Interdisciplinary Practice in Industrial Design

book-cover

Editors: Yong-Gyun Ghim, Cliff (Sungsoo) Shin

Topics: Interdisciplinary Practice in Industrial Design

Publication Date: 2022

ISBN: 978-1-958651-24-7

DOI: 10.54941/ahfe1002008

Articles

Iterative Prototyping & Testing In The Development Of A Reliable And User-Friendly Dispensing Device For Medical Consumables

This project adressed by this paper was undertaken by two teams of undergraduate students in a Junior level design studio course within the School of Industrial Design at the Georgia Institute of Technology. The problem addressed by these students was identified and presented to the class by a local medical equipment manufacturer. In a brief that was provided to the class, the sponsor described the need for a reliable dispensing system for N-95 Masks to be used in the clinical environment. It had been observed that masks are typically stocked in open cartons or in improvised arrangements of repurposed baskets/containers that may be stacked on shelves or attached directly to walls. Since the industry sponsor offers a wall mounted rail system to provide equipment management in healthcare environments, it was expected that any design concept proposed be compatible with this proprietary system. The sponsor also made it clear that the use of electrical power in the design of dispensing mechanisms should be avoided so “smart” solutions were not explored in the course of this project.After being briefed on the problem and goals of the industry sponsor, students began with background research intended to help identify and understand the needs of various users, existing solutions, the use environment, as well as specific developmental requirements. Based on this preliminary research, students developed design goals and design criteria to guide subsequent development of conceptual design solutions. Aside from making the design ergonomic and user-friendly to operate, easy to manufacture, and aesthetically acceptable, the over-arching design objective of this project was the development of a design which (1) could be easily loaded directly from mask packaging; and (2) could reliably dispense masks with minimal failures (including failure to dispense, dispensing of multiple masks at a time, incomplete dispensing of masks and miscellaneous jams of the dispensing mechanisms). To achieve this goal, it was necessary for students to undertake a process of iterative prototyping and testing of their design concepts in order to fine tune design detailing and optimize functionality. This paper details the process of how iterative prototyping and testing was utilized by students to fine-tune their design concepts into reliable and user-friendly N-95 mask dispenser solutions. This effort was unique and educationally significant in that the typical design studio project results in conceptual solutions that seldom need to undergo such testing and refinement.

Young Mi Choi Ph.D., Wendell Wilson
Open Access
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Design for the Real World: a look back at Papanek from the 21st Century

This paper presents an overview of Victor Papanek’s book Design for the Real World (1971) from the perspective of current 3rd year industrial design students, members of GenZ, combined with the perspectives of the educators/authors who read the original edition of the book in the 70s and 80s. Students read individual chapters the 2019 edition of this book, wrote a critical review, and presented their overviews and findings in two lengthy class discussions that allowed them to ‘read’ the entire book. The perspectives of the students and educators (from very different generations) reveal an interesting story about the Austrian-born American designer and educator’s writings. In this paper we reveal the continued relevance and critically analyze Papanek’s writings by illustrating how his views on socially and environmentally responsible design live on.Taking his early design inspiration from Raymond Loewy, Papanek went on to study architecture with Frank Lloyd Wright. An early follower and ally of Buckminster Fuller, a designer and systems theorist, Papanek applied principles of socially responsible design, both in theory and practice ultimately working on collaborative projects with UNESCO and the World Health Organization. In Design for the Real World, Papanek professed his philosophy that objects or systems work as political tools for change. He became a controversial voice within that time frame as he declared that many consumer products were frivolous, excessive, and lacked basic functionality causing them to be recklessly dangerous to the users. His ideas seemed extreme, echoed by many other environmental philosophers at the time, at that point in history, but perhaps viewed from the 21st century seem prophetic. An advocate for responsible design, Papanek had visionary ideas on design theory. Papanek felt it was important to put the user first when designing. He spent time observing indigenous communities in developing countries, working directly with, and studying people of different cultures and backgrounds. Papanek designed for people with disabilities often in pursuit of a better world for all. He also addressed themes that have continue to be overlooked in design in the 21st century - inclusion, social justice, appropriate technology, and sustainability.Papanek ultimately earned the respect of many talented colleagues. He would go on to design, teach, and write for future generations. Opposing the ideals of planned obsolescence and the mass consumerism that fuels it, his work encompassed what would become the idea of sustainable design and decreasing overproduction for the consumer market. Themes from Design for the Real World remain relevant, and today it has become one of the most widely read books on design; resulting in Papanek’s voice continuing to push designers to uplift their morals and standards in practicing design.This paper highlights Papanek’s values of designing thoughtfully and for all, while revealing the details on the relevance of his writings five decades after the original publication.

Joyce Thomas, Megan Strickfaden
Open Access
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Supra-Recycling: an Opportunity for The Generation of Environmental-Cultural Ventures

Entrepreneurships have established themselves in micro, small, medium and large companies or organizations that are and have always been the main source in terms of the generation and movement of capital, through which, since the beginning of humanity , people have generated resources and satisfied different needs, through their initiative, creativity and ability. Within the scope of study, the local discourse is considered as a local composition, which encompasses objects and places that are closely related to the cultural identity of a region. In this sense, one of the resources that the local discourse has is that it allows us to discover the intrinsic values of a country, region, community, neighborhood, among others, which combined with the innovation and creativity that the incorporation of the supra process demands -recycling, allows the transformation of certain solid waste and convert it into commercial products that have a certain relationship with the cultural identity of the region where the enterprise is generated. Within this combination, the field of innovation plays a preponderant role, since it must be a continuous process, supported by a methodology for the generation of knowledge, the use of opportunities, its development and protection. On this basis, the objective of this manuscript is focused on determining the influence that the local discourse has as an alternative for the undertaking of new businesses, taking advantage of the waste generated by the province of Tungurahua. Likewise, the study is of a qualitative descriptive type, in which interviews were applied to informants (expert, specialist, and key informant), collecting relevant information through the triangulation of sources that allowed to establish ideas that allowed to promote entrepreneurship in the province in based on the reuse of waste. Regarding the results, these indicate in the first instance, the feasibility of developing products where the culture of the region is rescued and represented in analysis with the use of recyclable materials, giving way to the so-called management plan of cultural products where will be able to organize the resources that contribute to the sustainability of the cultural identity of the peoples considering that the province itself within the inventory of cultural attractions registers a diversity of attractions that can be highlighted to translate a series of ideas into final products that highlight culture and tradition, in addition to the above, the opportunity to undertake business can be determined through strategic alliances, thus achieving the recognition of culture, and consumer acceptance and finally take advantage of sustainable development to undertake a series of programs that help the knowledge of recycling management and achieves r determine its classification and use considering the importance of sustainable development for the well-being of future generations and the planet in general.

Cesar Guevara, Freddy Rodolfo Lalaleo Analuisa, Diego Mauricio Bonilla Jurado, Ivanna Karina Sánchez Montero
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Designing in the Wild: Problem-solving for specialized apparel and soft products

The aim of this paper is to propose and elaborate on the concept of designing in the wild theoretically and practically through a case study on an apparel system created for people working in the oil and gas industry. Through our explorations we elaborate on motivating factors for designing in the wild, offer some of the fundamental theories on problem-solving in design, and provide an overview of human-centred practices to compare and contrast these with designing in the wild. Naturally there are a myriad of different ways that designers can approach designing. They can take a designer-centric approach, an artifact-centric approach, use- or user-centric approach, or a combination of these. Typically, designers will select one of these approaches especially when creating ready-to-wear apparel, soft products, and accessories. For example, apparel and soft product designers are often expected to peruse the market, speculate on new styles, and forecast trends (both are generally artifact-centric approaches) with a vision to realizing designs that will be easily produced and sell well. Alternatively, designers who are involved in creating products for specialized markets such as design for disability or safety wear take more use- and user-centric approaches where there is a greater focus on the use environment (use-centric approach). Furthermore, user-centric approaches in apparel design have been popularized around sizing, scaling and fit to the human body, usually as the study of anthropometrics, which is interestingly also quite artifact-centric because designers are consulting databases and documents with numbers that indicate how apparel and soft products need to interface with bodies. These approaches to creating apparel and soft products have provided the domain with tools towards developing apparel that fit the shapes and needs of consumers, but not necessarily the expectations and desires within specialized product realms. With the growing needs for more specialized apparel and soft product design due to specific work situations and environments, aging demographics and people with special needs, and niche markets it is essential that a more holistic problem-solving approach and acknowledgement of the complexity of design scenarios be taken. Designing in the wild plays on the work of Callon and Rabeharisoa’s Research ‘in the wild’ and the reshaping of new social identities (2003). Like “research in the wild” designing in the wild offers various methods to get at and understand the complexity of human experiences including the nuanced relationships among person-apparel-environment. Designing in the wild takes a two-pronged approach: (1) where the designer is required to understand themselves to design better for others; and (2) where a more in-depth methodology for understanding others is employed. Consequently, designing in the wild focuses on a more complex understanding of authentic human behavior to design for the portable environments of apparel and soft product. Our results are a rich description of our case study, what designing in the wild is, and pointers on how to employ this approach when problem solving for specialized apparel and soft product design.

Megan Strickfaden, Joyce Thomas
Open Access
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The Achievement of Using Research Results from Mixed Methods in Design Workshop within Educational Scenario

We often combine several methods and tools when running a design workshop, e.g., brainstorming and affinity diagram. Suppose participants have many divergent ideas without fully understanding the design subject matter's users, behaviors, and scenes, although many ideas can be collected. In that case, the result is often difficult to focus on the problem they originally intended to solve. Therefore, this research wants to know whether the innovative ideas of participants are restricted by providing the same background material. And how to use different design thinking tools in combination to improve the effectiveness of the workshop. The design subject of this workshop is a recycling vehicle currently operated and managed by the government. The design goal is to design additional modules that can be used flexibly in the existing recycling vehicles to improve waste separation and recycling efficiency.Before implementing the design workshop, we collected many objective facts and subjective opinions through qualitative and quantitative investigation methods such as field observation, questionnaire survey, interview, and symposium. We visualized the survey results (photos, behavioral mapping, statistic chart, etc.) to form the materials for the design workshop. The workshop ran for eight hours in one day, and a total of 10 industrial design master class students were divided into two groups. Four stages guided the two workshop hosts in sequence: the KJ method, empathy map, user journey, and design sketch. There are four stages to guide the process. During the period, the two groups each reported an affinity diagram, two user journeys (one for cleaning staff and one for a citizen), and four empathy maps. Finally, a professor from the Industrial Design Institute will comment on the sketch.As a result, participants created ten sets of sketches focusing on problem-solving but with different innovative ideas. Participants also learned various design thinking tools in a short period. Using the mixed method research results as materials and combining different method tools to guide the process of the workshop will ultimately help the design workshop produce specific achievements.

Ching I Chen, Meng-Cong Zheng, I Wen Yen
Open Access
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Evaluating XR Techniques in Air Travel Design for Early Technology Readiness Levels

Extended Reality (XR) is an emerging technology and potential tool to support the creation of design concept sketches for remote review and evaluation. Design and engineering for air travel can be a lengthy and expensive process, interfering with rapid innovation. In the field of air travel design, researchers, designers, and engineers have been studying the use of XR (e.g., Virtual Reality and Augmented Reality) to support design workflows and comparing this technique to traditional industrial design methods. Early steps in aerospace design, i.e. research and brainstorming, have largely employed traditional methods, including sketching concepts and eliciting user feedback on early development work. In recent years, XR tools have been adopted to augment the design process and help drive innovative solutions, such as using virtual (VR) and augmented reality (AR) for simulated architecture design. However, XR development has primarily focused on simulating experiences; comparatively fewer resources are available to support the implementation of XR in the early phases of the design workflow. In response, this study investigated the application of XR techniques to support the early stages of the air travel design workflow with a focus on the industrial design contribution to the process. Specifically, the study evaluated the use of XR techniques to support the early stages of design within the Technology Readiness Levels (TRL) framework. The study used VR as a tool for 3D sketching and VR/AR hardware and software to engage users in evaluating the 3D design sketches generated using VR. The concepts generated were related to aircraft cabin concepts focused on a timely event, namely, creating concepts to support air travel during the COVID-19 pandemic.The study consisted of two phases: (1) comparing sketching in VR to traditional sketching methods from the researcher’s first-hand experience; and (2) the distribution of traditional 2D versus 3D VR developed sketches for design and evaluation. In Phase 1, we compared the use of VR versus traditional methods for design sketching by way of journaling first–person experience. In Phase 2, 2D and 3D sketches developed were shared in an online survey with two user groups: designers and non-designers (general population). These groups reviewed the sketches remotely via an online survey, and their experience was evaluated using the System Usability Scale to evaluate the system (traditional 2D illustrations versus VR/AR simulation). The designers completed an additional questionnaire (Technology Acceptance Model) to evaluate the ease and usability of the use of XR techniques in designer workflow. This paper presents initial results of Phase 1: A comparison of VR vs traditional sketching. An analysis of Phase 2, with a focus on the sharing of completed designs as traditional sketches vs VR/AR simulation is underway. The findings will support the development of best practices for embedding XR within the aerospace design and evaluation process.

Shelley Kelsey, Chantal Trudel, Samantha Astles
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Adaptation In 3D Modeling Pedagogy: How Covid-19 upended then improved course outcomes

Covid-19 thrust Industrial Design education into virtual learning in the spring of 2019, with fully remote or hybrid learning continuing at many institutions throughout the 2020-2021 academic calendar. This paper discusses how meeting the needs of students with various levels of ability in a computer-aided design (CAD) course while fully online unexpectedly created a number of novel approaches for teaching and providing feedback for both in person and remote education. Traditionally in person CAD courses have relied on instructors providing brief tutorials followed by students following textbook assignments or completing CAD projects. Many CAD courses have also been using a flipped classroom model, integrating short video demos the instructor would record for students to watch prior to the in person class. This method is preferred by students over traditional lecture format (Boronyak, 2021). When our CAD course was unexpectedly turned into a fully virtual course, neither of these methods effectively met the needs of students. The class time became disjointed, with just one students question taking over the virtual space, leaving other students frustrated. This paper follows the hypothesis that if students learning complex 3D modeling programs are provided with video tutorials beyond short demos, but have access to videos walking through each chapter when learning new content, followed by similar assignments without instruction, students of all abilities will be able to understand and learn the content, developing stronger CAD skillsets as industrial designers. Therefore, the goal is to explore tools for academia to efficiently teach CAD virtually or in person to a broader set of students, raising the abilities and understanding of all students at their own pace.This paper discusses how over three years two scenarios were explored, teaching CAD fully remotely and then integrating the methods used back into in person learning. When fully remote the instructor created videos working through each chapter assigned prior to each class, with added verbal explanations of the content. Additional assignments were created through CAD drawings reinforcing content from each chapter, but without instruction. In addition, the instructor created video recordings of themselves working through students questions in Solidworks, sending only the recording back to the student so they could follow along at their own pace. These teaching methods were integrated into the curriculum when the course resumed in person learning. The videos made it possible for everyone in the class to progress at their own speed, students could reference the videos when the instructor was helping other students. Students continued to email CAD files to the instructor for projects and were provided a video tutorial of the instructor walking through the CAD and explaining how to solve the issues. At the end of the course students perceptions were evaluated by an anonymous survey. CAD projects completed prior to virtual learning and after the course was restructured were compared, showing an increase in build complexity and understanding. We see this initial investigation within this institution as a model for further investigations at other institutions and professional practice.

Betsy Barnhart
Open Access
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Experimental Processes with Precious Plastics

According to the UN Environment Program (UNEP), 400 million tons of plastic is produced every year, but only 9% of it is recycled. More than 40% of plastic is used just once before being thrown out and at least 14 million tons of plastic enters oceans every year. To help address these enormous plastic pollution problems, an open source organization called Precious Plastic was established in 2012 with the goal of diverting plastic from waste streams, and recycling it into valuable products. They developed a series of open source, plastic processing machines which could be replicated by people with a desire to recycle plastic. Students from the University of Houston Industrial Design Program established a student chapter of Precious Plastic and obtained a plastic shredder and heat press. This paper describes some of the unique processes that a couple of students developed when challenged to design products utilizing the Precious Plastic processing machines.

George Chow
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Studio as a Hub not a Home

The studio method of instruction, termed “the classroom of the future,” is receiving a great deal of attention in the academic media. MIT’s new engineering building, for instance, will have numerous studio-instruction classrooms. The National Science Foundation is also promoting studio instruction in engineering and the sciences. Industrial Design has been using the studio method of instruction for more than 40 years it is even mandated by our accrediting body National Association of Schools of Art and Design (NASAD). Because of this long history Industrial Design was asked to give a presentation about studio instruction to the Engineering faculty at BYU. The presentation focused on the principles of the studio class and where it works well and where it may not. What faculty and students’ responsibilities for a successful studio instruction? The interest and conversation that was generated from the presentation caused members of the Industrial Design faculty to reflect on our own history of studio instruction. Industrial design realized that the way we look at the studio experience has changed. Many of the principles that form the core of studio instruction have evolved as the design industry, design methods, students, and technologies have changed. As design educators we have experienced and struggled with these natural changes and how they have impacted studio classes and design students. As a result, we began to look at our methods to determine what the tradition from the arts and crafts past was and what is truly needed in design education today. Industrial Design had discovered that over time we had moved away from the student nesting workspace mentality of the traditional arts and crafts–based studio and toward the more current business model of the studio as a war room. The studio had moved away from a home to a hub for the students. This change has mirrored what is happening in the design industry as it has moved from focusing on tactical problem-solving skills to more strategic problem-finding and problem-defining skills. This paper outlines the history, basic principles, and focus of studio instruction and what has prompted the moving way from studio tradition.

Paul Skaggs
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Enhancing Patient Engagement: The Development of Mirror Therapy Tasks for Stroke Rehabilitation

Background: Mirror therapy (MT) has been shown to improve upper extremity function in stroke rehabilitation. In MT, engaging patients in meaningful therapeutic exercise determines patients’ motivations and further the effectiveness of a rehabilitation program. The purpose of this study was to explore tasks that effectively enhance patient engagement in MT. Five participants with clinical and industrial design background were recruited to perform brainstorming activities for generating MT task ideas. All task ideas were evaluated by two rehabilitation specialists on the applicability based on the current MT protocol. Four task ideas (out of 74) were chosen by the two specialists and design recommendations were made for improving their feasibilities in MT. These ideas were: filling the blank with stamping tools (on magnetic board), spelling words with wooden letter dice, making patterns with black/white cubes, and making 3D shapes with clay. After identifying the potential task ideas, fifteen participants were recruited to assess the four developed MT tasks as well as five most-mentioned MT tasks in the literature using the User Engagement Scale (Short Form). One-way repeated measures ANOVA and pairwise comparisons were then conducted on participants’ rating scores. Results showed that participants’ rating scores for “filling the blank with stamping tools (on magnetic board)” as well as “making 3D shapes with clay” were significantly higher than those of five conventional MT tasks. The outcomes of the study benefit the communities of occupational therapy in the design of MT tasks.

Yu Hsiu Hung, Yu Ching Lin, Shan Song Yang, Yen Chen Liu
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Design and tools for the transformation and valorisation of agro-industrial waste for Made in Italy industries

Responding to a sustainable production is an imperative that is gaining more and more relevance in the definition of specific programs and strategies at national and international level. This urgency leads towards zero waste and circular models and processes that minimize the extraction of resources from the biosphere and do not create waste; instead, when the waste of natural or anthropogenic transformations cannot be avoided, their valorization as resources must be carried out. The development of integrated supply chains, knowledge transfer between different disciplines and the dialogue between research and industry becomes fundamental for the achievement of these objectives. Existing studies in the literature regarding the agri-food production chain in Italy show that the sector, whose environmental impacts are by no means marginal, is fragmented in many small production companies; an interesting and critical aspect at the same time since the generation of waste is not accompanied by an appropriate dissemination of data at a quantitative-qualitative level and there is no clear regulatory framework available on alternative management and valorisation methods. Design, given its natural inclination to transversality, allows to trace scenarios in which to configure, through interdisciplinary approaches, the sustainability models that are intended to be covered in this contribution. Moreover, its methods and tools allow to develop a critical thinking starting from the very early designing phase. The paper addresses the valorisation of agro-industrial waste in a circular and systemic perspective through the presentation of a review of case studies from the textile supply chain, which is one of the most relevant for Italian industry.Due to its disastrous environmental impact, the global textile industry is today the subject of extensive research aimed at the development of innovative materials and processes in order to overcome the traditional linearity of the textile supply chain. The negative impacts of the textile industry are distributed along the entire value chain and are mainly attributable to greenhouse gas emissions -for which the textile industry represents the fifth manufacturing sector- consumption and pollution of water resources and the production of textile waste. In particular, the production of synthetic fibers, which is estimated to be almost two thirds of the global fiber production, is associated with a high use of non-renewable resources and emissions, which derives from the extraction of fossil fuels. In this sense, the valorisation of agro-industrial waste as secondary raw materials and new sustainable inputs for the textile supply chain, represents an opportunity not yet fully explored, in particular as regards the development of a new generation of fibers, yarns and eco-compatible fabrics alternative to the materials currently in use. Bio-based wastes and by-products from agri-food industry could as well present enormous potential for valorisation in the textile finish due to their intrinsic properties (antimicrobial, prebiotic, antioxidant activity, among others). At present, nevertheless, textiles from agro-residues do not completely meet the requirements to make them an attractive replacement for conventional fibre sources. Future research should therefore focus on identifying new agro-residue based blends that offer both performance and sustainability, adopting a systemic design approach based on interdisciplinary and interconnections as a strategy for innovation.

Elena Cioffi, Barbara Pizzicato
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Visual, Volumetric and Anthropometric Measurement Comparisons Between Boot Interior and 3D Foot Scans to Improve Female Firefighter Safety

In 2016, the National Fire Protection Association (NFPA) estimated that 62,085 injuries occurred in the line of duty. Haynes and Stein (2017) further reported that a U.S. firefighter injury is reported every eight minutes. Many of these injuries can be attributed to poorly fitting and functioning turnout gear, especially boots. When boots fail to fit appropriately, the firefighter can be in danger of losing proprioception, getting burned, slipping and tripping. This pilot study developed a method using techniques from the industrial design field to capture the interior of a common fire boot, to then compare it to 3D female firefighter foot scans. Visual, volumetric, and anthropometric measures were analyzed to make recommendations on how manufacturers could improve boot fit for firefighters.

Susan Sokolowski, Huiju Park, Linsey Griffin, Meredith Mcquerry, James Tuttle
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Understanding Footwear Traction Performance to Reduce the Risk of Outdoor Falls and Improve Mobility for the Aging Population

Knowing that healthy aging lifestyles are connected to mobility and independence, the researchers wanted to examine how industrial design could be utilized to support this demographic. This research examined the traction performance of key footwear styles, to make recommendations on how to improve outsole design, to reduce the risk of outdoor falling. Falls are the leading cause of death and disability for the aging population. A footwear traction test method adapted from ASTM F2333-04 was used to collect data from six footwear styles with four common outdoor walking surfaces (wet and dry) and foot contact directions (normal and shuffle). The data determined that although the footwear tested were marketed for traction and safety, they greatly decreased performance in wet conditions and performed inconsistently across all flooring surfaces and outsole contact directions. Results from the work determined that better care with outsole design could improve footwear performance for aging users and potentially reduce the risk of injury for this growing demographic.

Susan Sokolowski, Nicole Demby, Ezra Ende, Chrissy Bettencourt
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Understanding Footwear Traction Performance to Reduce the Risk of Indoor Falls and Improve Mobility for the Aging Population

Falls are the leading cause of death and disability for the aging population. The goal of this research was to understand the traction performance of key footwear styles to make recommendations on how to improve outsole design, to reduce the risk of indoor falling and enable mobility for aging users. Dry and wet traction tests were conducted on three common flooring materials, with six footwear styles. The data collection method was adapted from ASTM F2333-04, as a more attainable, student-led version of a linear traction test without the need for expensive lab equipment. Results determined that although the footwear tested were marketed for traction and safety, they greatly decreased performance in wet conditions and performed inconsistently across all flooring surfaces and outsole contact directions. From the findings opportunities exist to redesign shoe outsoles and flooring to improve safety.

Susan Sokolowski, Chrissy Bettencourt
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Evolution and Development Trends for Experience Design of Manufacturing Enterprises under the Background of Industry 4.0

The overall level of intelligent development of Chinese manufacturing enterprises (CME) is relatively low, and there are problems of large cost investment and low profitability in the process of realizing intelligent transformation. Starting from the development status and trend of Chinese intelligent manufacturing enterprises (CIME), this paper studies the application evolution and trend of experience design (EXD) in CME, and deeply analyzes the EXD problems of CIME. It proposes to build cross-organizational user experience design (UED) management and cross-product life cycle (LC) EXD strategy based on C2M (customer to manufacturing), help CIME solve problems such as lack of innovation momentum and effective links for collaboration and bring about transform and upgrade.

Yonghong Liu, Zhaorui Zeng, Yanlin Yin, Yiming Song
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Designing Mobile Robots: A Systems Thinking Approach for Industrial Designers

With robots’ presence gradually expanding to homes and public spaces, there are increasing needs for new robot development and design. Mobile robots’ autonomous and dynamic behaviors ask for new design approaches and methods that are different from the ones for designing non-robotic products. This study proposes a methodology for designing mobile robots from a systems thinking perspective to supplement the limitation of traditional industrial design approaches. A conceptual framework consisting of user, robot, and environment is proposed and task flow models are built to help designers analyze and specify complex interactions between multiple system elements. A robot system blueprint, a storyboard, and a system map are subsequently introduced to design and represent a product-service system of a robot holistically. This approach was applied to student projects for mobile robot design in a fourth-year studio course at a university’s industrial design program.

Yong-Gyun Ghim
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Interdisciplinary industrial design strategies for human-automation interaction: Industry experts’ perspectives

Abstract. Highly automated vehicles are the next generational stage in a long evolutionary process of transport technology. Thus, it is important to consider human factors and ergonomic (HFE) issues that challenge the success of this coming wave of automation technology. Hence, careful consideration of industries’ design differences and similarities for real-world use cases is important. Additionally, a better understanding of the technological, infrastructural, social, and legal aspects that govern human-automation interaction needs to be examined on a comprehensive level, irrespective of industry. In retrospection, an industry-centred approach will help us uncover nuances of understanding on human aspects of advanced manufacturing. Thus, N=20 industry experts were invited to contribute their knowledge. The lessons learned based on different industry experts’ levels of understanding are crucial to consider, mainly for principles or strategies that are aligned with safe and risk-free interaction longevity.

Naomi Y Mbelekani, Klaus Bengler
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Vernacular Products: An Example to Circular Design

Throughout most mankind’s history our daily life artifacts have been designed, produced, and used with respect for social and environmental constrains and within the carrying capacity of ecosystems. Also, they have been created to fulfill tangible and specific needs (not desires) of individuals and communities to their daily tasks and have sustained a thorough process of evolution and adaptation to the cultural and environmental context and, so, have been perfected over time. It has been only with the technological and cultural changes implemented with the industrial revolution that several unbalances have been created in the relation between our material culture and the natural world. It stands to reason that there are lessons to be learned from those previous times, from their habits and, with a design perspective, from their products. This paper presents an analysis of vernacular objects identifying design features related to morphology, functionality, production, material, and use. This text presents as case study a set of vernacular objects from the rural life collection of the Portuguese National Museum of Ethnology. The analysis was made with support of literature, drawing and photography, and adapting some examples from previous studies of vernacular heritage and architecture. These products serve as example of the incorporation of circular product design strategies.

José Vicente
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The Application of Visual Translation in Synaesthesia to Product Design

The purpose of the study is to extract and construct the development and method of synaesthetic visual translation in product design, provide new design thinking, and enrich user experience. This paper employs a mixed method of case study, practice, fuzzy evaluation, etc. Through case analysis, the manifestation of visual translation in product design is summarized, the translation law between vision and other senses is abstracted, a method to achieve visual translation is built, and research conclusions are verified through design practice. Based on fuzzy evaluations, the development of synaesthetic visual translation is established, and a reusable visual translation design method is proposed, which enriches product connotation while improving comprehensibility, and realizes a multi-dimensional and in-depth user experience.

Xiaodong Gong, Yue Ji
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