Mounting a smartphone on a steering-wheel to facilitate ease of visibility of the navigation screen: A systematic product design approach

Work ◽  
2021 ◽  
pp. 1-12
Author(s):  
Indresh Kumar Verma ◽  
Sougata Karmakar

BACKGROUND: Both professional and personal car drivers use smartphones as In-Vehicle Infotainment System (IVIS) and generally mount it wherever they feel convenient. Inappropriate or sub-optimal positioning of navigation devices increases off-road eye-glance duration and fixation frequency. OBJECTIVE: The current research aimed to develop a smartphone holding device to facilitate the mobile-phone’s easy mounting on the steering wheel’s hub, ensuring the screen’s visibility at a comfortable viewing angle in a vertical upright position irrespective of the steering wheel’s rotation. METHODS: A systematic product design methodology was adopted to develop the final product. The morphological chart was adopted for generating the different concepts of the smartphone mounting device. A Pugh chart was used for screening the various concepts generated in the previous step. Finally, a prototype of the selected best concept was made. User acceptance was assessed by taking feedback from users, and System Usability Scale (SUS) was used for usability evaluation. RESULTS: The developed innovative mounting device was light-weight and easy to use (SUS score 83.5). The final prototype was very effective in changing the angle of the smartphone to facilitate easy visibility at a comfortable viewing angle through the use of a ball and socket mechanism at the base. A ball bearing system was used in the mobile-phone holder for maintaining vertical stationary position during steering wheel rotation. CONCLUSION: As the device is useful for mounting the smartphone on the steering wheel’s hub, it might reduce driver distraction.

Author(s):  
Dahlia Alharoon ◽  
Douglas J. Gillan

Aesthetics and usability both play critical roles in product design. But how might measurement of these two conceptually-different features of products interfere with one another? The current research study examines the effect of differences in aesthetics on perceived usability. Participants completed three tasks on a simulated website with a low usability interface. One group of participants used an interface with high aesthetics, whereas a second group interacted with an interface with poor aesthetics. Both groups rated the usability and aesthetics of the interface after completing the tasks. The aesthetics manipulation was effective in that the high aesthetics group provided higher ratings on two aesthetics scales than did the low aesthetics group; however, differences in aesthetics had no significant effect on usability as measured by the System Usability Scale (SUS). These findings support the idea that users make independent judgments of usability and aesthetics.


2015 ◽  
Vol 20 (2) ◽  
pp. 88-91 ◽  
Author(s):  
Susan Buell

Purpose – The purpose of this paper is to provide a commentary on Mander's paper on people with learning disabilities’ first-hand experience of accessible information. Design/methodology/approach – The commentary reflects on some of the findings presented by Mander and builds on these, with particular emphasis on what it means to understand information. Findings – Everything from initial product design to building capacity and constructing knowledge requires expertise and attention to detail. Originality/value – There are no easy fix solutions to achieving understanding of information for people who have learning disabilities.


Work ◽  
2012 ◽  
Vol 41 ◽  
pp. 1016-1023
Author(s):  
Ivan Luiz de Medeiros ◽  
Eduardo Concepción Batiz

2018 ◽  
Vol 31 (1) ◽  
pp. 20-27
Author(s):  
Tara Sims

Purpose There are many frameworks and methods for involving children in design research. Human-Computer Interaction provides rich methods for involving children when designing technologies. The paper aims to discuss these issues. Design/methodology/approach This paper examines various approaches to involving children in design, considering whether users view children as study objects or active participants. Findings The BRIDGE method is a sociocultural approach to product design that views children as active participants, enabling them to contribute to the design process as competent and resourceful partners. An example is provided, in which BRIDGE was successfully applied to developing upper limb prostheses with children. Originality/value Approaching design in this way can provide children with opportunities to develop social, academic and design skills and to develop autonomy.


2019 ◽  
Vol 39 (5) ◽  
pp. 881-903
Author(s):  
Anoop Desai

Purpose This paper aims to present a design methodology to enable product design for ease of assembly. It is corroborated by means of a case study. The methodology is based on standard time data. This enables quick computation of assembly time as well as comparing different design options for ease of assembly. Design/methodology/approach Component design that is easy to assemble is likely to take less time and vice versa. Assembly time is a function of product design attributes such as geometric shape, weight, center of gravity, type of material, number of fasteners and types of fasteners. The methodology uses standard data to achieve its objective. Numeric scores are developed for each design feature based on the aforementioned design attributes. This enables not only computation of assembly time for a brand new product but also comparison of two or more alternative design configurations from the point of view of ease of assembly. Findings The value of the system is corroborated by means of case studies of actual product designs. It is demonstrated that changing any of the underlying design attributes (such as type of fastener used, number of fasteners used, material of the component and component shape) is likely to result in changing the amount of time taken to assemble the product. The scoring system facilitates the quick computation of assembly time Originality/value The amount of time to assemble a product before the product is ever designed is facilitated by this system. Assembly time is a direct function of product design attributes. Process time is calculated using standard data, specifically, the Methods Time Measurement (MTM) system. This is accomplished by converting design features into time measurement units (TMUs). Assembly cost can then be easily computed by using assembly time as the basis. The computation of assembly time and cost is important inasmuch as its role in influencing productivity. This is of obvious value not only to the designer but the company as a whole.


Author(s):  
Paul M. Kurowski ◽  
George K. Knopf

A successful product designer must combine natural creativity with the systematic use of structured design methodology and modern computer-aided design tools. Practice without proper instruction and formal guidance fails to recognize the vast knowledge of the design process developed by successful professionals. However, designing a product solely by theory without the experience derived from practice is ineffective because many subtleties and exceptions are learned by working on actual design project. In this paper, the authors discuss how formal lectures on product design and development methodology can be effectively combined with a hands-on design project leading to viable solutions by novice engineering students to open-ended problems.


Author(s):  
Christopher Nowakowski ◽  
Dana Friedman ◽  
Paul Green

To examine strategies for reducing driver distraction while answering the phone, 24 participants answered calls while driving a simulator. Calls were answered using a center-console-mounted phone or one of several phone designs which utilized a HUD to display the caller ID and steering-wheel-mounted buttons to activate the phone. Driving workload was manipulated by varying the curve radius and by varying the timing of the call, either 1 second before or 5 seconds after the start of a curve. The HUD-based phones resulted in response times that were 39 percent faster than the conventional center-console phone, and they resulted in up to 62 percent fewer line crossings. Additionally, when using the center-console phone, road curvature had a large influence on response times and driving performance; however, the HUD-based phone were less sensitive to increased road curvature or driving workload.


2004 ◽  
Vol 127 (3) ◽  
pp. 397-407 ◽  
Author(s):  
Robert B. Stone ◽  
Irem Y. Tumer ◽  
Michael Van Wie

To succeed in the product development market today, firms must quickly and accurately satisfy customer needs while designing products that adequately accomplish their desired functions with a minimum number of failures. When failure analysis and prevention are coupled with a product’s design from its conception, potentially shorter design times and fewer redesigns are necessary to arrive at a final product design. In this article, we explore the utility of a novel design methodology that allows failure modes and effects analysis (FMEA)-style failure analysis to be conducted during conceptual design. The function-failure design method (FFDM) guides designers towards improved designs by predicting likely failure modes based on intended product functionality.


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