Human - Factors - Option - E - PPT 2
Human - Factors - Option - E - PPT 2
Option E
E.2.6 Outline the use of the
concept of “method of
extremes” to limit sample size.
• An anatomical 3D
Model of the human
body.
Define Ergonome
Define Appearance
Prototype
• An apperance
prototype, or
apperance
model, is a
physical
representation of
an object that
literally appears
like the
production
product.
However, it does
not function and
is made from
wood, foam, clay
or other
Define Functional Prototype
• DEFINE = a
functional
prototype, or
functional
appearance model,
is a prototype that
“ looks like” and
“works like” a
production
product. Although
they are made
from prototype
materials, these
Outline the use
ergonomes to
represent human
• factors
Ergnomes are data
useful for
assessing the
relationship of
body parts to
spatial
arrangements
represented by a
3D model, for
example a chair
to a desk.
Advantages/Disadvantages
• Advantage =more realistic
representation.
• Disadvantage = more
expensive to design as need
to make 3D models.
• Discuss the legislative incentives t
E.5. incorporate human factors into
6 product design. ...
S a fe ty sta n d a rd s a n d
re g u la tio n s m u st b e
fo llo w e d , b u t a lso m e th o d s
o f a vo id in g fu tu re litig a tio n
a g a in st fa ile d p ro d u cts.
S u ch m e th o d s in clu d e :
A lw a ys in clu d e a ‘ d u ty to
w a rn ’.
D e sig n sa fe ty in to th e
p ro d u ct.
In co rp o ra te a g re a te r sa fe ty
fa cto r th a n re q u ire d b y
le g isla tio n .
A n a lyse a llco n se q u e n ce s o f
E.5.7 Methods used for
Identifying Hazards and
Evaluating Risk
• Methods include:
• Scenario analysis – attempts to
identify patterns of behaviour that
precede accidents. If such
behaviour can be identified, then it
may be avoided y a redesign of a
product...
•
• Example =
• Fault tree analysis determins the cause
of failures by first identifying the types of
injuries that may occur and concluding with
redesign solutions.
•
• Hazzard assessment determines probable
E.5.8 Explain how human factors
specialists determine adequate
product safety.
• BEHAVIOUR TESTING: perform some
activity with the product such as
unpacking, assembly, operation
and maintenance.
•
Conceptual
testing:
• evaluate
safety
instructi
ons and
warning
messag
es
without
exposin
g
people
• Its cheap and easy to implement. A paper
prototype can be quickly and easily
modified and retested in the light of
feedback from representative users, so
Paper Prototype
designs can be developed more quickly. It
promotes communication between
members of the development team. No
computer programming is required, so
paper prototyping is a platform-
independent and does not require
technical skill. A multidisciplinary design
team can collaborate on design
development.
E.6.7
• Explain the roles of the facilitator,
the user, the computer and the
observer in a paper prototyping
session.
•
• The facilitator explains the
purpose of the session to the user and
how to interact with the prototype.
• The user represents the target market
for the product and interacts with the
user-product interface to ‘use’ the product
in response to guidance from the
facilitator.
• Computer: a human being simulating
the behaviour of the computer program in
response to instructions from the user.
• Observer: watches what happens and
can ask more questions of the user.
• Successful designing requires a
knowledge of the intended Human
user. By looking at well
designed products, systems Factors
and environments we can
examine how the user Overview
interacts with them and gain
a better understand of the
human factor element of
design . It is important to
understand how human
factors, ergonomics and
anthropometrics are
interlinked, but that during
the design process, the
development of products
such as cars, household
goods, computer software,
open-plan offices, and
airports, many
considerations need to be
factored in, even though
production, materials, cost,
Digital Humans
Define Digital Humans
• Computer simulation of a variety of
mechanical and biological aspects
if the human body.
E.8.2 Explain how motion
capture is used to digitally
represent motion
• A person wears a set of
acoustic, intertail,
LED, magnetic or
reflective markers at
each joint. Sensors
track the position of
the markers as the
person moves to
develop a digital
representation of the
motion
Advantages of Motion
Capture
• Motion capture can reduce the cost
of animation, which otherwise
requires the animator to draw
either each frame or key frames
that are then interpolated. Motion
capture saves time and creates
more natural movements than
manual animation, but it is limited
to motions that ate anatomically
possible. Some applications, for
example, animated super hero
martial arts, might require moves
Body Deformations
• As the body moves, its shape
changes in complex ways, due
to the contraction and
relaxation of muscles, bones
visible beneath the skin, and
various other anatomical
features. Often this variation is
modelled either by artists
using various varieties of
deformers, or by anatomical
modeling and simulation of the
bodily structures involved.
Instead, we take an example-
based approach, where we
build a model of these shape
changes using 3D laser range
scans of a body in various
poses.
• We scanned an arm, shoulder,
and torso in many different
poses, a few of which are
shown on the left. We then
combined these scans into a
common parameterization, so
E.8.5 Discuss how digital
humand can enhance human
factors research
• Digital humans can be used to
represent joint resistance, discomfort,
reach envelopes and visual fields.
They can be used, or example, to
measure the impact of clothing on
human performance.
Body Variation
• In addition, we also wish to model how body
shape varies between individuals. To this end,
we used 250 laser range scans of volunteers
in approximately the same pose. We
developed an algorithm to fit a common
template to each range scan in order to
create a common parameterization of the
body surface. This allows us to morph
between body shapes as shown below:
•
Design for Disability
E.9.1
• Identify human
factors issues
related to
wheelchair design...
• Consider the range of
anthropometric
dimensions, posture,
comfort and
pressure
management.
Explain methods that
designers could use to
research human factors for
wheelchair design
• Consider user
research methods
related to
wheelchair users
and carers.
Research into
existing products,
systems and
environments for
modification to
allow use by
Identify ways in which a
consideration of human factors
would improve the design of
wheelchairs.
• Consider:
strength, grip,
circulation
space, storage,
weight, reach,
safety, comfort
and fatigue.
Discuss the
legislation in
ensuring
wheelchair access
in public buildings
• What are the
problems adapting
existing building
designs compared
to new builds?
•
•
Design for limited hand
movement
• E.9.6 – Identify human factors issues
for those with limited hand
movement.
•
• http://news.bbc.co.uk/1/hi/uk/7841949.st
•
As a group evaluate the
requirements or wheelchair
access in the school
environment...
E.9.10
• Outline the forces
involved in
unscrewing the
lid of a jar.
•
Consider torque
and grip
E.9.11 describe a range of
products designed to assist
people to unscrew the lid of a
jar
Design for disability in a Global
Society
• Discuss the issues of human factors
research in developed and developing
countries.
•
• In developing countires, disability issues are
often not covered by legislation or
deemed a priority. Comare this with the
position in developed countries?
•
• Watch video
• http://www.youtube.com/watch?v=tjRohDifhQg&
•
Explain the social responsibiity
o designers to design for all
impareired groups.
•
• socio-pleasure – Pleasure from relationships with
others, for example, specific relationships with friends, loved
ones, collegues or like-minded people or with society as a
whole when it is related to status and self-image.
•
• ideo-pleasure. – Pleasure derived from
• Physio-pleasure - pleasure derived
from the senses from touch, smell,
sensual pleasure etc. For example
the smoothness of a curve in a
hand-held product or the smell of a
new car.
•
• Socio-pleasure - pleasure gained from
interaction with others. This may be a
'talking point' product like a special
ornament or painting, or the product may
be the focus of a social gathering such as
a vending machine or coffee machine.
This pleasure can also come from a
product that represents a social grouping,
for example, a particular style of clothing
that gives you a social identity.
•
• Psycho-pleasure - pleasure from
the satisfaction felt when a task is
successfully completed. Pleasure
also comes from the extent to
which the product makes the task
more pleasurable, such as the
interface of an ATM cash machine,
that is quick and simple to use. It is
closely related to product usability.
•
• Ideo-pleasure - pleasure derived
from entities such as books, art and
music. This is the most abstract
pleasure. In terms of products, it is
the values that a product
embodies, such as a product that is
made of eco-friendly materials, and
processes that convey a sense of
environmental responsibility to the
user.
Example
• Physio-Pleasure:
• Yumi, dislikes any sort of strenuous activity. (Need) She loves
to distress with manicures (Appreciation)
• Socio-pleasure:
• Yumi loves to be the centre of attraction amongst her friends
with her everchanging manicures and boasts about her
weight (Need) She hates responsibility. She’s a care-free
soul who does not want any form of peer or social
pressure(Need)
• Psycho-pleasure:
• She’s rather directionless in life, but would rather spend her
time amidst activity with friends. Derives purpose in peer
activity. (Need) She also takes pride in cosplaying and
designing her own clothes. It fulfills a sense of satisfaction.
(Appreciation) I
• deo-pleasure:
• She believes that life should not involve the mundane
responsbilities of adulthood and tries to avoid sense of
adult responsbilities(Need) She believes in happily ever
afters like Hello Kitty and Dear Daniel (Appreication)
Identify ways in which products
promote physio-pleasure
• Physio-pleasure can
be derived from
the feel of a
product during use
(for example silk
garments or the
smooth feel of an
iPod) its taste (for
example eating
chocolate) or its
smell of leather, a
new car, coffee,
fresh bread from a
bread making
Identify ways in which products
promote socio-pleasure
• Products and services
can facilitate social
interaction in a
number of ways. E-
mail, internet and
mobile phones, or
example facilitate
communication
between people.
Other products may
promote social
interaction by being
conversation
starters, for
example, jewellery,
artwork or furniture.
Clothing can
communicate social
identify an indicate
that a person