Ergonomics In Design

book-cover

Editors: Pei-Luen Rau

Topics: Ergonomics in Design

Publication Date: 2024

ISBN: 978-1-964867-05-2

DOI: 10.54941/ahfe1004803

Articles

Classification and Development Methods of Design Projects in Digital Marketing: Perspectives from Art and Design Thinking

The purpose of this study is to propose an approach that reduces the workload of designers in design projects surrounding digital marketing and enables efficient and effective project progress. In this paper, I explored methods and approaches to reduce project workload based on project types and ways of thinking and conducted research and discussion on methods and approaches that enable efficient and effective project progress.With the advent of the VUCA (Volatility, Uncertainty, Ambiguity, and Complexity) era, design thinking and design methods are gaining attention in order to respond to these environmental changes and challenges. Particularly in digital marketing design projects, projects are becoming increasingly complex and larger as digital technology continues to explode. In addition, project characteristics and requirements continue to expand, and the selection of appropriate project methodologies remains confusing, affecting project progress and quality. While appropriate project development methodologies need to be selected to improve project quality, it is difficult to identify which methodologies are best suited for the project, and challenges remain in improving project quality. To address and avoid these characteristics, design projects have sought flexibility and creativity, moving away from the traditional waterfall process and adopting processes and methodologies that can adapt to change, such as agile approaches and iterations. The characteristics and thought processes of design projects surrounding digital marketing require us to seek means and methods to reduce the project load and propose methods and approaches that enable efficient and effective project progression.The overall research plan is to (1) examine development methods based on project classification, (2) examine the relationship between art thinking, design thinking, and issues in project classification, (3) examine a risk reduction model based on utilization thinking and problem-solving approaches in projects, and (4) create a risk reduction model. I conducted the research and discussion in (1) through (3) this time.(1) Examine development methodologies based on project classificationOrganize characteristics, strengths, and weaknesses of waterfall, agile, and hybrid (mixture of waterfall and agile). Based on design projects conducted over the past 10 years, examine which development style is best suited for the origins and type of project.(2) The Relationship between Thinking and Issues in Project ClassificationClassify the characteristic challenges found in design projects.2-1 Project Abstraction Caused by Changes in Strategy2-2 Portfolio and Product Management2-3 Examination of Uncertainty Brought about by Project Management Methods and Design Processes2-4 Boundary Object Development(3) Thinking about utilization and problem-solving approaches in projectsA summary of the ideas necessary to solve the four issues derived in (2).CONCLUSIONDesign projects allow for a structured approach to projects based on the type of project and the thinking utilized.It is important to structure the project according to the type of project and the thinking utilized. Efficient project promotion can be achieved by selecting an efficient project form based on project classification and utilized thinking characteristics, and by concentrating on priority issues that are likely to arise. In this project, we have worked on problem identification and consideration, and in the future we would like to work on verifying the effectiveness of the derived study results and creating a risk reduction model.

Kyoko Kamimura
Open Access
Article
Conference Proceedings

Effect of Street Light Intervals on Distance to Unknown Approaching Pedestrian that causes Discomfort

The impression of streets at night affects crime rates and the out-of-house rate. Therefore, it is important in architectural planning to elucidate the factors that contribute to the sense of safety on streets. Street lighting is one of the effective methods for improving the impression of streets at night. Among the some factors that control the effect of street lighting, the intervals between light and light have a significant impact on the impression of streets. However few studies have examined the relationship between street light intervals and sense of safety on streets.In this study, an experiment using virtual environment technology is conducted to verify the effect of street light intervals on the feeling of safety and discomfort of pedestrians at night. Through the quantitative analysis of the experimental results, the objective of this study is to obtain knowledge on the planning and design of street lighting that reduce discomfort and provides sense of safety.Ten college students participated in the experiment. Since characteristics of personal space may vary by gender, the participants consisted of five males and five females. The participants wore a head-mounted display (Vive Pro Eye / Vive) and were asked to stand upright to a street constructed in infinite virtual space. The light bulbs of a street lights in each condition were placed at a height of 5 m and illuminated the ground downward. The street lights were also placed in a straight line 2 m away to the right of the viewpoint of participants. The initial positions of the approaching unknown pedestrian (virtual avatar) were arranged on the point that 20 m straight ahead of the participant’s viewpoint.First, after the participants stand on the instructed position of virtual street, a start signal was called and the virtual avatar as unknown pedestrian started approaching to at 0.8 m/s. The participants had been asked to press the button of the hand controllers when they felt discomfort that they did not want the avatar to approach any closer. When the button was pressed, the avatar stopped approaching immediately and the distance between participants and avatar was measured and outputted. This measurement was repeated on different conditions of street light intervals to determine how the distance that causes discomfort changed. A total of four experimental conditions were generated by arranging rows of street lights at four different intervals: 12.5, 25, 50, and 100 m. Each condition was presented twice in a random order for each subject. All experimental analyses were performed using the mean of the data derived from the two replicate measurements. The statistical analyses of the experiment data determined a significant difference in the distances at which participants stopped the approaching avatar between conditions with street light intervals of 12.5 m and 100 m. Furthermore, significant trends were detected in the distances between conditions with street light intervals of 12.5 m and 50 m, as well as 25 m and 50 m. These results revealed that the wider the street light intervals, the greater the distance at which the participants feel discomfort that they did not want the avatar to approach any closer. The findings suggest that street light intervals exert an influence on the sense of safety on streets at night. Additionally, despite the absence of statistical significance, it is noteworthy that the distance to stop the avatar was greater magnitude for females than for males.

Koki Yoshida, Yohsuke Yoshioka
Open Access
Article
Conference Proceedings

Comparison of Ergonomic Principles for School Furniture Design between Europe, USA, and Asia: An Overview

The present research comprehensively analyses school furniture design and utilization in different world regions, Europe, the USA, and Asia. In particular, the study emphasizes the significance of ergonomics and its influence on students' health and learning outcomes. Secondary data was applied for comparative analysis between school furniture design in Europe, the USA, and Asia, incorporating extensive surveys and ergonomic assessments. Adopting the existing methodological framework, the research aims to provide a different understanding of the complex interplay of various factors. The effect of the design and use of school furniture on student's well-being and academic performance. Based on the current research, there are noticeable variations in ergonomic standards and practices across different regions. Specifically, Europe places a higher importance on ergonomics and customization when designing school furniture. On the other hand, the USA values flexibility and adaptability in their school furniture design. In contrast, Asia combines conventional and modern design elements to create innovative solutions. These regional disparities offer valuable insights into how cultural factors, education systems, and economic conditions influence ergonomic principles in the context of school furniture. Comparison of ergonomic principles in the design of school furniture from the era of 1800 years until 2000 onward. This study underscores the critical role of ergonomic design in promoting optimal learning conditions in educational settings. Moreover, it underscores the need for customized and localized strategies to enhance student welfare and academic achievement. Additionally, it stresses the importance of recognizing and addressing regional disparities when optimizing learning spaces for maximum effectiveness. In conclusion, this comparative analysis of school furniture design between Europe, the USA, and Asia shows significant differences in ergonomic evolution, specifically in Asia. The outcome of this analysis is given the preliminary observation of ergonomic principles in school furniture design. The result of this study is important to increase awareness and advocacy among stakeholders and industry players.

Zamzarina Ahmad, Irwan Syah Md Yusoff, Velu Perumal, Ng Yee Guan, Norhafifah Samsudin, Mohd Nor Zamri Mat Amin, Nor Liza Mat Yasok, Nik Zuraihah Nik Mohammad, Mohd Ridzuan Samsury
Open Access
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Conference Proceedings

Defining the configuration of storage shelving in assembly workstations: an ergonomic tool for a parametric optimization

The analysis and correction of working postures is an essential practice in industry. Discomforting postures and repetitive tasks could cause strain, fatigue, musculoskeletal disorders, pains, and injuries, reducing worker productivity. Several normative standards provide tools and methods for observation, evaluation, and solving critical ergonomic situations. The workstation assessment often requires the study of the actions and postures of each operator related to each task and each repetitive cycle. In the context of assembly line workstations, a common task is the material picking from storage shelving. The ergonomic evaluation of shelving for lineside temporary parts storage is focused on the layout, location of each part container, and picking frequencies. An ergonomic evaluation in the shelving design phase could reduce the risk of repetitive and poor working postures, producing benefits for the operators.The paper proposes a parametric optimization tool based on a Genetic Algorithm to reduce the ergonomic risks related to the picking phase from light shelves employed in assembly lines. RULA and OWAS methods are used to perform the ergonomic evaluation of different configurations of shelves during the optimization analysis. As a test case, the design of a light shelving is proposed considering the time and assembly cycle of fitness bikes.

Paolo Cicconi, Michele Trovato, Lorenzo Donati, Antonio Casimiro Caputo
Open Access
Article
Conference Proceedings

Human-centred design of Industry 4.0 technologies in research projects

Novel technologies are often developed through collaborative research projects. This increases complexity in collaboration compared to company-internal development projects and can create challenges as regards applying human-centred design (HCD) principles to the development. This paper presents two research projects in which human factors (HF) had an essential role. Although HF principles served as a useful guide in the design of technology solutions, some challenges were encountered. These challenges are outlined in this paper and suggestions regarding how to manage potential risks in collaborative projects are presented. Lessons learned from these projects can be used by HF researchers in future research projects to better manage HF activities when developing technology solutions.

Susanna Aromaa, Päivi Heikkilä, Hanna Lammi
Open Access
Article
Conference Proceedings

VR Controller Design for Autistic Children and Therapists

Intervention training will be beneficial to autistic children when they are entering regular primary schools. The interaction between autistic children and regular children will help autistic children to develop their social skills, motor skills, and learning abilities. VR-based therapeutic games have been proven to have good intervention effects. However, there is currently no VR controllers on the market for children nor therapists. Therefore, this study aims to develop a set of VR controllers that will provide a better experience for children while offering more efficient assistance to therapists. The development of the VR controller adopted many ergonomic methods, such as children’s pain points and their needs. This VR controller development collected user experience experiments results, which improves the overall user experience, increase intervention effectiveness, and provides reference for the future VR controller designs for the autistic children treatments.

Qing Xue, Yilin Yang, Wang Haining, Jing Ou
Open Access
Article
Conference Proceedings

Attempt to evaluate pictogram complexity using fractal dimension

Pictograms are used in a variety of situations, including road signs, public facilities such as train stations and airports, evacuation guidance during disasters, and icons on computer screens. Pictograms can provide guidance and instructions without being affected by language differences. For example, a foreigner who does not understand the script or language of the country may not be able to understand a sign written in the language but may be able to understand a pictogram. Thus, pictograms have the advantages mentioned above. Pictograms must be easy to understand, so that people can understand what they mean immediately, but there are pictograms that are difficult to understand. We assume that there are many factors that contribute to the understandability of a pictogram, one of which is the complexity of the pictures in the pictogram. For example, if there are many picture elements in a pictogram, it becomes more complex, and it may take that much longer to read and may be difficult to understand. Therefore, we would like to investigate the relationship between pictogram picture complexity and reading time. It is first necessary to quantify the pictogram's pictorial complexity to investigate the relationship.In this paper, we attempt to quantify the complexity of pictogram images using fractal dimension. Kosaka et al. conducted an experiment in which 13 participants read 56 pictograms and answered what each pictogram was. The answers and reading time when they read pictograms were recorded. We calculated the fractal dimension of these pictograms and examined the relationship between the calculated fractal dimension values and the reading time, the calculated fractal dimension values and the percentage of correct answers to what the pictogram indicated. The experimental results indicated that the reading time and the percentage of correct answers rate were not correlated with fractal dimension.

Hiroaki Kosaka, Kiyonao Ikeguchi
Open Access
Article
Conference Proceedings

Design Strategies to Reduce Personal Protective Equipment Noncompliance

Personal Protective Equipment (PPE) noncompliance has been addressed through various lenses. In current literature, there is a greater focus on improving training and safety culture. Improving PPE design to persuade PPE compliance is less explored, especially in sectors beyond healthcare. This study investigates the reasons behind PPE noncompliance across construction, maritime, and chimney sweeping sectors. The results are then used to develop a set of design strategies for PPE manufacturers, as an alternative to merely addressing changes in training, work culture, or organizational procedures. Due to the heterogeneous nature of the sectors, participants, and work environments studied, the study builds upon a wide range of qualitative and quantitative data collection methods and corresponding analysis approaches, with a greater emphasis on in-depth qualitative studies. The results were synthesized using an integrated synthesis method, which formed the basis for design strategies addressing multiple aspects of designing PPE, including but not limited to testing PPE in real settings and length of use, testing the simultaneous use of various PPEs, and assessing guessability.

Bijan Aryana, Anna-lisa Osvalder, Jonas Borell
Open Access
Article
Conference Proceedings

Evaluating the Correct Usage, Comfort and Fit of Personal Protective Equipment in Construction Work

Several factors contribute to the use, non-use, or inadequate use of personal protective equipment (PPE) in construction work. This study aimed to analyse correct usage of various PPE, such as helmet, ear protectors, goggles, respiratory mask, gloves, protective clothing, and a safety harness. Correct usage was assessed as guessability, which refers to human perceptions of how to don, adjust, use, and doff the equipment as intended. First an analytical evaluation was conducted using ECW (enhanced cognitive walkthrough) and PUEA (predictive use error analysis) to identify usability problems and use errors during handling. Then usability tests were performed with 13 persons of different heights and body constitutions. Observations, the think-aloud method, short interviews, and subjective estimations were employed. The analytical evaluation revealed most minor usability problems and use errors resulting in physical discomfort. Some safety harness-related errors emerged, particularly for novices, potentially leading to severe incidents. The usability tests demonstrated physical as well as functional discomfort when using a combination of PPE, intensifying over time. The combination of goggles and face mask caused pressure, chafing, heat rash and limited vision. The helmet, combined with goggles and ear protectors, did not fit well, and caused pressure. The guessability for donning and wearing the combination of PPE was moderate, requiring time for proper adjustment. The guessability of the safety harness was poor, lacking design cues for donning, adjusting, and positioning on skeletal bones. Physical discomfort arose when straps were overly tightened. Not all straps could be adjusted for some body constitutions, compromising safety. In conclusion, using several types of PPE together may lead to physical and functional discomfort and pain over time, potentially resulting in misuse, non-use, or reduced performance. The findings of this study can serve as a basis for redesigning PPE, particularly for scenarios involving combined usage.

Jonas Borell, Anna-lisa Osvalder, Bijan Aryana
Open Access
Article
Conference Proceedings

Systematic Comparison of Signal Quality in Portable and Wearable Wireless EEG Devices: Methods and Standards

Electroencephalography (EEG) is a technique that captures the electrical activity of the cerebral cortex, effectively reflecting various rapid cognitive processes. Traditional EEG devices, often large and bulky, are impractical for real-world applications. To address this, wearable and wireless EEG systems have been developed as cutting-edge technology. However, there remains uncertainty about their signal quality .In this study, we introduce a systematic comparison method customized for portable wireless EEG devices. This experiment includes three tasks: α-suppression, Biofeedback, and the Stroop Colour and Word Test, evaluating signal quality in both time and frequency domains. In the α-suppression task, we analyzed spectral power in the α band, Signal-to-Noise Ratio (SNR), Root Mean Square(RMS),and artifact rejection. For the biofeedback task, we evaluated Engagement (β/(α+θ)) and Relaxation (α/β) indices. We also measured the N400 amplitude during the Stroop Colour and Word Test. These indicators represent varying levels of signal quality requirements, from low to high. Additionally, to assess whether semi-dry EEG devices can match the performance of medical-grade gel electrodes, further significant difference and correlation analysis between the two types of devices were conducted. The frequency domain analysis revealed alpha suppression during eyes-open states and increased relaxation and engagement states during the biofeedback task compared to resting state. In the time domain analysis, although no statistical significance was observed in the N400 component, a clear trend of a larger N400 under inconsistent conditions was evident in waveform and topographic maps. Furthermore, difference tests and correlation analysis between the two devices demonstrated a strong positive correlation in signals and consistent performance across all tasks. These findings suggest that portable EEG devices provide reliable signal accuracy in real-world settings, the signal quality of the semi-dry electrodes used in this study is comparable to that of medical-grade gel electrodes.

Qichao Zhao, Ran Yang, Xiaoqing Zhu, Chunxiao Li, Xin Gao, Yanan Li, Haiyang Yu, Jie Wang, Junli An, Ziying Tan, Ziyuan Zhao
Open Access
Article
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High-Frequency Gripping Area for One-Handed Smartphone Rear Interactions

Recent years of cell phone development have proposed ways to extend the interaction with mobile devices by equipping the device with a touch-sensitive rear for back-of-device (BoD) interaction. Although previous work [1] provided a classification of hand-hold/grip styles, a detailed understanding of the location of high-frequency touch areas at the back of the cell phone and the position of different fingers is missing. Knowledge of this information is necessary to develop ergonomically based interaction techniques on the back of the device. In addition, the location of high-frequency gripping areas needs to be taken into account when designing the location and size of the heating elements of a cell phone, and such areas should be avoided as much as possible to achieve a better user experience. The purpose of this study is to investigate the distribution of high-frequency gripping areas in the portrait view (one-handed vertical screen scenarios) for BoD interaction of a cell phone. We conducted an experiment to collect the rear area of the phone held by one hand in the natural settings. The rear and surrounding bezel area of the phone is partitioned in 10*10mm squares, with a total of 8*16 grids. 60 human subjects (normal smartphone users recruited by demographic segments) participated in this study. Their hand-hold/grip behaviors data were recorded by simulating their natural usage of the testing device with using an ink-based handprint technique. Then, through image recognition, filter the grid of the rear and surrounding bezel area of the phone, where handprints area account for more than 40% of the grid area. The final processing of the experiment yields a high-frequency grip area map and its corresponding grip posture which indicates how the user hold the smartphone and their BoD interaction. The whole grip area can be divided into three major parts: purlicue area (space between the forefinger and thumb), index finger area, and three fingers (middle, ring, and pinky) area. The results show that in the purlicue area and three-finger area, the grip frequency is normally distributed, and the location and size of the specific areas where the users' grip frequency reaches 90% and 95% in these two areas are obtained. The high-frequency grasping area identified in this study could provide references to design BoD interaction and improve the touch experience on the rear of such devices. In addition, the research results can lay the foundation for exploring the thermal tactile experience of mobile devices, provide a theoretical basis for the PCB layout design of heating components in mobile phones, and guide the system optimization of mobile phone cooling systems.Reference:[1]Choi, Y., Jung, H., Park, J., & You, H. (2017, September). Analysis of grip posture for ergonomic smartphone interface design. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 61, No. 1, pp. 1058-1061). Sage CA: Los Angeles, CA: SAGE Publications.

Xinyue Zhang, Wei Wang, Xiaopeng Wang, Guanhua Sun, Yikai Zhong
Open Access
Article
Conference Proceedings

Exploring the subjective response of keyboard key sounds on individuals' and susceptibility to interference and sensitivity to noise

This study, rooted in the discipline of human factors engineering, endeavors to investigate the threshold of decibel variance in tolerable interference across diverse activity states by scrutinizing individual subjective responses to keyboard keystroke sounds. The overarching goal is to furnish a more human-centered framework for keyboard design.Study One undertakes a meticulous analysis of 321 questionnaires and 66 noise sensitivity scales, revealing a noteworthy positive correlation between individuals' susceptibility to interference and their sensitivity to noise. The broad spectrum of individuals exhibiting heightened noise sensitivity validates the generalizability of the experimental findings, thereby reinforcing the significance of the research endeavor.Study Two adopts a multifaceted approach involving a first-round controlled experiment and randomized controlled trials encompassing 52 subjects, alongside a subsequent round of scenario simulation tests involving 18 subjects. This comprehensive methodology is employed to assess the impact of varied activity states and keyboard decibel levels on individual susceptibility to interference. Data processing and statistical analysis employ advanced techniques such as fuzzy mathematics and rank-scale methods. Utilizing a stepwise estimation methodology, the study delineates the thresholds of decibel variance in interference tolerance across distinct states: 59.98 dBA for highly concentrated states, 60.79 dBA for moderately concentrated states, 62.91 dBA for lightly concentrated states, and 59.61 dBA for sleep states.Study Three further validates the findings through rigorous Ridit analysis, affirming the reliability of the data provided and positioning it as a valuable reference for pertinent domains.Furthermore, the research findings exhibit a high level of reliability and applicability. These results pave the way for further exploration of additional factors impacting keyboard design, thereby broadening the research domain and enhancing both user experience and health perception. Consequently, this study offers a solid foundation for practical design and management decisions. In conclusion, this study not only addresses theoretical gaps in relevant fields but also provides valuable reference points for keyboard design in practical applications, underscoring its promising prospects and potential for real-world impact.

Yaxuan Xu, Yuxuan Tian, Yun Chen
Open Access
Article
Conference Proceedings

Service Design for Waste Separation and Disposal in University Housing Complexes - Around the Gwangju Campus of Chonnam National University

In Korea, recycling of garbage has been emphasized by the government and various sectors for a long time, and various systems have been established to ensure the implementation of sorting. In addition, people are becoming more aware of environmental protection and are making beautiful handicrafts out of garbage. However, little research and attention has been paid to waste segregation in areas with multicultural backgrounds. Some scholars believe that there is a positive relationship between values and lifestyles and ecological behavior. DeYoung says that simple and moderate lifestyles are positively associated with glass and paper recycling. Livers proved that people with religious values and conservative lifestyles like to contribute positively to the improvement of society. This article focuses on the residential neighborhood of University Street in Chonnam University. The residential area is characterized by single apartments, international students, and art studios, and the problem of garbage sorting has not been improved in the neighborhood, and illegal dumping is often found. As people with different habits and diverse backgrounds live in the same area, it is difficult to separate garbage, and it would be more beneficial to develop an area-specific garbage separation program. Therefore, this thesis utilizes the service design methodology to solve the problem.in the discovery stage, field visits are made to investigate the publicity of sorting and recycling, overseas and AI examples are grasped, and user surveys are conducted. In the definition stage, we organize the results of user surveys and in-depth interviews and analyze the problem of garbage sorting through Personas. In the development stage, design insights were drawn from the existing problems and needs. In the final Delivery stage, design value suggestions are made. It is hoped that the program of this thesis can improve the local garbage sorting problem.

Huang Baimin, Li Chu Yang, Byungjun Jeon, Jung-ho Jung
Open Access
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A Critique of the Use of Information Axiom for Ergonomic Design

Axiomatic design is a science-based design process based on two axioms. The first axiom, the Independence Axiom, maintains the independence of the functional requirements. When more than one design that satisfies the Independence Axiom is available, the second axiom, the Information Axiom can be used to select the best design. That is, among those designs that satisfy Independence Axiom, the design with the smallest information content is the best design. Since its invention, the axiomatic design approach has been widely used in product, software, organization, and system development. Several studies investigated the potential of its use for ergonomic design but found some flaws. So they modified the original information axiom to fit ergonomic design. However, through this study, it is shown that the alternative formulae proposed by these studies have also their flaws for most anthropometric design cases. This paper examines the original information axiom formula as well as the modified ones for their applicability to ergonomic design and identifies the shortcomings within them. Several anthropometric design examples are provided to illustrate these cases.

Mahmut Ekşioğlu, Ömer Gündüz
Open Access
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Design Knowledge Transfer from Traditional Chinese Furniture: Contemporary Design and Expression of Tenon Structure Bamboo Furniture Space

This article delves into the integration of traditional Chinese furniture design, particularly its mortise and tenon structure, into contemporary furniture design. It focuses on the sustainable and aesthetic values of these ancient techniques, emphasizing their relevance and adaptability in modern design contexts. Drawing from scholarly insights, the article bridges the gap between historical craftsmanship and modern design innovation, illustrating how traditional methods like the mortise and tenon can inspire and enhance modern furniture aesthetics. This exploration not only highlights the potential of these time-honored techniques to contribute to sustainable design practices but also underscores the importance of preserving cultural heritage within the evolving landscape of contemporary furniture design. Through this analysis, the article sheds light on the rich possibilities for incorporating traditional Chinese design principles into modern furniture, fostering a dialogue between past and present design philosophies.

Jinxiao Huang, Eakachat Joneurairatana
Open Access
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Conference Proceedings

A brief introduction into futures studies methods and its application prospects in field of design

This article, through a comparison of the similarities and differences between the fields of futures studies and design, as well as an exploration of the necessity and advantages of applying futures studies research methods to design education and practice, reveals the close connection between the two disciplines. The article first outlines the development background and historical evolution of futures studies in the form of a timeline of disciplinary history. By analyzing key developmental stages, milestones, and turning points in its history, it preliminarily demonstrates the macroscopic and diverse characteristics of futures studies. Furthermore, by combining tangible concepts, it provides a detailed introduction to abstract futures study methods covering multiple research directions in futures studies, systematically analyzing the potential benefits of these methods for design practitioners in various aspects. The research finds that futures studies provide a new foundation and perspective for the design industry in inspiring innovative design thinking, predicting scenario trends and design needs, enhancing adaptability of design for the technological and social environment of the future, and deepening designer’s understanding of user experience in the long term. This significantly strengthens the credibility and reliability of design, helping designers better understand and respond to the ever-changing social and technological environment. Finally, the article, supported by examples, vividly illustrates the development prospects of design futures studies and the practical application of futures studies in the design field, presenting a rich and in-depth research perspective to the readers. The article envisions the future direction of futures studies, providing valuable reflections for the future development of the discipline. Through the exposition in this article, we gain a more comprehensive understanding of the mutual influence between futures studies and design, as well as the crucial role of futures studies in design education and practice.

Wei Du, Danhua Zhao
Open Access
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Application and Prospect of Mixed Reality in Design Experiment Teaching

This study aims to explore the application of mixed reality in experimental safety teaching, designing and implementing a mixed reality-based experimental teaching method to enhance the effectiveness of experiments and user experience. Through field visits to design laboratories and expert interviews, this research analyzes the existing problems in design experimental teaching and real user needs. It proposes a multi-level, multi-dimensional mixed reality innovation design experiment platform construction method from teaching to dialogue, from human-computer interaction to perception, from creation to manufacturing, and from communication to thinking. Finally, this study uses the intelligent cockpit interface experience perception mixed reality experimental platform as an example to confirm that mixed reality technology can provide an immersive learning experience. This research provides theoretical support and practical reference for the application of mixed reality in experimental safety teaching, and offers prospects for future teaching design and research.

Lingyan Zhang, Shuangying Chen, Yun Wang, Jiqing Fu, Qianxi Zhang, Jiarui Liu
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Types of children's cultural and creative products based on card sorting method

Children's cultural and creative products, designed specifically for the child demographic, aim to subtly influence children by integrating high-quality cultural resources through diverse design techniques. These products help children understand cultural content such as history, geography, local customs, and artistic aesthetics, thereby fostering cultural confidence. Despite the wide range of children's cultural and creative products, including educational toys and cultural heritage tools, there is a lack of a scientific and systematic method for classifying these products. This gap affects the accuracy of product design and market positioning, as well as limits the potential for product innovation. To address this issue, this study introduces an innovative card classification method aimed at establishing a scientific framework for classifying children's cultural and creative products, thereby enhancing the precision and innovation of product design.In this study, we first collected and created 20 cards representing different children's cultural and creative products. Subsequently, we invited nine scholars and experts from the fields of design and vocational education to conduct experiments on the Optimal Workshop, an online card classification analysis platform. The results from the 3D cluster analysis categorized these 20 cards into four major groups: interactive educational products, technology-integrated products, cultural and scientific products, and aesthetically practical products. We conducted a thorough analysis of these four categories of children's cultural and creative product cards and their grouping labels, finding that the interactive educational products category had the most products, while the technology-integrated products category had the fewest. The study further conducted case analyses and feature descriptions for each category.The experimental results demonstrate that the card classification method can effectively classify children's cultural and creative products, providing a reliable and reusable method for categorizing these products. This classification not only helps designers accurately position products and foster innovation but also meets the diverse needs of children. Additionally, this scientific classification method provides solid support for the marketing and sales of products.

Zhengtang Tan, Yufan Zhou, Shuang Lin, Meizhen Den, Zhuyun Yuan, Shunshun Tang
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Five senses: integrated ergonomic/stylistic design for aircraft interiors

In the reference scenario for the design development of aircraft interiors defined through the use of new digital technologies, there is the related research and development activity functional to the application of an innovative operational methodology, aimed at achieving the best aesthetic/functional configuration of the final product. Specifically, this is done through a synergistic and equal action of modeling software for stylistic design CAS (virtual engineering CAD and ergonomic design in a virtual environment) defined then by a subsequent phase of physical production of carefully selected finished products. The application of the methodological and operational action has made it possible to develop ergonomic and styling furnishing complements for seats and PIS (personal Information System) for tourist class of aircraft with low-range mission profiles, focusing on the realization of interiors elements for passenger aircraft with significant modular and ergonomic features. The objective of the project proposal "five senses" combines the operational path with the study and analysis of the state of the design methodology art currently used by manufacturers of aircraft interiors, achieving the highest standards, with a specialized approach developed in multidisciplinary areas. The synthesis of "Five senses" consints in the development and production of interiors focused on the "centrality" of the passenger, with an ergonomic approach aware of anthropometric issues. This is done taking into account the different physical variations of the world's population, which represent the fundamental "dimensional standards" to consider for a right design with necessary sizing criteria. The core of the project definitely focused on the necessary revisiting of the Sw tool (Ergonomic simulator) characterizing it not only in the context of ergonomic verification of the designed elements, but mostly as a functional aesthetic co-design tool for the redesigned furniture, in this case the armchairs and the upper information panel. The definition and "identification of stylistic features and systematization of ergonomic design requirements" will take place through a process of integration of the factors that concur in "human centered" design, i.e. the structuring basis necessary to set up the ergonomic project, where the preliminary phase (the first technical development of the concept) is obtained, and where the first dimensional, technical, functional and material constraints are placed on the project, functional to the maximum stylistic performance of the interiors. For the definition of volume requirements, habitability studies, visibility studies and reachability analysis, an ergonomic simulator was used as a design tool through the interaction of different specialized software for ergonomic verification and 3D modeling in a virtual environment, with anthropomorphic mannequins in three different dimensional standards of the user populations, in the three representative percentiles ( 5th percentile woman, 50th percentile man and 95th percentile man), implemented then in the 3D CAS models of the armchairs and upper information panels, verifying the degree of postural comfort. This innovative approach proves to be helpful to the functional design processes of the cross-disciplinary and multidisciplinary aptitude of the different specialized contexts for the elements involved in the final production of the "five senses" project. In conclusion, the key contribution of this approach has been to receive "real time" design support during the concept design phases, considering both aesthetic and functional canons while fully respecting the delicate balance between aesthetics and habitability. Currently, the target market demands increasingly evident, and verification activities in the virtual environment have defined functional pre-approval requirements in response of the design aircraft to passenger aircraft habitability standards. To date, performing only ergonomic verifications through virtual simulations and comparing the results with previous studies and musculoskeletal analysis has so far helped designers to establish the possible cause of discomfort associated with product use, however with methodological optimization of the integrated procedure, optimization of the results obtained can hopefully be achieved. The approach illustrated here resulted in a "scientific and objective" approach, redefining an interior design through a new line of aesthetic/functional adaptation, as an "excellent" stylistic/ergonomic interface between the seat, PIS and the user, implemented in the finite elements and assembly of the latter within aircraft and then, ready for market.

Nicola Corsetto, Francesco Fittipaldi
Open Access
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Conference Proceedings

Evaluation of Wearing Comfort in Virtual Reality Devices Using Analytic Hierarchy Process

This paper aims to evaluate the comfort of wearing virtual reality (VR) devices using a popular multi-criteria decision-making technique, the Analytic Hierarchy Process (AHP),which systematically organizes and simplifies complex decision-making issues by breaking them down into more manageable components. A hierarchy model was developed through factor analysis and the Delphi method, comprising a primary goal (comfort of VR devices), six main criteria (skin friendliness, breathability, weightiness, stability, tenderness and fit ), and twenty sub-criteria. The paper details the methodology employed, including the construction of a pairwise comparison matrix and the assessment of consistency. The robustness of this approach was verified via a case study. This research introduces a novel methodology for assessing VR device comfort and prioritizing the elements related to this aspect. The findings offer significant insights for manufacturers by identifying specific aspects for product design enhancement.

Yujia Du, Wang Haining
Open Access
Article
Conference Proceedings

AI-Powered Emotion Recognition for Maritime Safety Enhancement

This paper delineates an initiative to devise an emotion recognition system bespoke for nautical settings, employing artificial intelligence (AI) and an array of biosensors. The system will integrate speech emotion recognition (SER) technology to discern emotions such as anger, fear, joy, and sorrow through voice patterns. Additionally, biosensors like skin conductance (EDA/GSR), electrocardiography (ECG), and eye-tracking technology will collect further physiological data. The aggregated data will be analysed to assess the emotional state of the individuals involved.A virtual mock-up, simulating a maritime environment complete with weather dynamics and potential equipment malfunctions that could induce stress or anxiety, will be created. This virtual environment will endeavour to achieve a high degree of realism to heighten the immersion of participants in the simulated scenario. AI algorithms will adjust this environment in real time in response to the user's emotional state to enhance the user experience (UX). For example, should the system detect stress or anxiety, the virtual scenario may transition to a calming seascape to encourage relaxation and alleviate stress.Future developments will see the incorporation of a real-time alarm mechanism capable of notifying essential personnel, such as the ship's captain or supervisor, upon detection of emotional states that warrant attention. This alert system is designed as a preventive measure, aiming to avert more serious consequences like accidents, errors, or more grave incidents. The system will also proffer recommendations for intervention or actions based on the detected emotional state.The project's goal is to introduce an avant-garde approach to monitoring and supporting the mental health and safety of maritime professionals. It aspires to detect emotional fluctuations instantaneously, provide interventions, and adjust the environment to promote relaxation and minimise stress. The project is expected to yield practical implications for the maritime industry and other high-risk work environments where the mental health and safety of workers are paramount. In conclusion, the project's outcomes are projected to offer practical benefits for the maritime sector and other high-risk occupations, ensuring the monitoring and support of workers' mental health and safety.

Laura Pagani, Paolo Gemelli, Mario Ivan Zignego, Alessandro Bertirotti
Open Access
Article
Conference Proceedings

Improvement Design of Age-friendly Supermarket Shopping Carts Based on Ergonomics

This paper aims to study the users’ needs of supermarket shopping carts for the elderly from the perspective of Ergonomics and provide a guideline for product improvement, so as to enhance the shopping experience of elderly users in supermarkets. Shopping carts from different supermarkets were compared and the existing problems of supermarket shopping processes and shopping carts were summarized based on the literature review and competing products analysis. Through field interviews and KANO model questionnaire surveys, the demand-orientation of form, color, material and function of age-friendly supermarket shopping carts were explored. Then the needs of age-friendly supermarket shopping carts from the aspects of user experience and human dimensions were analyzed and the product was improved. In this study, the physiological and psychological knowledge in Ergonomics were applied, which not only improved the comfort and convenience of the elderly’ s shopping experience in the supermarket to a certain extent, but also provided new ideas for the research of age-friendly design in public service facilities.

Junyao Wu, Liya Hu, Zhijuan Zhu
Open Access
Article
Conference Proceedings

Correlation research on early-stage Design Data Search Strategies and Design Quality

Data searching is an essential process in design, and research within the design field indicates a distinction in how expert designers and novice designers approach design problems. Expert designers, possessing a wealth of specialized knowledge, tend to search for additional information less frequently during the design process. In contrast, novice designers, due to their lack of professional knowledge, often need to search for, redefine, or organize information. (Ho, 2001; Cross et al., 1994). Consequently, novice designers tend to spend a significant amount of time repeatedly searching for information, leading not only to time wastage but also to designs that lack comprehensive consideration. Therefore, this study posits that the data collection process at the onset of design significantly affects the quality of design outcomes, necessitating further exploration of the relationship between various search strategies and design quality.The methodology involves think-aloud protocols, with the selection of coding systems based on search strategies divided into 0 to 3 dimensions as proposed by Gero and McNeill (1998) within the "problem domain" abstraction. Dimension 0 defines the system from the product's usage and user needs; 1 pertains to the product's interaction, styling, and imagery; 2 involves subsystems from product specifications, functions, behaviors, principles, and pain points; 3 considers details, integrating product principles with design elements and local details for effective optimization within the design concept. Additionally, regarding the quality of design outcomes, this study draws from the basic criteria for product design concepts proposed by Li, Feng-Qiang et al. (2016), encompassing ten aspects: functionality (F), usability (U), aesthetics and form (A), innovation (I), sustainability (ST), possibility (P), safety and regulation (SA), and marketability (M). These ten design criteria serve as a standard for assessing the quality of product design. Through the "problem domain" and "ten design criteria," this study aims to explore the differences in data search processes between novice and expert designers and the resulting impact on design quality.The findings reveal that novice designers mainly focus on the shallow, basic search dimensions of 1 and 2, lacking in-depth understanding of product details, which often leads to insufficient information for design execution. Experts iterate across dimensions 0 to 3, gaining a comprehensive understanding of the product, which better supports the subsequent design process. In terms of design criteria, novices focus on aesthetics/form (A) and innovation (I), with functionality also considered to some extent, while other aspects appear to be unconsciously neglected. Moreover, interviews and data organization revealed that novices tend to search from their personal experiences, whereas experts start from user needs, leading to more effective and accurate searches. Hence, in design education, teaching students to conduct comprehensive data collection could significantly enhance their design quality.

Yuling Zhan, Chunheng Ho
Open Access
Article
Conference Proceedings

Development and Evaluation of a Body Mapping Tank-Top for Early Stage Scoliosis Treatment in Adolescents

Scoliosis is an abnormal curvature of the spine, usually characterized by an S or C-shaped curvature in the normal coronal plane (viewed from the back). This lateral curvature may cause rotation and twisting of the spine, resulting in an asymmetrical back and potentially leading to many related physical problems. Idiopathic scoliosis, which accounts for about 80% of scoliosis cases, is the most common type. It may be associated with the interaction of polygenic inheritance, family aggregation, and environmental factors. Teenagers with spinal curvature between 10-20 degrees are considered to be in the early stages of scoliosis. It is recommended that hard braces be used for treatment in teenagers with a spinal curvature between 21 and 40 degrees. However, hard braces are often criticized for their uncomfortable fit and unsightly appearance, which can somewhat affect the treatment outcome. Nowadays, as teenagers increasingly use electronic products and develop poor standing and sitting habits, more environmental factors are triggering the onset of scoliosis. To prevent the disease from worsening, early diagnosis and effective treatment have become particularly important. Therefore, our team has developed an innovative body mapping tank top for adolescents with early-stage scoliosis. Equipped with 3-axis accelerometer sensors synchronized with surface electromyography (sEMG) signals, and combined with home-based posture training programme developed by our team, it can improve patient’s daily posture and prevent curve progression for teens with early scoliosis.

Jinjin Chen, Joanne Yip, Yiu Hong Wong, Mei-chun Cheung
Open Access
Article
Conference Proceedings

Intelligent Healthy Cabin Design Strategy Based on Context Awareness Theory

Purpose: Starting from users' daily health habits, this study analyzes the real needs of users for in-vehicle health services in driving scenarios. By integrating the context-awareness approach, it aims to enable users to interact more efficiently with the cabin in the driving environment. Methods: Firstly, the relevant theories of context awareness were reviewed, analyzing the advantages of integrating context awareness into intelligent health cabins and categorizing contexts into four types: user, environment, device, and time. Secondly, employing the context interview method and the Wizard of Oz Test, 24 white-collar individuals were deeply interviewed regarding their health service needs within the cabin. The analysis summarized the design focuses of four context types, establishing design strategies for intelligent health cabin systems based on context awareness. In the practical stage, the "Bianque" intelligent health cabin system scheme was developed based on the design strategies proposed in this paper, providing certain evidence for the design strategies. Conclusion: The application of context awareness theory in intelligent health cabins can effectively enhance user experience. Theoretically, design strategies for intelligent health cabin systems based on context awareness are proposed, and practically, the "Bianque" intelligent health cabin system design scheme is developed, along with relevant prototypes.

Shuangying Chen, Lingyan Zhang, Yun Wang, Qianxi Zhang
Open Access
Article
Conference Proceedings

Future mobility scenario exploration based on futurology and speculative design tools and methods

This paper focuses on the use of futurology tools to explore the future of the field of mobility. This paper provides an in-depth interpretation of the core concepts of speculative design and emphasizes its importance in transcending the boundaries of reality and challenging conventional thinking. Further, combined with the four future perspectives detailed in Speculative Everything, we discuss how these perspectives provide new perspectives and Revelations for predicting future mobility scenarios. These four perspectives not only reveal the diversity of the future for us, but also bring more abundant and diversified possibilities to the field of smart mobility. On this basis, the conceptual framework of the future triangle is introduced, and the opportunities and challenges facing the future transportation development are deeply analyzed. This analysis helps us to understand the complexity of traffic system design in a more comprehensive way, and provides a solid theoretical foundation for future practice. Combined with the perspective of futurology, it can stimulate the society's in-depth thinking and participation in the future mobility. In summary, the goal of this paper is to provide designers, researchers and policy makers with a new perspective and methodology to promote innovation and development of future transport design and ensure the sustainability and prosperity of society.

Yao Shuai, Danhua Zhao
Open Access
Article
Conference Proceedings