines and environment. Thus, the interactive model of human-machine interface of construction machinery is established. In addition, combined with the principle of ergonomics design and application, taking truck crane as an example, this paper analyzes and summarizes the interaction elements of truck crane such as control and display interface. Specifically, this paper provides a theoretical support for the improvement and design of human-machine interface of construction machine through the analysis of the existing human-machine interface of truck crane, combing theory and practice. Simultaneously, it provides the following suggestions for the future human-machine interface design of construction machinery based on the existing human-machine interface design deficiencies.

Shuangshuang Zhang, Canqun He, Zhangyu Ji

Virtual Reality and Digital Environments in Design

Frontmatter
Evaluation of 3D Crosswalks Design

In Portugal there are a large number of pedestrian’s road injuries, exceeding the average value of the European rate. One important measure for avoiding pedestrians traffic crashes is the presence of crosswalks. In order to increase crosswalk conspicuity, some countries such as Iceland, Japan and India have already adopted a new system using 3D crosswalk to increase drivers’ awareness. This study intends to evaluate efficacy of 3D crosswalks comparing them with traditional 2D crosswalk. In this study, the driver reaction was evaluated using static images of urban road situations including 2D and 3D crosswalks. For stimuli presentation we used a constant stimuli methodology with two forced choice paradigm. Results seems to show that people take longer to respond to the 3D crosswalk but make more mistakes on the 2D crosswalk, however due to methodological issues that final conclusion can’t be drawn.

Francisco Rebelo, Diogo Cerqueira, Inês Freixinho, Paulo Noriega
Affordances on Route Selection in an Emergency Situation: A Study with Children

Understanding the influence of affordances during the processes of route selection could be a key factor to improve egress in emergency situations. Previous studies [1], showed that in a T-type corridor, the brightness acted as factor of attraction improving the affordance of that corridor in an emergency egress situation Here, we test this effect in children. Participants were presented with an adapted narrative of a fire inside a school. Their task was to choose which of the two corridors they would follow to leave school. We used T-type intersections in which one corridor (left or right) was brighter than the other. Bright corridors were chosen 48% for group aged 3 to 6 years, 65% for group aged 7 to 10 and 90% for adults. Results can be interpreted as children looking at affordances in a different way than adults, what might have implications in the design of safety built environments.

Paulo Noriega, Inês Sousa Santos, Vitória Gameiro, Elisângela Vilar, Francisco Rebelo
Alternative Realities in Interstellar Storytelling: Viewer Cognitive Reading and Screen Depiction

How do we accept or reject, in our and other alternate worlds, events and features as realities? We have memories, concepts, identity, experiences and collective imaginary, building in us an inner world. We have a self-consciousness that is unique, an “intuitive” sense of what is true or not, reality and fiction, understandable or unreadable before our eyes.In films, viewer is immersed in plot, storytelling, characters inner life and fictional world where they live. They tell us time and space in an enormous range of concepts and realities about alternative universes and their borders.We have been considering three major Foundations families sources, in which our concepts and notions are rooted, that we use to enable our capacity of discernment: Mind/Dream, Scientific/Knowledge and Metaphysical based concepts types. We have chosen relevant scenes in the film “Interstellar” [1] related with the subjects in this study.

Carlos Almeida Figueiredo, Inês Farmhouse Coimbra
Digital Ergonomics: Understanding the Bridges to the Digital World

The actual, hypermodern individual no longer focus his existence in the realm of the “sensible objects”. He lives in a constant existence dichotomy where physicality and virtuality live together to create new forms of humanity. Identity, space and time are blurred and the previous boundaries are questioned. The digital languages are a natural evolution of our society, silently changing the way we live and deal with each other and ourselves. The study of these subjects is essential to trace the cultural paths we are making as global community of gradually disconnected individuals. With these colligated existences, “bridges” between digital and “real” worlds are built in order to allow the “real” human beings to merge with digital realities. By this symbiosis between man and machine, humanity will see its capabilities gradually augmented, and new ways of existence will be found. To achieve this profound connection between worlds, an understanding of human factors is necessary in order to meet specific expectations of end users and to facilitate the immersion of individuals in the virtual environment. With this paper we intend to study video-games as a “bridge” between “virtuality” and “physicality”, and to identify the most reliable paths aiming for a seamless experience, regarding human factors and the users necessities and expectations, with a special attention to the use of character and fashion design as a way to achieve those goals.

Luís R. Santos, Gianni Montagna
A Framework to Use Virtual Reality for Behavior Change to Promote Safety and Health at Work

Virtual reality (VR) was created to give and enhance good user experiences, when the participants interact with virtual environments. These experiences have been successfully used in entertainment contexts, giving unforgettable user experiences. Nowadays, VR as used as a persuasive technology intentionally designed to change people’s attitude and behavior in different contexts (i.g. marketing, health). In this context, the objective of this paper is to discuss about the potentialities of VR for behavior change and presents a framework to use VR for behavior change, particularly related with safety at work situations. This framework is composed by five steps, to include VR in an organization. A discussion about the measurements and VR equipment’s to be used is made, to help the potential professionals to use VR to worker behavior changes proposals. In synthesis, this framework may not only improve worker behavior increasing the awareness of potential risks in the real work, but also unconsciously influence their routine behaviors which lead to the safety.

Francisco Rebelo, Paulo Noriega, José Veronesi
Emotions Appraisal with Face Reading in a Touristic Virtual Environment Prototype

User engagement is an essential condition for assessing the quality of an interactive experience. Nowadays, the tourism industry has been using experiences based on interactive proposals to involving users. However, tourism industry needs more effective strategies in the dissemination of the cultural contents, whether material or immaterial, and in particular in emerging countries such as the São Tomé and Príncipe Islands. In this context, how can the tourism industry offer contents capable to provide levels of engagement able to attract potential tourists to visit these tourist spots. And so, the development of immersive proposals in a virtual environment, can play an important role to engage potential tourists. In this context, this article has as primary goal the evaluating how 3D environments and interaction strategy can influence the emotional reactions of potential users of this product. In particular, we want to know if this virtual environment is capable of involving participants and provide interactive experiences capable to seducing and arousing interest in the islands. This evaluation was made using the Face-Reading tool, Self-Assessment-Mannequin (SAM) and Geneva Emotion wheel (GEW). The data collection tools used (Face-Reading, SAM and GEW) allowed to identify differences between the different moments of the game interaction, and they also presented similar results. In conclusion, Face-Reading achieves a level of continuous discrimination of the user experience, particularly in relation to engagement, allowing a better identification of the moments associated with the emotional reactions.

Yanick Trindade, Francisco Rebelo, Paulo Noriega

Design and Applied Anthropometry

Frontmatter
Development of a Design Protocol for Customized Swimming Goggles Using 2D Facial Image Data

A design protocol for customized swimming goggles by using a swimmer’s 3D facial scan data has been developed in our laboratories. Although the 3D scanner proved to be useful equipment to accurately capture a swimmer’s 3D facial data, high-accuracy 3D scanners are expensive tools which are not generally available to the public. The present study introduces a new method to capture a swimmer’s 3D facial data by using multiple 2D images that can be easily captured by a typical smartphone camera. In this study, two different cameras (GoPro and smartphone) are used to capture a swimmer’s facial data. Then, the effectiveness of the captured images to create a 3D image is compared. After creating a swimmer’s 3D facial image, customized swimming goggles are designed for that person in a CAD environment. Finally, an advanced 3D printing method is applied to create the swimming goggles with durable and flexible materials. The paper describes the detailed design protocol for customized swimming goggles from image capture to the final product.

Jangwoon Park, Mehrube Mehrubeoglu, José Baca, Kyle Rylance, Haytham Almoosa, Gregory Salazar, Cordarius Franks, Sassan Falahati
Garment Sizing in Portuguese Children’s Fashion Brands

This paper describes a study of the children’s clothing sizing used by Portuguese companies. A survey of children’s fashion brands was conducted in Portugal, accessing official public data, followed by a field research. A semi structured interview technique was used to interview designers and patternmakers, using two distinct scripts. The purpose was to better understand the reality of the Portuguese children’s fashion industry, mapping the profile of these brands, understanding how they deal with garment sizing, as well as to know how their body measurements tables were obtained. The study was carried out in the northern region of Portugal, where there is a greater concentration of apparel companies in the country. The selection criteria of the companies considered in the study was based in those whose target audience is between the ages of interest of this research, i.e. 3 to 9 years old.

Germana Bezerra, Miguel Carvalho, Juliana Pessoa, Maria Alice Rocha
Design and Development of the Plus Size Bra

The creation of a plus size bra, brands have to be aware of the size range they want to produce. This will certainly focus on the costumer that can consume this product, however the user also does not have an easy task. They have to review their fitting according to size, as each brand differs and the problem increases from country to country. In the Portuguese market of Plus Size, the diversity of sizes of bras is only achieved thanks to the importation of products that go according to the real needs of support and comfort of the users. In national brands, the choice is very limited, always concentrating their products in a utopian idea of 34B size.

Cristina Carvalho, Gianni Montagna, Ana Filipe
Design Requirements of Mastectomy Bra for Formal Dress

Based on the American psychologist Maslow’s theory of human demand, this study surveyed 14 breast cancer patients who had mastectomy without breast reconstruction from 20 patients in Shandong Cancer Hospital, Shandong, China, to investigate the factors that affect the needs for mastectomy bra. The requirements of mastectomy bra for formal dress from age, education, marital status, job type, and social communication after surgery were collected in the survey. Based on the collected requirements, the fabric, color, cup style, and shoulder strap style of mastectomy bra for formal dress were statistically analyzed. The results show that the education, age, and social communication of the breast cancer patients after surgery could significantly affect the demand for mastectomy bra for formal dress, and the marital status and job type are not as significant as the other factors. Most patients prefer a mastectomy bra with soft and breathable fabrics, black and white color, no wires cup, and removable shoulder strap.

Chi Liu, Xueqing Zheng, Bugao Xu
Foot Anthropometric Data for Young Chinese Population

As the rapid development of whole society of China, consumers pay more attention to the comfort and fit degree of garment accessory like footwear. Precise foot size can help good design for footwear and other related accessory. In this paper, we investigated the foot anthropometric data of 664 Chinese young women and 596 Chinese young men, with ages from 18 to 25 years old, by using 3D scanning equipment. Descriptive statistics of each data set was obtained. Then using ANOVA analysis the foot length and foot breadth among different ages are compared. The three ANOVA assumptions are verified for each data set. Only the data of foot breadth of women has inequality variance, so Welch test is used for this data. The final results show that women foot data is not different among ages, but men foot data is significantly different among ages.

Fan Zhang, Jing Zhao, Chao Zhao, Gang Wu, Wenxing Ding, Haitao Wang
Anthropometric Evaluation and Operation Room Design Analysis for Laparoscopic Surgeries in Cuenca, Ecuador

The surgical instruments as well as the medical equipment and laparoscopic tower commonly used in Latin America - especially in Ecuador – had been manufactured in the USA or Germany. Hence, for the design stage, the manufacturing companies use anthropometric variables related to the local population. Consequently, the values and estimations of these variables are not in concordance with the Latin America reality. According to some studies, approximately 73% of surgeons report physical discomfort during the laparoscopic surgeries. Generally, the discomfort is present in the neck, low back, shoulders, and thumbs. Several factors such as the impossibility of adjusting the operating table height, the wrong video monitor position, and the inappropriate design of the surgical instruments can trigger this situation. In laparoscopic surgeries, the origin of surgeons’ health problems mainly relates to the following situations: the wrong disposition of the elements of the operation room, the lack of instruments ergonomically designed, and the limited space in operation room. To the best of our knowledge, in Ecuador, there are no published studies about the anthropometry and the surgeon’s working space/workstation. For the reasons above exposed, in this paper, we present research of anthropometric evaluation carried out in Cuenca - Ecuador with seven surgeons during the laparoscopic surgeries.

Mónica Ordóñez-Ríos, Juan C. Salamea, Vladimir Robles-Bykbaev
Application of Digital Infrared Thermography for Emotional Evaluation: A Study of the Gestural Interface Applied to 3D Modeling Software

The present study introduces the application of infrared digital thermography as a tool to evaluate the level of emotional stress during the use of a computer system. For this, a subjective evaluation scale was used to evaluate what the user reported and the infrared thermography to measure what the user felt when he was handling a product control device. It has been observed that infrared thermography is an efficient method and that it has ample potential for the area of ergonomics and usability and can be used in evaluations during the use of artifacts, whether physical, digital or virtual. Therefore, this study proves that it is possible to use thermography in evaluations of usability and the user’s emotional experience.

Marcelo M. Soares, Danilo F. Vitorino, Márcio A. Marçal
Bra Fitting – A Brazilian Mastectomized Women Experience

Alphanumeric system – used internationally to manufacture bras – is an exception in Brazil. In this century, two brands made some efforts to make it used, but they are not the most sold labels and the full range of sizes is not always available. Most Brazilian women buy a bra using only one measure, which uses to be similar to the top clothing. The matter of bra fitting is always discussed in American and European blogs, and researchers from all over the world propose solutions for better bras – each one considering their population – but there are a few proposals that take into account mastectomized women who were not submitted to a reconstruction of the breast. These ones have even more questions to cope with, and if the industry that works with band and cup sizes, separately, has difficulties to address the regular fitting (with two breasts they suppose that are symmetrical), in Brazilian approach, with just a number or a range like small, medium, large and extra large, the support to women’s need is even poorer. This paper shows the analysis of the first part of a research made in a cancer treatment reference hospital in Curitiba (South Brazil), called Hospital Erasto Gaertner, with twenty mastectomized women who, until the moment of the interview, were not submitted to a breast reconstruction. Questions about the use of the bra and the undergarment itself were made; pictures registered how it hurts a bad fitting bra, as well as some singular solutions found by those participants to improve their condition. Among the results is a discussion proposed by authors suggesting enhancement of some aspects of Ergonomy and, mainly, a focus in the project of design of the bra, which, in the point of view defended in this approach, needs an asymmetrical band, especially in the cases when the new anatomy comes from the removal of axillary lymph nodes.

Lucia Regina, José Aguiomar Foggiatto
Head and Face Investigation of Chinese Adults and Analysis of Influencing Factors

The statistical data of head length, head width and head circumference acquired from the national ergonomic survey in 2014–2017 are analyzed and compared. It is found upon statistics that there is a significant difference between male and female. The head length and head circumference of male and female decrease with age. There is no significant difference in the head circumference of men and women in six regions. The rural population has no significant difference in the data with the secondary industry group, but has significant differences with the other three occupational groups.

Linghua Ran, Chaoyi Zhao, Xin Zhang, Hong Luo, Taijie Liu, Huimin Hu, Zhongting Wang
A Study on Young Men’s Upper Body Characteristic Indexes in China Considering Human Ergonomics

This paper takes analysis of the upper body type of young men in China aiming to give some implications for shirt design. According to the characters of sample shape, extract the key control variable to conduct size classification, and at the same time, take a detailed analysis to several important area of the upper body shape. The specific content is as follows: (1) Twenty six upper body measurements obtained from body scanner were designed for analysis. Firstly, R-type cluster analysis was carried out on the measured data, and it is concluded that the twenty six indexes could be clustered into five classes. (2) Then a multiple linear regression model was established which could be applied to the predict the specific body parts. In order to get the optimal predict results, next we choose the best regression equation using various statistical criteria such as Residual Mean Square (RMSq), Mallows Cp. From the best regression model, detail size of body can be deduced. The data from the prediction model are precise, which can make the garment pattern more precise and suitable. The results can also provide the body foundation for some empirical formulas in shirt pattern design.

Jing Zhao, Gang Wu, Fan Zhang, Chao Zhao, Haitao Wang, Wenxing Ding, Xinyu Cao
The Effects of Weight on Comfort of Virtual Reality Devices

With the development of technology, the virtual reality (VR) headsets are widely accepted and used for leisure activities and training. However, research about the comfort of the VR headsets was rarely done. The study investigated the relationships between weight of VR headsets and subjective discomfort and pressure load on the head. One-way within-subject ANOVA was conducted to test statistical differences of subjective discomfort scores and pressure loads against weight. In all three types of VR headsets, the overall subjective discomfort and pressure loads are increasing with weight. Generally, the lower weight made users feel better when wearing VR devices. Meanwhile, the integrated head-wear headset felt more comfortable than the soft belts headset as a whole. Some suggestions about improving comfort of VR device is presented.

Yan Yan, Ke Chen, Yu Xie, Yiming Song, Yonghong Liu

Development and Methodology Issues in Design

Frontmatter
The Musculoskeletal Contribution in Wheelchair Propulsion Systems: Numerical Analysis

Although many improvements are still being investigated in the Manual Wheelchair (MWC), a number of criticisms are formulated by a vast majority of daily users. One of the most significant concerns are related to the handrim propulsion system, which is responsible for micro-traumas. The numerical study described in this paper compares two types of propulsion systems: the classical handrim and the lever propulsion. The purpose is to assess the force required for propulsion and the related consequences on involved muscles in the case of a paraplegic patient. Numerical results on lever propulsion demonstrates improved force distribution and reduced muscle activity compared to the classic handrim propulsion. In our view, these results constitute a promising initial step for demonstrating the superiority of lever propulsion from an ergonomics viewpoint.

Nadir Skendraoui, Fabien Bogard, Sébastien Murer, Tareq Z. Ahram, Krzysztof Fiok, Redha Taiar
Design, a Ready-Made Object or an Object Ready to Be Made

This paper intends to develop questions related to the creation and use of objects in the present times. The place of new objects in a saturated world, opposed to minimalist philosophies, which aim to reduce the use of artefacts and (re) drive industrialized societies to a civilization state as elementary as possible, are aspects to consider and probe. The question of the user participation in the final configuration of objects – do-it-yourself – and questions related to the customization of those objects are fundamental topics. The ready-mades are a perfect excuse to the questions we pursue. The movement around this kind of objects is a matter of great importance in the past century. Those objects participate not in an informative way, but they lead us to a path of thought around the objects we use daily. We intend to connect this movement to the a object ready to be made. Object that we can interact and became emotional engaged with.

Luis Miguel Ginja
Maglev Technology Review for Improving Urban Mobility

The rise of magnetic levitation technology for trains (Maglev) in the XX century can be seen as a conquest since those trains can reach speeds up to 590 km/h. In Brazil nearly 85% of the public transportation is made by bus which affect the general circulation speed and stimulates the population to migrate to individual transportation options, reducing the potential demand and increasing public transportation costs. This paper proposes the actual literature review on the maglev technology to characterize its use on cities with more than 300,000 inhabitants. After the analysis, a discussion on the maglev technology integration with other transportation modes improves not only the average speed on public transportation but it also reduces the background noises on a high populated area, plus integrating distant neighborhoods and different commercial and industrial with a more reliable and predictable service improving the city’s urban mobility factors.

Wilian Daniel Henriques do Amaral, Guilherme Valle Loures Brandão, José Alberto Barroso Castañon
China Design Development Based on Trend-Driven Innovation Strategy Under the Belt and Road Initiative

In 2013, Chinese President Xi successively put forward the major Initiative of the construction of the “Silk Road Economic Belt” and the “21st Century Maritime Silk Road”. Since then, the Initiative attracted the resonance among the whole world, and up to now, more than 100 countries and international organizations have taken practical actions to support and participate in this Initiative. On this background, trend-driven innovation approach was adopted in this study to make bold assumptions about the future changes and trends in China’s design industry. The research procedure includes the following six steps: 1. Understand why it is now to do the trend research and set the economic expectations; 2. Scan trends and build the trend framework. 3. Focus on some trends and find out the consumer trend radar. 4. Generate consumer trend canvas. 5. Build the first yard. 6. Based on the former research, culture the trend department and trend-driven ecosystems. Based on the above research, three conclusions can be drawn: 1. Co-design innovation in Central Asia is rising; 2. Innovative cases and events with Asia cultural background will surge; 3. Sustainable design is the benchmark for innovative design across countries.

Zhang Zhang, Jianxin Cheng, Tengye Li, Qianqian Wu
Accessible Packaging: A Study for Inclusive Models for Visual Impairment People

This paper presents the study of a accessible packaging proposal that is accessible according to the users requirements, to facilitate the handling, opening and identification of the product information in packaging for the people with visual impairment. For data collection method, we performed usability tests and interviews, with film. There was five volunteers participants: four blind and one with 5% visual acuity who handled five packages of food products. The methodological procedure was the GODP - Guidance for Project Development. The tests were performed on November, 2017 at the Laboratory of Ergonomics and Usability, Paraná Federal University, Brazil. The results indicate difficulties in reading and opening the packages. Suggests creation a briefing with guidelines for the development of accessible packaging that provides greater efficient communication of the information in packaging for the visually impaired.

Maria Lilian de Araújo Barbosa, Gisele Yumi Arabori Ribeiro, Isabel Gebauer Soares, Maria Lúcia Okimoto
Terrestrial Autonomous Vehicles: Exploratory Study and Perspectives of the Interaction of Blind People in the Urban Environment

This article contributes to the discussion about autonomous vehicles and impaired people. It presents a bibliographic survey, followed by the exploratory study with interviews with two blinded people and with an expert from automobile industry. It argues that to contain these emphases and gaps it is necessary to map the process of dislocation of blind people guided by a computational system, considering all type of obstacle encountered and to promote studies in the scope of Design, Engineering and Assistive Technology (AT).

Fernanda Cristine da Silva, Virgínia Kistmann, Maria Lúcia Okimoto
Establishment of Indexes System for Bookcases Ergonomic Evaluation Based on Delphi Method

To get a comprehensive bookcase ergonomic evaluation indexes system, the literature research and user survey were carried out first to collect indexes that influence bookcase using. The indexes including structure, operation force, interaction and other ergonomic factors were preliminarily extracted by collecting and arranging the research results. Then, the usability testing was designed to find out more indexes when using bookcase. With all the researches based on user experience results, the preliminarily ergonomic evaluation system was confirmed including 33 indexes. Then, 15 experienced experts in the field of ergonomics and furniture design were hired to evaluate the extent necessary to be included in the bookcase ergonomic evaluation index system by using Delphi Method. 23 indexes were finally confirmed through two rounds of expert consultation, which laid a foundation and provided references for the ergonomic design and evaluation.

Yinxia Li, Yahui Bai, Huimin Hu, Pu Hong, Mengjing Cai, Linkai Chen
The Effects of Center of Mass on Comfort of Soft Belts Virtual Reality Devices

With the development of technology, the VR (virtual reality) devices have become more and more popular. However, the effects of center of mass of the VR devices were not comprehensively investigated. The research is to find out the influence of center of mass of the soft belts VR devices on the wearing comfort. One-way within-subject ANOVA was conducted to test statistical differences of subjective discomfort ratings and physical loads on head. The results show that the closer center of mass of VR device to the pupil is, the lower subjective discomfort rating report. Meanwhile, the device with three belts is more comfortable than the device with two belts in general. Some suggestions about improving comfort of soft belts VR device are proposed.

Yiming Song, Yonghong Liu, Yan Yan
DESIGNLAB4U: A Laboratory of Knowledge, Experimentation and Practical Action

The objective of this article is to present a project of a professional nature that we have been developing in the School of Education of the Polytechnic of Lisbon aiming the immersion of the students of the Visual Arts and Technologies Course in real pedagogical, work, social or research contexts. In this way, it is intended to provide students with the opportunity to collaborate into projects with projection and consideration of inputs from the community. At the level of applied research, this project is able to develop research in the field of design, constituting an open door to the development of inter and transdisciplinary research, collaborative with other scientific fields. As an arrival point, students are offered the opportunity to collaborate in real projects, with a community projection, generated in an immersive learning context, facilitating and fostering creativity, as well as the development of cultural and social enrichment activities.

Cátia Rijo, Helena Grácio
Attention of Viewers While Viewing Paintings Depends on Different Types of Exhibition Light: A Quantitative Approach with Eye-Tracking Method

Light is an important factor to create visual experience in any art exhibition. To understand the preferred lighting condition of the viewers, few studies have experimented with correlated colour temperature (CCT) and Illuminance of light while viewing paintings. However, very few studies have considered different types of light and its effect on viewers’ attention. Also, previous studies have used only category rating to understand viewers’ preference which is a questionable method in this regard. Therefore, in this study an experiment has been designed with quantitative (eye tracking, N = 10) approach to understand the effect of different types of exhibition light on viewers’ attention while viewing similar kind of paintings. The findings from the experimental result is depicting that attention of viewers while viewing similar paintings changes due to different types of light having same CCT and Illuminance.

Amrita Bhattacharjee, Swati Pal
Proposal and Evaluation of “Cariño Index”-A New Coordination Index Based on Weather Conditions

Deciding “what to wear today” is usually an enjoyable part of most people’s routines. However, there are often times, especially during a change of season, when our coordination fails owing to the weather being too hot or too cold. We are therefore proposing the “Cariño index,” a fashion coordination index based on the weather, along with the “Cariño equation” to calculate this index and evaluate its effectiveness. The paper introduces the concept and procedures that inform the Cariño index and equation. The data, methodology, processes, and results are described, while the effectiveness of the Cariño equation and future issues are discussed.

Akari Fujiwara, Katsuhiko Ogawa
Ergonomic Hazards Associated with Freshwater Aquaculture and Possible Mitigation Measures

Ergonomic hazards are prevalent in the fishery sector of India, where majority of the activities are accomplished manually. This paper incorporates identification of the occupational hazards associated with freshwater aquaculture that included semi-intensive grow out fish culture and fish seed production along with ideas for mitigation measures. Assessment of impact of long term exposure (25–30 years) to some of the occupational hazards revealed work related musculoskeletal disorders and discomforts in 84–96% of the workers. Muscle injury, cut, skin diseases, and eye problem, gastrointestinal disorders, bronchial and lung disorders were recorded in 92–100% workers working for long time in water or in wet condition. Measures/devices conceptualised and designed at Fisheries Research Centre, Assam Agricultural University, for mitigating some of the identified ergonomic hazards vis a vis enhancing work efficiency were incorporated.

Bibha Chetia Borah
Analysis Using Linkograph to Identify Product Features for Innovation: A Human Centered Usability Engineering Approach

Micro Small and Medium Enterprises (MSMEs) have limited resources to initiate continuous innovations in the products manufactured by them. This paper presents a novel analysis method using linkogrpahs to identify the product features that have potential for innovation. While innovation can happen in materials, processes, a novel approach that of usability and utility has been adopted in this paper. Human factors behind usability that could enhance utility and identified as gaps using ‘linkogrpahs’. Linkogrpahs for these house old products have been drawn after disassembly. This human centered innovation method has potential to be and by MSMEs not only for improving design but also become a comparative measure of added value. Link index has potential to be used as an innovation metrics. This paper describes the analysis of these products using linkographs to identify the features for innovation.

Pradeep Yammiyavar, Ravi Lingannavar
Eye Tracking Based Objective Evaluation of Visual Aesthetics: A Review

The process of having an aesthetic experience is a very complex cognitive phenomenon. Human perception is governed by vision, and visual perception is guided by the attractiveness of stimuli. Visual information covers more than half of the sensory information during an aesthetic experience. It reflects the higher dependency of human perceptibility/cognition on the eye compared to other sensory channels. Thus, eye tracker based evaluation of visual scanning behaviour has emerged as an important technique of aesthetic appraisal in recent years. There is a constant argument over the years that an aesthetic experience of the subconscious brain can be studied from the visual scanning behaviour of the human eye. Hence, the current paper aims to review the scope of eye tracking as an objective way to analyze the visual aesthetics. Following extensive literature search on the topics pertaining to aesthetic perception; aesthetic experience; objective measures of aesthetics; visual exploration; eye tracking variables and its correlation with human behaviour etc., were segregated and presented as systematic manner. The present paper shows the potentiality of the eye tracking research considering the past implications, recent developments, and relevant future growth in the field of visual aesthetic evaluation.

Bighna Kalyan Nayak, Sougata Karmakar
Research on the Optimal Control-Display Ratio of Smart Phone Touch Screen

20 subjects participated in the experiment to conduct sliding the slide bar with different sliding directions and sensitivity on the touch screen of same smart phone sample. The completion performance of the sliding task was recorded and analyzed to explore which sensitivity setting control-display ratio to different sliding directions is the highest. The independent variables are the slip direction and sensitivity. Sliding direction included horizontal and vertical design. The sensitivity has five grades, 1, 2, 3, 4 and 5. The dependent variable is the task completion time. The experimental results show that the sliding performance is the highest when the sensitivity is 2 and 3. The horizontal and vertical sliding direction does not affect the user’s sliding performance. This research provides experimental data for the control-display ratio design of intelligent touch screen mobile phone with sliding function software.

Yunhong Zhang, Hong Chen, Wei Li, Zhongting Wang, Xiaolei Xin
Redesign and Improvement of the System of Signaling and Visual Communication for the Rectory of the Federal Institute of Maranhão that Meets the Needs of Visually Impaired People

The composition of the atmosphere is able to facilitate or impede the movement of any person. The signaling is a resource whose main purpose is to guide you’re an individual in relation to the geographical area in which it is, but not always these spaces meet the conditions of accessibility and inclusion. For people with visual impairments, circular in malls, shops, toilets, cinemas, theaters, supermarkets, which are private environments, however free access, and especially the public spaces, is still a major challenge. Understanding accessibility-related obstacles facing people with visual impairment, it is considered the need to provide resources, i.e. make spaces so that it becomes possible to provide quality of life and autonomy of way that everyone is indeed included. It is known that Visual communication facing signalization, fulfills the role of direct and inform the user in a specific location, but to work it inclusive manner, it is necessary to remedy the shortcomings present in space from the perspective of Graphic Design, i.e. develop appropriate methods of accessibility and inclusion considering the use of tools such as the creation, the psychology of colors, the typographic organization and other Visual elements often exploited by the designer. Under the optics of graphic design, this project aims to adapt and apply an effective signaling in a public environment of education, the building of the deanery of the Instituto Federal do Maranhão, in order to be able to offer best conditions access to your users, working the inclusion and accessibility as the credits that you can provide an environment not meeting the needs of people who don’t have some kind of disability, but your audience as a whole, without exceptions.

Lays Brito Campos, Ivana Maia, Luís Rocha, Luíza Rosa

User Experience and Learning Environments

Frontmatter
User Experience Analysis Based on Physiological Data Monitoring and Mixed Prototyping to Support Human-Centre Product Design

Human-centred design is based on the satisfaction of the user needs mainly related to performances, interaction, comfort, usability, accessibility, and visibility issues. However, the “real” user experience (UX) is hidden and usually difficult to detect. The paper proposes a multimodal system based on the collection of physiological and anthropometrical performance data on field and within a mixed prototyping set-up. The mixed environment makes users interact with virtual and digital items and users’ performance to be capture and digitalized, simulating human-machine interaction, while physiological and anthropometrical data collection allows to objectify the users’ physical and mental workload during task execution. Such a system has been applied to an industrial case study focusing on agricultural machinery driving and control to support the definition of a new cabin and its control board, in terms of seat features, commands’ positioning and grouping, and positioning of additional devices.

Margherita Peruzzini, Fabio Grandi, Marcello Pellicciari, Claudia Elisabetta Campanella
Design Methodologies for Continuous Improvement

Top management of manufacturing could benefit from methods that are designed to create a systematic process for implementing continuous improvement across the organization. In this article, we propose two methodologies, Kaizenomics, a glossary-based audit system with the standardized definition of terms and methods be utilized and BizCocreation, a technology-assisted collaboration method with emphasis on interactive diagrammatic dashboard design to enhance knowledge management and engage stakeholders. The ultimate objective is to catalyze and sustain continuous improvement within an organization to enable a positive quality culture.

Peiyi Ko, Martin Stein
Design for (Inter)Actions: A Teaching Experience in Graphic Design

What has been taught in higher education in graphic design tends to replicate professional practice. Projects in graphic design are prepared for expected results, without significant understanding which can alter communication media. Transposition of interactive features into contexts involving printed matter suggests modifications which can be carried out and taught. We have organized an experience with master’s students in communication design, to include an interactive concern with objects for print production. Students developed graphic design projects so their conception could allow greater participation of people when dealing with printed information. Results of these projects are stated, observed and described. Generated prototypes demonstrate a propensity for manipulation by people, modifying communication effect.

Marco Neves
Interaction and Digital Infographics in Portuguese Media: When News Are Made of Things We Cannot See

News are becoming more digital, visual and interactive. Here we look at journalistic infographics in Portuguese media. How are Portuguese media companies publishing interactive infographics? And are they doing it well? In this research, we aim to explore this multidisciplinary and multi-platform field, using a combination of qualitative interventionist and non-interventionist methods – such as literature review, case studies and practice based-research. We discovered flaws and possible solutions for better application of interaction design and user consciousness in digital journalistic infographics. The main objective was to improve routines of information designers in Portuguese media and to teach them the importance of users and the values of their experiences. We conceived an educational project to teach what interaction design is and how it can affect the way journalistic infographics are made, that works, simultaneously, as an information aggregator and a practical guide, to personalize and orientate each professional’s work.

Rita Salomé Esteves, Marco Neves
User Experience Design and Architecture of IoT Ecosystem Employed in Students’ Activities Tracking

In this paper we present a model for user experience (UX) design and an architectural design of the IoT ecosystem employed in students’ activities tracking. It builds on an idea to apply IoT in the learning process of college students in order to provide better insight into the origin of their success, and possibly to improve it. The Ideation phase of the IoT ecosystem was conducted by using a questionnaire and focus group techniques to identify students’ needs, as well as UX research techniques to empathize with future users in order to deliver broad ideas for the future IoT ecosystem. System functionalities and requirements were determined in two iterations aiming to propose IoT ecosystem architecture during the IoT ecosystem design phase. Finally, UX design process included a design of wireframes and interactive prototype to deliver mobile application interface that would be used in evaluating anticipated user experience of the introduced IoT ecosystem.

Dijana Plantak Vukovac, Mišo Džeko, Zlatko Stapić, Tihomir Orehovački
The Italic Style: Getting It Straight

This paper is based on a dissertation study of the italic, both the writing style and the typographic font. It seeks to understand and define it, while analyzing and describing its history, origin and evolution. We have noted that many important history of design publications have most typographic styles very well defined, but not the italic, regarding its history and definition, and therefore felt the need to study this topic in more depth. For this research we have reviewed relevant literature and observed multiple manuscripts and typefaces. Authors such as Andrew Robinson, Michelle P. Brown, Berthold L. Ullman, James Wardrop and Stanley Morison were essential for a good theoretical foundation. The analysis of manuscripts and typefaces allowed us to verify and exemplify the information that was studied in books and identify with more clarity the characteristics of the italic. With this investigation, we hope to contribute to a better understanding and a good use of the italic style.

João Aranda Brandão, Catarina Machado Almeida
Project Decisions in Magazine Design

This research is based both on a magazine project intended to disseminate Portuguese design and on the theoretical study that constituted the basis for its creation. It begins with the bibliographic research on the subject and continues with the analysis of reference cases and with exploratory surveys to the target audience, in order to justify the project pertinence and to verify the necessary conditions for its accomplishment. One of the greatest sources of knowledge in graphic design is found within its process, in the decision-making (with advances and retreats) inherent to the project, in the proposals and in its evaluation. In this article, we intend to introduce this process and the actual result of the project developed.

Elisabete Rolo, Inês Valente
Communication Design Against Child Sexual Violence

This project concerns the issue of sexual violence against children, and uses the tools of communication design to help to deal with the damage in therapy sessions. We have produced specialized support materials for the therapy follow-up of children who are victims of this type of violence. Due to the complex and sensitive nature of the subject matter, we partnered with the CARE (from APAV) network, a leading organization in Lisbon supporting children and youngsters who are victims of sexual violence. Using the support given by CARE, we carried out surveys and interviews with its experts. We created games and support materials that enhance the dynamic between therapists and victims. In doing so, we hope to have established new therapeutic possibilities, empowering the protection of children. All the results of our project have been validated by the CARE network for the needs of therapy support.

Teresa Olazabal Cabral, Inês Laureano
The Contribution of Information Design to Age-Friendly Cities: A Case Study on Coimbra and Public Transport

Given the growing and increasing complexity of cities combined with the aging of the population, the World Health Organization launched the “Age-Friendly Cities” initiative, which promotes the suitability of cities for accessibility and inclusion of citizens by meeting their capabilities and needs. This idea stems from the defense of the “right to the city” (Lefebvre, 1995), where daily practices intersect with the representations of space and give rise to the lived area - the representational spaces, where environments constructed by the use of the city take place. In this context, Information Design is fundamental to promote the city as a public space. This paper discusses the relevance of Information Design, Inclusive Design and wayfinding systems in fostering “Age-Friendly Cities”. We present a case study developed in the public transport of the city of Coimbra to understand how the principles of inclusive design are present in the communication with the users.

Maria Luísa Costa, Inês Amaral, Fernanda Daniel
The Influence of Infographics in Accessing Information: Multidimensionality in Visual Representation and Configuration of Different Media

Infographics are powerful tools for presenting information and information design has distinguished itself as a specific discipline that has efficient communication of information as main task. With new online revolution, concept of infographics has evolved by combining several ways of presentation in many formats and there are different denominations; simultaneously, information designers should consider some principles and differences when designing for internet or printed material. This article presents a theoretical reflection and practical examples that pretend to reflect these matters, trying to create a relationship between infographic typologies, objectives and how information is presented, considering final users.All types of infographics exploded in popularity a few years ago and the amount of information we must filter and understand will continue to grow; information design states itself as one of the best disciplines to share and communicate things we learn.

Cristina Santos, Maria João Pereira Neto, Marco Neves
Comprehensive Evaluation Method of Interface Elements Layout Aesthetics Based on Improved AHP

Based on the analysis of the aesthetic properties of the interface elements layout, the aesthetic factors in the layout are comprehensively considered. The Analytic Hierarchy Process (AHP) is used to establish a comprehensive evaluation model for the aesthetic system based on gray theory. This model overcomes the arbitrariness and subjectivity of evaluation by the combination of quantitative analysis and qualitative analysis, and realizes a scientific, reasonable and comprehensive evaluation of interface layout aesthetics. Finally, comprehensive aesthetic evaluation software of the layout design of the interface elements is designed and compiled, which avoids massive artificial mathematical problems in the evaluation.

Qing Kong, Qi Guo
An Ergonomic Analysis on the Viewing Distance and Angles of the UP Film Institute Videotheque

Initial surveys at the UP Film Institute Videotheque indicated that 47% of viewers experienced neck strain while watching. An assessment was then conducted by measuring the sitting eye height of the viewers, and calculating the line of sight, viewing distance, and viewing angles at each seat. Results show that those in the front rows and outermost columns are on an average 9.83 and 11.39° beyond the normal horizontal and vertical viewing angles respectively. Comparing the measurement results of the viewing distances and angles to existing standards, 35 out of the 58 seats in the videotheque are deemed unsatisfactory. Seats with viewing angles and distances identified to be beyond standards are determined as the areas where viewers experience discomfort.

Christine Joyce D. Beltran, Danica Mae L. Berunio, Michael Karl M. Calunsag
The Classroom Built Environment as an Inclusive Learning Process for the Deaf Students: Contribution of Ergonomics in Design

Since the Declaration of Salamanca in 1994, the educational system has concentrated efforts to interpret and integrate the deaf person in regular schools. For a special child the school represents a significant area of learning and socialization, and only the assurance of the two can guarantee real inclusion. The world of a deaf person is not of the hearing, but of the vision. The built environment of a classroom has the property to integrate basic functions for the human development, such as teaching and learning. The question we pose is how classroom environment interferes with the teaching-learning process of the deaf student cognition process. In this paper, we attempt to discuss the role of the classroom design considering environmental comfort and layout. To do so, we used methods of built environment evaluation as a basis to assess how deaf students perceive and use the classroom.

Denise Maria Simoes Freire Gaudiot, Laura Bezerra Martins
Comparison of Posture, Comfort and Satisfaction Between a Dynamic Seat and a Seat with Ergonomic Criteria

The scope of furniture design in specific is an extensive market and on which many authors have proposed different forms and methods to design a seat. The use of dynamic seats is a trend that has emerged in the last decades, the approach of a seat that allows change of posture, exercise and supports the different segments of the body come to have design attempts such as integrating exercise balls to environments Such as offices and schools. However, as these types of seats affect the comfort of the subject and their satisfaction with use has been a little-studied concept. Through biomechanical analysis and different scales of comfort, discomfort, and satisfaction, this document aims to observe how these variables interact.

Gabriela Penélope Luna-Ávila, Elvia Luz González-Muñoz
The Teaching Curriculum in Product Design

The teaching of materials in design is an important topic in products design degrees, especially after the entry of the bologna process. Regarding materials teaching, we have noticed that deserved attention has not been given, which is essential to good design practice, not having until then verified a paradigmatic change in teaching methodologies that enhance the importance of this area for the training of designers. This abstract introduces a first analysis in the study of the interconnection between web platforms materials and physical materials library since it considers important the interconnection between technological innovation in terms of materials and the applications and web platforms with materials. We believe that the interconnection can promote an improvement in the knowledge and manipulation of the materials of the students of design (communication, product, and industry), promoting better teaching that enhances the creativity and performance of the students during their academic life. It is considered that the proposed research is relevant in the current situation and placement of the design studies in the national and international paradigm. We think it´s important to realize if the academies follow the evolution of industry. The methodology used in this research process will be mixed, theoretical with a focus on practice. It is therefore intended to explore the shortcomings and needs of the curricular contents of the programs of technologies to be taught in product design courses at the 1st cycle level (Bsc), seeking to lead to a new methodology and/or pedagogical approach adjusted to the disciplinary area, to preferably at the curricular programs of design course.

Maria Alexandra Luís, Paulo Dinis
The Hard Life: A Pedagogical Experience in Industrial Design

This paper seeks to analyze and discuss a redesign project developed by students of master’s degree in industrial design. Based on the book The Hard Life, from English designer Jasper Morrison, the briefing proposed the development of concepts for new products inspired by the selection of objects in the book, and respective written interpretations. It seeks to explore the dialogue between the original objects – their use, Morrison’s interpretation - and the reinterpretation made by the students considering the current material culture.Accompanied and coordinated with Bisarro, contemporary studio dedicated to the artisan production of small series in Bisalhães black clay, UNESCO Immaterial Cultural Heritage, the project seeks to explore the boundaries and common ground between memory and contemporary times.More than the results, it is intended to discuss proposals and approaches, from functional interpretations, formal inspiration, to the appropriation of affordance and gesture.

Afonso Borges, José Vicente
Different Wheelchairs Designs Influence Emotional Reactions from Users and Non-users?

The emotional reactions caused during the interaction with a product interfered in the evaluation by the user. For the assistive technologies, like the wheelchairs, there is a range of emotional reactions associated with the image of disease, despite the importance of these products for the independence of the people. Many studies about wheelchairs focused in biomechanical and functional aspects, without emphasis in other aspects of the user experience with these products. In this context, the aim of this work is to evaluate if the wheelchair with different design features provoke different emotional reactions in users and non-users of this assistive technology. Geneva Emotional Wheel was applied to 30 people wheelchair users and 30 people wheelchair non-users during a video with two wheelchairs in a virtual environment 3D. The results indicate that a wheelchair with a modern design causes more positive emotional reactions than a wheelchair with traditional design. It is considered these results can cooperate with wheelchair designers, as well as in health services in the context of prescription of this assistive technology.

Luciana Carneiro, Francisco Rebelo, Paulo Noriega
Design Specifications for a New Equipment to Be Used by Workers in Aircraft Industry Maintenance

Many air accidents result from contributing human factors, and maintenance is responsible for the large number of interventions in the industry. In his context, the main objectives of this study was to identify and understand the existence of problems for the workers related with maintenance activities under whole belly of the aircraft and define a concept for the development of an equipment that can solve the encountered problems and meet the needs of the industrial organization for performing tasks below the aircraft. We had encountered problems related to musculoskeletal injuries due to poor conditions, visual fatigue due to poor lighting and accidents related to head injury with aircraft structures. Brainstorming meetings with the workers, health and safety professionals, designers and ergonomists allows the definition of the main requirements for a “maintenance car” to avoid the previous problems.

Waldemar Freitas Neto, Francisco Rebelo, Fernando Moreira da Silva
A Review on Thermal Comfort Evaluation of Head-Worn Devices

Head-worn devices are widely used in both work and leisure. Previous studies have showed that thermal discomfort would arise with usage of head-worn devices. The present study conducted a literature review on thermal comfort/discomfort evaluation on head-worn devices to obtain a more complete understanding of the topic. The type of devices, research method, thermal comfort parameters and thermal effects of wearing headgear were examined and summarized. It is suggested that when evaluating thermal comfort of hear-worn devices, objective and subjective methods should be triangulated, and more controlled experiment is needed. The review provides a better methodological and empirical understanding of current research on thermal comfort of head-worn devices, which will facilitate product evaluation and product design improvement in industry.

Ke Chen
Human Interaction, Emotion and Sustainability: Designing Wooden Children’s Furniture

In the final phase of a product design research, aiming to produce prototypes for a children’s high chair project, more adapted to the child and sustainability and capable of following child’s growth from 6 months up to 7 years of age, having a 10 high chair models’ case study as a starting point, a study concerning the choice of materials for this equipment was made. Visual and tactile comfort characteristics of wooden objects and the way humans interact and use them, as well as the issues concerning sustainability and waste reduction are main factors to deal with in this design project. A literary review based study revealed wooden materials in interiors and objects to have a positive psychological influence in humans, with a pacifying and relaxing effect. In conclusion, this study gave directions about the choice of materials and its finishing for the high chair project, leading to wooden based materials, capable of positively affect human’s well being and behavior as well as contribute to a sustainable environment.

Cristina Salvador
Graphical Environment for Application Interfaces Accessible by Seniors

Considering the growth of the population over the age of 60 years in the country and the peculiarities of this phase of life as the difficulties in hand-eye coordination and vision, it is essential to propose ways to get them to new technologies and improve your experience with technological advances. So, using concepts that involve the inclusive design and design thinking, this work aims to develop the graphical environment for android applications that facilitate the interaction, in order to reduce the interference of the difficulties in relationship with mobile applications. The quality of the interface is mister, if interactive systems are to be successful. To design high quality interfaces, it is essential that they are evaluated during the design process, in order to identify and adjust interaction problems. This chapter presents concepts of quality of use in interfaces and the main evaluation methods used to assess them.

Luiza Rosa, Ivana Maria, Eveline Sa, Alinne Marting, Ana Rebeca Araujo
Backmatter
Metadaten
Titel
Advances in Ergonomics in Design
herausgegeben von
Prof. Francisco Rebelo
Prof. Marcelo M. Soares
Copyright-Jahr
2019
Electronic ISBN
978-3-319-94706-8
Print ISBN
978-3-319-94705-1
DOI
https://doi.org/10.1007/978-3-319-94706-8

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