Ergonomics as Mediator within the Product Design Process

Author(s):  
Ralph Bruder

As a consequence of an increasing complexity of products using procedures a human-centered-design process is more and more important. This thesis can be based on the success of user friendly products on market but also by looking at new regulations concerning human-centered design (e.g. pr EN-ISO 13407). Within an user-centered design process there is a need for a continuos balancing between interests of users and producers. This mediating role can be fulfilled by persons with an ergonomic background. The potentiality of ergonomic for the initialization, accompaniment and evaluation of an user-centered design process was demonstrated within the product development of a new electronic pipette.

2020 ◽  
Vol 18 (S3) ◽  
pp. 118-128
Author(s):  
Fei Liu

With the rapid development of science and technology and the emergence of new technologies, the speed of product upgrading has accelerated, and the life cycle has been significantly shortened, leading to increasingly fierce market competition. Through the analysis of the enterprise product development process, combined with CAD-based product rapid design technology and parametric design technology, this paper proposes a product configuration editor based on three-dimensional software with a visual interface, and combines it with the PDM system. A software system that can be applied to actual product development is formed. Finally, the feasibility of a vehicle steering gear product design process is proved in practice. The research of this article mainly has the following two aspects of academic significance: this article describes the process of product development and design by enterprises under the mass customization production mode. After analyzing the application of CAD technology in the product design process, we studied how to use advanced design knowledge to combine specific three-dimensional CAD software for rapid product design, which can guide manufacturing companies to better carry out product design work. It is proposed to improve and perfect the initial configuration results of products in a specific three-dimensional design environment, and it can communicate with data management systems such as PDM. The configuration results can be edited and modified in the 3D design environment, and when specific parts need to be modified and designed, the parametric module embedded in the 3D design software can be used to design directly, avoiding multiple heterogeneous systems switching back and forth between, shorten the development cycle. In addition, for enterprises, the research in this article is also of great application significance.


Author(s):  
Marco Rossoni ◽  
Giorgio Colombo ◽  
Luca Bergonzi

Current trends in product development process highlight the increasing adoption of digital data and virtual processes. Nowadays, a huge amount of product data are collected without a clear management strategy and, oftentimes, they dont even cover the whole product development process. A global and integrated planning about information needed to sustain product design process is not a trivial task and, usually, companies underrates this issue. From the perspective of virtualization of processes, and then their automation, the lack of structured knowledge is certainly awful. This paper aims at making a critical analysis how product data evolve throughout the product design or configuration process and how they impact the product development activities. Efficient digital product twin allows companies to virtualize processes and leverage their automation, but it is important to understand how the knowledge management should be carried out. Three case studies, directly experienced by the authors, have been investigated analyzing digital data and virtual tools that allow companies to automate the design process, each one bringing a peculiar perspective of the problem.


2021 ◽  
Vol 10 (7) ◽  
pp. 467
Author(s):  
Meeli Roose ◽  
Tua Nylén ◽  
Harri Tolvanen ◽  
Outi Vesakoski

The role of open spatial data is growing in human-history research. Spatiality can be utilized to bring together and seamlessly examine data describing multiple aspects of human beings and their environment. Web-based spatial data platforms can create equal opportunities to view and access these data. In this paper, we aim at advancing the development of user-friendly spatial data platforms for multidisciplinary research. We conceptualize the building process of such a platform by systematically reviewing a diverse sample of historical spatial data platforms and by piloting a user-centered design process of a multidisciplinary spatial data platform. We outline (1) the expertise needed in organizing multidisciplinary spatial data sharing, (2) data types that platforms should be able to handle, (3) the most useful platform functionalities, and (4) the design process itself. We recommend that the initiative and subject expertise should come from the end-users, i.e., scholars of human history, and all key end-user types should be involved in the design process. We also highlight the importance of geographic expertise in the process, an important link between subject, spatial and technical viewpoints, for reaching a common understanding and common terminology. Based on the analyses, we identify key development goals for spatial data platforms, including full layer management functionalities. Moreover, we identify the main roles in the user-centered design process, main user types and suggest good practices including a multimodal design workshop.


10.2196/18564 ◽  
2020 ◽  
Vol 8 (7) ◽  
pp. e18564
Author(s):  
Astrid Eliasen ◽  
Mikkel Kramme Abildtoft ◽  
Niels Steen Krogh ◽  
Catherine Rechnitzer ◽  
Jesper Sune Brok ◽  
...  

Background Nausea and vomiting are common and distressing side effects for children receiving chemotherapy. Limited evidence is available to guide antiemetic recommendations; therefore, prospective and reliable evaluation of antiemetic efficacy is needed. Smartphone apps can be used to effortlessly and precisely collect patient-reported outcomes in real time. Objective Our objective was to develop a smartphone app to monitor nausea and vomiting episodes in pediatric cancer patients aged 0 to 18 years and to test its usability and adherence to its use. Methods We used a user-centered design process and the evolutionary prototype model to develop and evaluate the app. Multidisciplinary group discussions and several rounds of patient feedback and modification were conducted. We translated the validated Pediatric Nausea Assessment Tool to assess nausea severity in children aged 4 to 18 years. The child’s own term for nausea was interactively incorporated in the nausea severity question, with response options expressed as 4 illustrative faces. Parent-reported outcomes were used for children aged 0 to 3 years. Reminders were sent using push notifications in order to ensure high response rates. Children aged 0 to 18 years who were undergoing chemotherapy were recruited from the Department of Pediatric Oncology at Copenhagen University Hospital Rigshospitalet to evaluate the app. Results The app’s most important function was to record nausea severity in children. After assistance from a researcher, children aged 4 to 18 years were able to report their symptoms in the app, and parents were able to report symptoms for their children aged 0 to 3 years. Children (n=20, aged 2.0-17.5 years) and their parents evaluated the app prospectively during a collective total of 60 chemotherapy cycles. They expressed that the app was user-friendly, intuitive, and that the time spent on data entry was fair. The response rates were on average 92%, 93%, and 80% for the day before, the first day of, and the next 3 days after chemotherapy, respectively. Researchers and clinicians were able to obtain an overview of the patient’s chemotherapy dates and responses through a secure and encrypted web-based administrative portal. Data could be downloaded for further analysis. Conclusions The user-friendly app could be used to facilitate future pediatric antiemetic trials and to refine antiemetic treatment during chemotherapy.


10.2196/16862 ◽  
2020 ◽  
Vol 8 (8) ◽  
pp. e16862
Author(s):  
Curtis Lee Petersen ◽  
Ryan Halter ◽  
David Kotz ◽  
Lorie Loeb ◽  
Summer Cook ◽  
...  

Background Sarcopenia, defined as the age-associated loss of muscle mass and strength, can be effectively mitigated through resistance-based physical activity. With compliance at approximately 40% for home-based exercise prescriptions, implementing a remote sensing system would help patients and clinicians to better understand treatment progress and increase compliance. The inclusion of end users in the development of mobile apps for remote-sensing systems can ensure that they are both user friendly and facilitate compliance. With advancements in natural language processing (NLP), there is potential for these methods to be used with data collected through the user-centered design process. Objective This study aims to develop a mobile app for a novel device through a user-centered design process with both older adults and clinicians while exploring whether data collected through this process can be used in NLP and sentiment analysis Methods Through a user-centered design process, we conducted semistructured interviews during the development of a geriatric-friendly Bluetooth-connected resistance exercise band app. We interviewed patients and clinicians at weeks 0, 5, and 10 of the app development. Each semistructured interview consisted of heuristic evaluations, cognitive walkthroughs, and observations. We used the Bing sentiment library for a sentiment analysis of interview transcripts and then applied NLP-based latent Dirichlet allocation (LDA) topic modeling to identify differences and similarities in patient and clinician participant interviews. Sentiment was defined as the sum of positive and negative words (each word with a +1 or −1 value). To assess utility, we used quantitative assessment questionnaires—System Usability Scale (SUS) and Usefulness, Satisfaction, and Ease of use (USE). Finally, we used multivariate linear models—adjusting for age, sex, subject group (clinician vs patient), and development—to explore the association between sentiment analysis and SUS and USE outcomes. Results The mean age of the 22 participants was 68 (SD 14) years, and 17 (77%) were female. The overall mean SUS and USE scores were 66.4 (SD 13.6) and 41.3 (SD 15.2), respectively. Both patients and clinicians provided valuable insights into the needs of older adults when designing and building an app. The mean positive-negative sentiment per sentence was 0.19 (SD 0.21) and 0.47 (SD 0.21) for patient and clinician interviews, respectively. We found a positive association with positive sentiment in an interview and SUS score (ß=1.38; 95% CI 0.37 to 2.39; P=.01). There was no significant association between sentiment and the USE score. The LDA analysis found no overlap between patients and clinicians in the 8 identified topics. Conclusions Involving patients and clinicians allowed us to design and build an app that is user friendly for older adults while supporting compliance. This is the first analysis using NLP and usability questionnaires in the quantification of user-centered design of technology for older adults.


Author(s):  
Karan Jain ◽  
Young Mi Choi

AbstractThis paper discusses the issues involved with creating a Tangible Augmented Reality representation of a product so that it can be effectively and validly used to support the product design process. The development of a TAR representation entails building the physical model of the product, a digital model of the product, and developing interactions between the digital and physical representations. Different products have different user interactions, which makes developing TAR representation for products challenging since a new interaction needs to be mimicked. Challenges of developing TAR representations are discussed by investigating TAR representations of four consumer products: a space heater, a MP3 player, an electric can opener, and a seat assist cushion. The goal of TAR representations is to not only communicate the functionality of a product but also to improve the time efficiency of prototyping of physical products. Hence, having a good understanding of the user interactions that need to be developed and planning the representation for construction in the modeling software and AR software is crucial to making the process of developing a TAR representation efficient.


2020 ◽  
Author(s):  
Astrid Eliasen ◽  
Mikkel Kramme Abildtoft ◽  
Niels Steen Krogh ◽  
Catherine Rechnitzer ◽  
Jesper Sune Brok ◽  
...  

BACKGROUND Nausea and vomiting are common and distressing side effects for children receiving chemotherapy. Limited evidence is available to guide antiemetic recommendations; therefore, prospective and reliable evaluation of antiemetic efficacy is needed. Smartphone apps can be used to effortlessly and precisely collect patient-reported outcomes in real time. OBJECTIVE Our objective was to develop a smartphone app to monitor nausea and vomiting episodes in pediatric cancer patients aged 0 to 18 years and to test its usability and adherence to its use. METHODS We used a user-centered design process and the evolutionary prototype model to develop and evaluate the app. Multidisciplinary group discussions and several rounds of patient feedback and modification were conducted. We translated the validated Pediatric Nausea Assessment Tool to assess nausea severity in children aged 4 to 18 years. The child’s own term for nausea was interactively incorporated in the nausea severity question, with response options expressed as 4 illustrative faces. Parent-reported outcomes were used for children aged 0 to 3 years. Reminders were sent using push notifications in order to ensure high response rates. Children aged 0 to 18 years who were undergoing chemotherapy were recruited from the Department of Pediatric Oncology at Copenhagen University Hospital Rigshospitalet to evaluate the app. RESULTS The app’s most important function was to record nausea severity in children. After assistance from a researcher, children aged 4 to 18 years were able to report their symptoms in the app, and parents were able to report symptoms for their children aged 0 to 3 years. Children (n=20, aged 2.0-17.5 years) and their parents evaluated the app prospectively during a collective total of 60 chemotherapy cycles. They expressed that the app was user-friendly, intuitive, and that the time spent on data entry was fair. The response rates were on average 92%, 93%, and 80% for the day before, the first day of, and the next 3 days after chemotherapy, respectively. Researchers and clinicians were able to obtain an overview of the patient’s chemotherapy dates and responses through a secure and encrypted web-based administrative portal. Data could be downloaded for further analysis. CONCLUSIONS The user-friendly app could be used to facilitate future pediatric antiemetic trials and to refine antiemetic treatment during chemotherapy.


2019 ◽  
Author(s):  
Curtis Lee Petersen ◽  
Ryan Halter ◽  
David Kotz ◽  
Lorie Loeb ◽  
Summer Cook ◽  
...  

BACKGROUND Sarcopenia, defined as the age-associated loss of muscle mass and strength, can be effectively mitigated through resistance-based physical activity. With compliance at approximately 40% for home-based exercise prescriptions, implementing a remote sensing system would help patients and clinicians to better understand treatment progress and increase compliance. The inclusion of end users in the development of mobile apps for remote-sensing systems can ensure that they are both user friendly and facilitate compliance. With advancements in natural language processing (NLP), there is potential for these methods to be used with data collected through the user-centered design process. OBJECTIVE This study aims to develop a mobile app for a novel device through a user-centered design process with both older adults and clinicians while exploring whether data collected through this process can be used in NLP and sentiment analysis METHODS Through a user-centered design process, we conducted semistructured interviews during the development of a geriatric-friendly Bluetooth-connected resistance exercise band app. We interviewed patients and clinicians at weeks 0, 5, and 10 of the app development. Each semistructured interview consisted of heuristic evaluations, cognitive walkthroughs, and observations. We used the Bing sentiment library for a sentiment analysis of interview transcripts and then applied NLP-based latent Dirichlet allocation (LDA) topic modeling to identify differences and similarities in patient and clinician participant interviews. Sentiment was defined as the sum of positive and negative words (each word with a +1 or −1 value). To assess utility, we used quantitative assessment questionnaires—System Usability Scale (SUS) and Usefulness, Satisfaction, and Ease of use (USE). Finally, we used multivariate linear models—adjusting for age, sex, subject group (clinician vs patient), and development—to explore the association between sentiment analysis and SUS and USE outcomes. RESULTS The mean age of the 22 participants was 68 (SD 14) years, and 17 (77%) were female. The overall mean SUS and USE scores were 66.4 (SD 13.6) and 41.3 (SD 15.2), respectively. Both patients and clinicians provided valuable insights into the needs of older adults when designing and building an app. The mean positive-negative sentiment per sentence was 0.19 (SD 0.21) and 0.47 (SD 0.21) for patient and clinician interviews, respectively. We found a positive association with positive sentiment in an interview and SUS score (ß=1.38; 95% CI 0.37 to 2.39; <i>P</i>=.01). There was no significant association between sentiment and the USE score. The LDA analysis found no overlap between patients and clinicians in the 8 identified topics. CONCLUSIONS Involving patients and clinicians allowed us to design and build an app that is user friendly for older adults while supporting compliance. This is the first analysis using NLP and usability questionnaires in the quantification of user-centered design of technology for older adults.


Author(s):  
Hugh E. McLoone

Creativity can be viewed as a chaotic or unplanned activity. The product design process often may seem like chaos as well, but this is not inevitable. Designers and human factors/ergonomics (HF/E) professionals follow a clear design process with phases, levels, and methods for creation of successful new products. Research methods are offered at the right time during this process to generate new concepts and to evaluate designs. We work together to create innovative, valued, and successful products via a generative, iterative, evaluative process.


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