1,063 research outputs found
Design of Equipment Rack with TRIZ Method to Reduce Searching Time in Change Over Activity (Case Study : PT. Jans2en Indonesia)
Janssen is a manufacturing plant that works in furniture assembly. Component shortages often occurs, it will cause the increase of work in process (WIP) in assembly section. In previous studies, we analyze the root causes with FMEA and then it is resulted that router section is the constraint of the system. There are many non value
added activities such as searching and transportation caused by a messy condition of work places and the devices that aren’t put in the right place. The impact is that the
time allocated for every change over is higher than before. There are many components that are worked by the router section, so improvements are needed to minimize changes in over time. 5S method and the use of a new design of rack by
TRIZ method are suggested for fixing the conditions of work environment. It is expected to eliminate non value added activities and changes in over time. Result shows that we can reduce non value activities in change over of regular components up to 41% and the elimination of this time is 41,6%. The non value activities in changeover of new items is 36,6% and this elimination of time is 53,3%.
Key word : change over, kaizen, design, TRIZ metho
Language-Learner Computer Interactions
This book focuses on learner-computer interactions (LCI) in second language learning environments drawing largely on sociocultural theories of language development. It brings together a rich and varied range of theoretical discussions and applications in order to illustrate the way in which LCI can enrich our comprehension of technology-mediated communication, hence enhancing learners’ digital literacy skills. The book is based on the premise that, in order to fully understand the nature of language and literacy development in digital spaces, researchers and practitioners in linguistics, sciences and engineering need to borrow from each others’ theoretical and practical toolkits. In light of this premise, themes include such aspects as educational ergonomics, affordances, complex systems learning, learner personas and corpora, while also describing such data collecting tools as video screen capture devices, eye-tracking or intelligent learning tutoring systems
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The role of user requirements research in medical device development
Aims and Objectives: This research aims to suggest a concise framework to help in the better
conceptualisation and integration of users in the medical device development (MDD) process. The
current economic, political and social climate concerning the matter of healthcare delivery has
resulted in the emergence of numerous users and user groups for whom the healthcare system has not
previously catered for. These users have created ambiguity for the designers and manufacturers of
medical devices as the boundaries between their needs and requirements have blurred, outdating
current methods of MDD to meet consumer needs.
Research Design and Methodology: The research methodology begins primarily with conducting a
literature search on the theories relating to user requirements and medical device development. The
paper outlines these findings through initially describing users and user involvement and relating
them to medical devices. The cross-disciplinary nature of healthcare influenced the investigation into
multiple disciplines including; IT, Ergonomics – particularly participatory research, Psychology and
Design. These disciplines expose various methods and processes, which are useful to user
requirements research. These methods were analysed for their compatibility, and then used to
construct a conceptual framework for user involvement in MDD.
Results: The research insinuates the true significance of user involvement and hence resulted in the
formation of a conceptual framework to aid user involvement in the MDD process. The framework is
produced by the amalgamation of relevant methods examined across the disciplines, in a
complimentary fashion.
Conclusion: The originality of this research lies in its use of a multidisciplinary approach. Previous
research claiming multi-methods has dealt with combining two disciplines or methods at a time i.e.
Computer supported cooperative work (CSCW) with participatory research (Scandurra et al, 2008)
for the needs analysis of healthcare professionals only. Collaboration across disciplines has also been
investigated (Johnson et al, 2005), but this was for the purpose of redesign rather than initial designs.
This framework can help medical device designers to fully access all user requirements through more
extensive collaboration right at the start. It reduces the risk of high costs involved in device rejection,
usually associated with belated recognition of user needs in the design cycle
Aerospace Medicine and Biology: a Continuing Bibliography with Indexes (Supplement 328)
This bibliography lists 104 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during September, 1989. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance
Generative UX Research Process for Designing Professional Service Robotic Systems and Teleoperation Interfaces
The User Experience-driven Innovation (UXDI) framework emphasizes that successful product design, irrespective of organizational or personal systems, considers the user, context, and technology. In this paper, we outline a generative UX research process to study user needs for teleoperation robotics systems that can assist employees in specialized tasks under stressful conditions as there has been minimal work in documenting such processes. Grounded in the socio-technical systems (STS) theory we developed a tasks-first approach to studying employee needs for professional service robots. We designed worksheets for 1) identifying project tasks and their Key Performance Indicators (KPIs), 2) creating high-level and detailed task experience maps, and 3) developing personas for employees who complete the identified tasks. The experience maps and personas can then be used to generate insights for designing robotic systems that can assist employees with the identified tasks
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