scholarly journals Ergonomics Evaluation in Designed Maintainability: Case Study Using 3 DSSPP

2021 ◽  
Vol 29 (4) ◽  
pp. 309-319
Author(s):  
Kiumars Teymourian ◽  
Phillip Tretten ◽  
Dammika Seneviratne ◽  
Diego Galar

Abstract Maintainability is one of the design parameters (reliability, availability, maintainability, and safety (RAMS)) and maintenance is needed to keep the respective design in sustainable use. At the same time, the human is involved in the form of interface and interaction in an engineered product/system designed. Ergonomics is a multi-disciplinary science that considers human capabilities and limitations in a broader sense. The objective of this paper is to integrate ergonomics into the maintainability design process in order to facilitate maintenance operation in lesser; time, cost, easier operation as well as the well-being of human who is involved. In other words, good ergonomics lead to good economics and in a broader sense, sustainability. This investigation shows that designing comfortable workplaces and lesser workload for maintenance operators will be beneficial for the maintainability design process and also improve the meantime to repair MTTR. In order to evaluate the effect of designed work-place and workload on maintainers 3 D Static Strength Prediction Program (3D SSPP) that is commonly used as an ergonomics evaluation tool in scientific studies was applied.

2021 ◽  
Author(s):  
Ryuki Han

<p><b>In a working environment where employee poaching and regular staff turnovers are common, the culture of an office is at the core of company loyalty and organisationalsustainability. This being said, many companies still lack the knowledge andunderstanding of their own work place, resulting in a disconnected understanding of whatspatial qualities benefit employee well-being. This Thesis proposes an innovated and unprecedented methodology in which a deeper understanding between officeend user and work place are explored. Through the implementation of immersivevirtual technologies such as 3D scanning and virtual reality, a deeper understandingof the worker and workplace can be facilitated. Explored through literature, theabilities of immersive virtual technologies allow for the potential of an alternative spatialenvironment in which users inhabit space. This methodology, tested through a pilot and case study, concur the potential of extracting connections between users and space at both an emotional and technical level. As such, the resulting data informs the design proposals, creating solutions that are cultured by the emotional connections extracted between user and office, as well as the spatial qualities needed to promote wellbeing.</b></p> <p>The proposed research methodology fruitions the possibility to identify the intangible quality of office culture within existing work places, providing opportunities to improve the spatial quality and in turn enhance the well-being of the end users. Ultimately, providing ahigher and more tangible understanding between architect, client and workplace.</p>


Author(s):  
Lionel Huetz ◽  
Bertrand Alessandrini

In order to predict the velocity and attitude of a sailing yacht travelling in a given wind speed and wind angle, the hydrodynamic problem and the aerodynamic problem need most of the time to be decoupled. Two matrices are built to characterize the hydrodynamic and the aerodynamic behavior separately. Then a Velocity Prediction Program (VPP) interpolates the matrices and finds the equilibrium between the forces acting on the hull and appendages on one side, and the forces acting on the sails on the other side. This gives the velocity and attitude of the yacht depending on the wind speed and wind angle. Two main approaches are currently used to build the hydrodynamic matrix. The first method is to build a reduced or a virtual model with the proper hull shape and test it in a towing tank or a Computational Fluid Dynamics (CFD) program. This approach can lead to a very precise estimation of the matrix for a given hull shape, but it is time consuming and gives no indication on other possible hull shapes. The second method is to build and test various hull shapes and use this database to build analytical formulas describing the evolution of the hydrodynamic forces depending on the speed and attitude, but also on the hull shape, via several “shape parameters”. During the early stage of design, numerous hulls are to be evaluated, and it is very valuable to understand the influence of the design parameters on hydrodynamic efficiency of the hull. Therefore, the second method should be much more efficient at this stage of the design process. The most used regressions have been provided by J.A. Keuning et al., based on the Delft Systematic Yacht Hull Series, [1], [2]. This work began in 1971; the sailing yacht hull shapes have changed a lot since then. The aim of the present work is to enhance these regressions, by using new shapes in the database and by adding new “shape parameters” to describe the hulls. A powerful loop driven by the commercial software ModeFrontier has been developed in order to build a database by means of CFD. Systematic morphing of the hull shapes, parallel computing, automatic meshing and automatic post-treatment will provide a large database in a relatively short time. The aim of the ongoing work is to improve the accuracy and sensitivity of the prediction of yacht hull performance during the early stages of the design process. The study will focus on flat water, steady predictions. The following results concern exclusively bare hulls, the interaction between the hull and its appendages will be treated separately.


2021 ◽  
Vol 1 ◽  
pp. 1877-1886
Author(s):  
D.C. Richards ◽  
Phillip D. Stevenson ◽  
Christopher A. Mattson ◽  
John L. Salmon

AbstractEngineered products have economic, environmental, and social impacts, which comprise the major dimensions of sustainability. This paper seeks to determine the interaction between design parameters when the social impacts are incorporated into the design process. Social impact evaluation is increasing in importance similar to what has happened with environmental impact consideration in recent years in the design of engineered products. Concurrently, research into new airship design has increased, however airships have yet to be reintroduced at a large scale and for a range of applications in society. Although airships have the potential for positive environmental and economic impacts, the social impacts are still rarely considered. This paper presents a case study of the hypothetical introduction of airships in the Amazon to help local farmers transport their produce to market. It explores the design space in terms of the airship's social impacts connected to the design parameters. The social impacts are found to be dependent not only on the social factors and airship design parameters, but also on the farmer-airship system, suggesting that socio-technical systems design will benefit from integrated social impact metric analysis.


2020 ◽  
Vol 12 (15) ◽  
pp. 6228
Author(s):  
Erik Aranburu ◽  
Ganix Lasa ◽  
Jon Kepa Gerrikagoitia ◽  
Maitane Mazmela

In the absence of user experience evaluation tools for industrial human–machine interfaces (HMI), a specific tool called eXperience Capturer (XC) has been created. It is a multi-method user-centred tool that evaluates the pragmatic and experiential aspects of employees’ interaction with industrial HMIs during the three phases of experience. In this article, a case study is shown where the XC tool is used in an industrial HMI design process. The results show that evaluation using the XC tool facilitates the creation of a new design that improves the experience of employees during interaction, increasing their autonomy, competence, closeness to the system, safety and stimulation.


2021 ◽  
Author(s):  
Ryuki Han

<p><b>In a working environment where employee poaching and regular staff turnovers are common, the culture of an office is at the core of company loyalty and organisationalsustainability. This being said, many companies still lack the knowledge andunderstanding of their own work place, resulting in a disconnected understanding of whatspatial qualities benefit employee well-being. This Thesis proposes an innovated and unprecedented methodology in which a deeper understanding between officeend user and work place are explored. Through the implementation of immersivevirtual technologies such as 3D scanning and virtual reality, a deeper understandingof the worker and workplace can be facilitated. Explored through literature, theabilities of immersive virtual technologies allow for the potential of an alternative spatialenvironment in which users inhabit space. This methodology, tested through a pilot and case study, concur the potential of extracting connections between users and space at both an emotional and technical level. As such, the resulting data informs the design proposals, creating solutions that are cultured by the emotional connections extracted between user and office, as well as the spatial qualities needed to promote wellbeing.</b></p> <p>The proposed research methodology fruitions the possibility to identify the intangible quality of office culture within existing work places, providing opportunities to improve the spatial quality and in turn enhance the well-being of the end users. Ultimately, providing ahigher and more tangible understanding between architect, client and workplace.</p>


2020 ◽  
Vol 33 (1) ◽  
Author(s):  
Tao Yang ◽  
Xueshan Gao ◽  
Fuquan Dai

AbstractConverting customer needs into specific forms and providing consumers with services are crucial in product design. Currently, conversion is no longer difficult due to the development of modern technology, and various measures can be applied for product realization, thus increasing the complexity of analysis and evaluation in the design process. The focus of the design process has thus shifted from problem solving to minimizing the total amount of information content. This paper presents a New Hybrid Axiomatic Design (AD) Methodology based on iteratively matching and merging design parameters that meet the independence axiom and attribute constraints by applying trimming technology, the ideal final results, and technology evolution theory. The proposed method minimizes the total amount of information content and improves the design quality. Finally, a case study of a rehabilitation robot design for hemiplegic patients is presented. The results indicate that the iterative matching and merging of related attributes can minimize the total amount of information content, reduce the cost, and improve design efficiency. Additionally, evolutionary technology prediction can ensure product novelty and improve market competitiveness. The methodology provides an excellent way to design a new (or improved) product.


Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


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