Suchen und Finden
Service
Advances in Interdisciplinary Practice in Industrial Design - Proceedings of the AHFE 2018 International Conference on Interdisciplinary Practice in Industrial Design, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Flori
WonJoon Chung, Cliff Sungsoo Shin
Verlag Springer-Verlag, 2018
ISBN 9783319946016 , 331 Seiten
Format PDF, OL
Kopierschutz Wasserzeichen
Mehr zum Inhalt
Advances in Interdisciplinary Practice in Industrial Design - Proceedings of the AHFE 2018 International Conference on Interdisciplinary Practice in Industrial Design, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Flori
Advances in Human Factors and Ergonomics 2018
6
Preface
8
Contents
10
Inclusive Design
14
Design Education as an Inclusive Pedagogy
15
Abstract
15
1 Background
15
2 Context
16
3 Framing the Curriculum
16
3.1 Gateway
17
3.2 Inspiration
17
3.3 Ideation
18
3.4 Implementation
18
3.5 Capstone
18
4 Conclusions
20
References
20
The Future of Footwear Design & Lasts: Do We Now Really Need Them?
21
Abstract
21
1 Introduction
21
2 Lasts
22
2.1 Traditional Last Making
22
2.2 Modern Last Making
23
3 How Traditional Dress Footwear Are Made
23
4 How Athletic Footwear Are Made
24
5 Comparisons Between Dress and Athletic Footwear Making
25
6 A New Way of Making Athletic Footwear
26
References
27
Transdisciplinarity as a Core Value: The Richmond Institute for Design and Innovation
28
Abstract
28
1 Wicked Problems and Design Thinking
28
2 The Flaws of Traditional Academic Structure
30
3 Examples of Transdisciplinary Design Thinking Programs
30
3.1 Located with Business
30
3.2 Located with Art
31
3.3 Located in an Institute or Other Independent Design Entity
31
4 The Richmond Institute for Design and Innovation
33
5 Suggestions for Emerging Design Thinking Programs
35
6 Conclusion
36
References
36
Collaborative Learning in Industrial Design
37
Abstract
37
1 Introduction
37
2 Relationships Make Collaborations
38
References
43
Utilizing Music Education Methods and Concepts to Enhance Industrial Design Education
44
Abstract
44
1 Introduction
44
2 Music Training Applied to Sketching
44
2.1 Posture and Technique
44
2.2 Warming Up
45
2.3 Begin with the Basics
45
2.4 Muscle Memory
45
3 Learning from the Masters
46
3.1 Observing and Analyzing
46
3.2 Replication
46
3.3 Class Case Study
47
4 Applying Jazz Improvisation Exercises to Ideation
47
4.1 Ideation “Jam Sessions”
48
4.2 Trading Ideas
48
5 Conclusion and Recommendations
48
References
49
Dimensions of the Dynamic Hand: Implications for Glove Design, Fit, and Sizing
50
Abstract
50
1 Introduction
50
2 Literature Review
51
2.1 Glove Fit
51
2.2 Hand Anthropometry, Glove Design, and Sizing Systems
51
2.3 Dynamic Hand Analysis
52
3 Methods
52
3.1 Landmarks
53
3.2 Instrumentation and Scanning Procedure
53
3.3 Data Collection
54
4 Results
56
4.1 Population
56
4.2 Dimensions
56
4.3 Statistical Analysis
56
5 Discussion/Conclusion
59
References
60
Methods and Tools for 3D Measurement of Hands and Feet
61
Abstract
61
1 Introduction
61
2 Method
62
2.1 Pilot Study
62
2.2 Refined Method
65
3 Results and Discussions
67
3.1 Landmarks
67
3.2 Platforms
68
3.3 Lighting
69
4 Conclusion
69
5 Limitations and Future Research
70
References
70
Firefighting Turnout Boots: How a Human Factors Approach Can Improve Performance
71
Abstract
71
1 Introduction
71
2 Literature Review
72
2.1 Turnout Gear
72
2.2 Turnout Boot Description
72
2.3 Turnout Boot Human Performance Research
72
2.4 Human Center Approach to Understanding Product Needs
72
3 Methodology
73
3.1 Qualtrics Web Survey
73
4 Results
75
4.1 Demographic Results
75
4.2 Turnout Boot Preferences
75
4.3 Turnout Boot Purchasing and Sizing
75
4.4 Turnout Boot Modification and Design Challenges
76
4.5 SWOT Analysis
77
5 Conclusion
78
References
78
Drawing Hands for Glove Design: Does the Data Match-Up?
80
Abstract
80
1 Introduction
80
2 Literature Review
81
2.1 Hand Anatomy
81
2.2 Surface Anatomy
81
2.3 Proportions for Drawing and Describing the Hands
82
2.4 Hand Anthropometric Landmarks
82
2.5 Methods Used to Collect Hand Anthropometric Data
82
2.6 Need for Anthropometric Data for Glove Design
84
3 Methodology
85
4 Results
87
5 Conclusions
88
Acknowledgment
88
References
89
Interdisciplinary Design
90
A Multi-disciplinary Approach to Design in Education Applied to Medical Problems
91
Abstract
91
1 Introduction
91
2 Background
92
3 Method
94
4 Results and Discussion
99
5 Conclusions and Suggestions for Improvement
100
References
101
User Participatory Design Model Research Based on Hall Three Dimensional Structure
102
Abstract
102
1 Introduction
102
2 Research Status of Hall Three Dimensional Structure and User Participatory Design
103
2.1 Hall Three Dimensional Structure Overview
103
2.2 Research Status of User Participatory Design
104
3 Study on User Participatory Design Based on Hall Three Dimensional Structure
105
3.1 Necessity Argumentation
105
3.2 Feasibility Argumentation
105
4 Study on User Participatory Design Based on Hall Three Dimensional Structure
105
4.1 Screening Users Through the Product Audience Classification
107
4.2 Guaranteeing Reasonable User Intervention in the Product Lifecycle
108
4.3 Product Always Oriented by Users’ Demand
108
5 Conclusion
110
References
111
The Design Conception of the Parent-Child Education Exhibition in the China Science and Technology Museum
112
Abstract
112
1 Introduction
112
2 Research of Parent-Child Education Exhibitions
113
2.1 Basic Concepts and Features of Parent-Child Education Exhibitions
113
2.2 Significance of Parent-Child Educations
113
2.3 Parent-Child Education Exhibits the Existence of the Problem
114
3 Design Concepts of Parent-Child Exhibitions
114
3.1 Concepts of Exhibition Layout
114
3.2 Overall Planning for Parent-Child Education Exhibitions
115
3.3 Design Concepts for Sub-areas
115
3.3.1 Design Concepts for Living Areas
115
3.3.2 Design Concepts for Natural Ecology Areas
116
3.3.3 Design Concepts for Science Discovery Areas
117
3.3.4 Design Concepts for Chinese Classic Culture Areas
119
4 Summary
120
References
120
From Industrial Design Education to Practice: Creating Discipline Through Design Sprints
121
Abstract
121
1 Introduction
121
2 A Brief Look at Design Sprints in Education and Practice
123
3 Sticky Ambiguous Collaborative Processes
125
3.1 Design Fixation
125
3.2 Ambiguity
126
3.3 Collaboration
126
4 Value of Design Sprints Towards Professional Practice
126
5 Discussion
127
6 Conclusion
129
References
129
Reducing of Oil Uptake in Rice Cracker During Deep Fat Frying
132
Abstract
132
1 Introduction
132
2 Materials and Methods
133
2.1 Preparation of Edible Coatings
133
2.2 Preparation of Rice Cracker
133
2.3 Analytical Methods
134
3 Results and Discussion
134
3.1 Oil and Water Content of Rice Crackers
134
3.2 Oil Uptake and Water Retention
136
3.3 Physical Properties of Rice Crackers
136
3.4 Sensory Evaluation of Rice Crackers
138
4 Conclusion
138
Acknowledgments
139
References
139
The Development of Urban Pilotless Personal Aerial Vehicle and Significant Considerations as a Design Project
140
Abstract
140
1 Introduction
140
2 Development Background
141
2.1 Personal Aerial Vehicle
141
2.2 Autonomous Driving
142
3 Urban Pilotless Personal Aerial Vehicle Development
143
3.1 Concept Design (2016)
144
3.2 Project Driving Force
144
3.3 PAV Frame Design for Technical Demonstration (2017)
145
3.4 Design Idea
145
3.5 Structure Design
146
3.6 Specification
146
3.7 Conflicts with Technology Team
147
4 Developed Next Generation Design Concept
148
4.1 Inertia of the Project
149
5 Discussion and Conclusions
150
Acknowledgements
151
References
151
An Ergonomic Based Postural Control and Balance Body Exercise Design for Young Martial Art Trainees
153
Abstract
153
1 Introduction
153
2 Method
154
2.1 Participants
154
2.2 Apparatus
155
2.3 Design and Procedure
156
2.4 Statistical Analysis
157
3 Results and Discussion
158
4 Conclusions
159
Acknowledgements
160
References
160
Creativity in Design
161
Effective Ideation Method for Collective Creativity
162
Abstract
162
1 Introduction
162
2 Theoretical Background
163
2.1 Lateral Thinking
163
2.2 Combinatorial Play
164
2.3 Bi-sociation
165
2.4 Random Ideation
165
3 Procedure
166
4 Conclusion
169
References
169
Collective Creativity for Teaching
171
Abstract
171
1 Introduction
171
2 Collective Creativity
172
3 Wim Gilles and Design Pedagogy
173
4 Evaluation Through Display
176
5 Conclusion
177
References
177
User Sensory Emotional Factor Support System and User Interface Guideline for Non-expert Designer
178
Abstract
178
1 Introduction
178
2 Theoretical Review
180
2.1 Definition of Cognitive and Emotional Data Module
180
2.2 Classifying the Design Components of Case Product
180
3 System Development Phase 1: Framework Development and Verification
181
3.1 System Framework Development
182
3.2 Interview and Feedback
182
4 System Development Phase 2: Re-Organizing Data Structure and Visualization
183
5 Conclusion
187
Acknowledgments
188
References
188
A Proposal for Integrated Collaborative Design Process Driving Innovation: Applying to Design Project on the Product-Service System Using Biometrics
189
Abstract
189
1 Introduction
189
2 The Meaning Change of Technology by Design
190
3 Integrated Collaborative Design Process
192
4 Applying Collaborative Process
194
4.1 Generate Design Concept with Biometrics Based on Collaborative Process
195
4.2 Concept UX Scenario
197
5 Conclusion
197
Acknowledgments
198
References
198
Dr. Loupe: Development of Iris Recognition Paramedic Diagnosis and Recording IoT Device
200
Abstract
200
1 Introduction
200
2 Analysis of Emergency Medical Service Status and Equipment
201
2.1 Analysis of Emergency Medical Service Status
201
2.2 Analysis of EMS Information System and Equipment
202
3 EMS Circumstances and Procedural UX Scheme Construction
204
3.1 Emergency Treatment Procedure Analysis under Emergency Situations
204
3.2 The Scheme of UX Scenario Construction in the EMS Stages
205
4 Product Design and UI/UX Design in EMS Stages
207
4.1 Product design
207
4.2 UI/UX Design of EMS Stages
207
5 Conclusions
210
Acknowledgement
210
References
211
AHP-Based Priority Analysis of Cognitive Feedback Methods by Driver State in an Autonomous Vehicle
212
Abstract
212
1 Introduction
212
2 Precedent Studies
213
2.1 Status of Technologies Related to Driver State
213
2.2 Classification of Driver’s State
213
2.3 Feedback Methods in an Autonomous Vehicle
214
3 Research Method
215
3.1 Experimental Subjects
215
3.2 Research Design and Survey
215
3.3 Analysis Method
216
4 Analysis and Results
216
4.1 Page Numbering and Running Heads
217
4.2 Evaluation of Auditory Feedback Methods
218
4.3 Evaluation of Visual Feedback Methods
219
4.4 Evaluation of Haptic Feedback Methods
219
5 Discussion
220
6 Conclusion
221
Acknowledgments
221
References
221
Human-Centered Design: Collaborative Design and Emotional Intelligence
223
Analysis of Facial Emotion Recognition Technology and Its Effectiveness in Human Interaction
224
Abstract
224
1 Introduction
224
2 Method
227
2.1 Participant
228
2.2 Experimental Stimuli
228
2.3 Procedure
228
3 Results
229
4 Discussion
232
Appendix A: Survey Visual Stimuli
232
Appendix B: Vocal Stimuli
232
Appendix C: Musical Stimuli
233
References
233
Emotional Evidence: Influences on Happiness from the Frequent Positive Visual Exposure
234
Abstract
234
1 Introduction
234
2 Methods
238
2.1 Participant
238
2.2 Experimental Stimuli
239
2.3 Procedure
239
2.4 Experimental Apparatus
240
2.5 Happiness Pre-test and Post-test
240
3 Result
241
3.1 Occupation
241
3.2 Gender
242
3.3 Gender, Occupation, and Time
242
4 Discussion
242
References
243
The Design Process in Interior Design Studio: Integrating Interdisciplinary Approach in Undergraduate Level for Improving Professional Practice
245
Abstract
245
1 Introduction
245
1.1 Definition of Interior Design Studio
245
1.2 The History of Interior Design Education
246
2 Importance and Relevance
247
2.1 The Importance of Interdisciplinary Approach
247
2.2 The Importance of Collaborative Environments for Professional Practice
248
3 Strategies for Designing Collaborative Studios
249
3.1 Interdisciplinary Collaboration
249
3.2 Design Studio Environment
250
3.3 Communication Methods
250
3.4 Introducing Professionals and Stakeholders into Design Studios
251
4 Conclusion
252
References
252
Analysis of the Emotional User Experience Elements of Wireless Earphones
254
Abstract
254
1 Introduction and Research Purpose
254
2 User Research Planning
256
3 Result
257
3.1 Satisfaction of the Wearing Style
257
3.2 Figures
259
3.3 AttrakDiff Result
260
4 Conclusion and Future Work
261
Acknowledgments
262
References
262
Design and Business: Growing Up as a Separate Couple
263
Abstract
263
1 Introduction
263
2 Aim and Structure of the Study
264
3 Literature Review
265
4 Research Methodology and Data Collection
269
5 Findings
269
5.1 Profile of Respondents
269
6 Discussion and Final Remarks
270
References
272
A Study on User Cognitive and Affective Information Supporting System Development for Product Design
274
Abstract
274
1 Introduction
274
2 Background
275
2.1 Cognitive Emotion Data
275
2.2 Systems Based on Design Process
276
2.3 First Users Interview
277
3 System Reorganization
279
3.1 System Centered on Component
279
3.2 System Framework
279
3.3 Data Structure
280
3.4 System UI
281
4 System Evaluation
281
4.1 Evaluation Concept
281
4.2 Evaluation Results
282
5 Results
283
Acknowledgments
284
References
285
Autonomy in Residential Care: Using TEAMWORK and the Deep Dive to Facilitate Interdisciplinary Collaboration
286
Abstract
286
1 Introduction
286
2 Strategies to Facilitate Interdisciplinary Research: A Case Study
287
2.1 TEAMWORK: Assembling a Team
288
2.2 Framing the Problem: Conducting a Deep Dive
290
2.2.1 Identify Research Problems
291
2.2.2 Visualize Theory-Based Conceptual Models
291
2.2.3 Conduct User Research
293
2.3 Interdisciplinary Research Evaluation
293
3 Discussion
293
4 Conclusion
294
References
294
Cultivating Values: A Service Platform Design for the Preschool Children
296
Abstract
296
1 Introduction
296
2 Literature Review
297
2.1 Public Health Intervention
297
2.2 Behavior Change
298
2.3 Values, Attitudes, and Behaviors
298
3 Research Methods
298
3.1 Desk Research
298
3.2 Observation
299
3.3 Interview
300
4 Design Implementation
300
4.1 Framing Concept Space
300
4.2 Overall Concept
300
4.3 The First Module of the Concept
301
4.4 The Second Module of the Concept
302
4.5 The Third Module of the Concept
302
5 Discussion
304
5.1 Value-Attitude-Behavior Theory-Based Health Intervention
304
5.2 Leveraging Social Influence
304
5.3 Integrating Online-to-Offline Services by Digital Platform
304
6 Conclusion
304
Acknowledgements
305
References
305
Service Storytelling: Exploring Storytelling Models in the Context of the Service Design Process
306
Abstract
306
1 Introduction
306
2 Storytelling in Design
307
3 Participatory Approach in Storytelling Theory
308
4 Key Storytelling Models and Application to Service Design Process
309
4.1 Framing: Semiotic Square
309
4.2 Research and Analysis: Key Functions of Story
310
4.3 Service Conception: Triangle of Mimetic Desire
311
4.4 Service Storytelling: Hero’s Journey and the Experience Cycle
313
4.5 Delivery: Freytag Model and Customer Journey
315
5 Conclusion
316
References
317
Emotional Elements of User Experience on Autonomous Vehicle
319
Abstract
319
1 Introduction
319
2 Literature Review
320
2.1 Autonomous Vehicle
320
2.2 Input Interaction in the Autonomous Vehicle
320
2.3 User Experience and Emotion Elements
321
3 Method
322
3.1 Participants
322
3.2 Survey
322
3.3 Analysis
323
4 Result
323
4.1 Study 1: Prioritized Interaction Method
323
4.2 Study 2: Linear Regression Analysis of Input Interaction Method
324
5 Discussion and Conclusion
326
5.1 Interaction Preference Among Different Emotion Group
326
5.2 Pleasure and Input Interaction Method
326
5.3 Limitation and Future Work
327
Acknowledgments
327
References
327
Author Index
330