8,826 research outputs found

    Understanding customers' holistic perception of switches in automotive human–machine interfaces

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    For successful new product development, it is necessary to understand the customers' holistic experience of the product beyond traditional task completion, and acceptance measures. This paper describes research in which ninety-eight UK owners of luxury saloons assessed the feel of push-switches in five luxury saloon cars both in context (in-car) and out of context (on a bench). A combination of hedonic data (i.e. a measure of ‘liking’), qualitative data and semantic differential data was collected. It was found that customers are clearly able to differentiate between switches based on the degree of liking for the samples' perceived haptic qualities, and that the assessment environment had a statistically significant effect, but that it was not universal. A factor analysis has shown that perceived characteristics of switch haptics can be explained by three independent factors defined as ‘Image’, ‘Build Quality’, and ‘Clickiness’. Preliminary steps have also been taken towards identifying whether existing theoretical frameworks for user experience may be applicable to automotive human–machine interfaces

    Overview of pedal cyclist traffic casualties in South Australia

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    Characteristics of pedal cycle crashes (as reported to the police) in South Australia, and how they have changed over the period 1981-2004, are examined. The paper describes both the present situation (2001-2004) and how it has changed since 1981; both child and adult casualties; both the numbers of casualties and the proportions seriously injured; and both factors that are commonly tabulated and some that are relatively unusual. In 1981, pedal cyclist casualties were mostly children and teenagers, but in 2004, pedal cyclist casualties were mostly spread across the age range from 16 to 49. Child pedal cyclist casualties reached a maximum in 1982-1987, and have fallen sharply since. Adult pedal cyclist casualties reached a maximum in 1987-1990, and then fell. Concerning the proportion of casualties seriously injured (i.e., killed or admitted to hospital), in 2001-2004 this proportion among adults (16+) was 12% when the speed limit was 60 km/h or less, and 33% when the speed limit was 70 km/h or higher. Among the four most frequent types of crashes (right angle, side swipe, right turn, and rear end), the proportions of adult casualties seriously injured were 11%, 11%, 16%, and 18%. The proportion was 14% for male drivers of the motor vehicle and 9% for female drivers; it was 17%, 15%, 15%, 14%, 10%, and 11% for motor vehicle driver age groups 16-19, 20-29, 30-39, 40-49, 50-59, and 60-99.T. P. Hutchinson, C. N. Kloeden, and A. D. Lon

    Design for Ergonomics

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    The changing nature of risk

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    http://www.ergonomics.org.au/downloads/EA_Journals/EA_March_June_08.pdfInternational audienceThe crucial change that took place in the 19th century was that accidents became associated with the technological systems that people designed, built, and used as part of work, in the name of progress and civilisation. Suddenly, accidents happened not only because the people involved, today referred to as people at the sharp end, did something wrong or because of an act of nature, but also because a human-made system failed. Furthermore, the failures were no longer simple, such as a scaffolding falling down or a wheel axle breaking. The failures were complex, in the sense that they usually defied the immediate understanding of the people at the sharp end. In short, their knowledge and competence was about how to do their work, and not about how the technology worked or functioned. Before this change happened, people could take reasonable precautions against accidents at work because they understood the tools and artefacts they used sufficiently well. After this change had happened, that was no longer the case

    Development of an evidence-based toolkit to support safe design for children

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    This thesis contributes to developing an evidence-based toolkit for designers when designing products based on theoretical inputs from human-factors study. Theoretical and developmental knowledge, relevant to the design of warning and risk communications and the area of design for child safety, is translated into support for reflections to practitioners. The risk management framework derived from this study aims to increase awareness of the implications of the aspects involved and as a reference point for groups involved in design for child safety. The thesis covers a shift from risk communications with children to information about children (including physical dimensions etc.) for designers. The final output is a collation of this knowledge base and some conceptual tools that can be applied to a specific design context whether that context be in risk communications or the area of general safety design considerations. Designers with little experience in managing design for children can benefit from this study when deciding on their design strategies. This reflective support is the result of a study of risk communication as a complex and unique activity in which various groups and domains are involved. The process of building an understanding started with an analysis of the literature in the field and with the direct experience of the researcher, who worked directly within ergonomics as part of a design-innovation team. The framework presented in this thesis follows a more structured approach to risk communications. It is conceived as an aid to help practitioners reflect on the implications each stage of the development process has on the experience of developing appropriate risk communications and appropriate products. In this way, it is thought of as a dynamic and flexible reference that can be adapted by design researchers when planning and coordinating design to suit different design situations. The use of this tool in the childsafety, design, and study communities would provide validation of the effectiveness of the framework and its continuous improvement. The purpose of this study is twofold: to contribute to study and practice with the aim of providing fundamental guidance to designers. The research detailed in this thesis brings readers up-to-date with the current literature on theories of risk communications. It then highlights methodologies, tools, guidelines and requirements for risk communication advances in study and practice. A framework for risk communication for young children has been developed out of a resource review based on previous work in the area by McLaughlin and Mayhorn, (2014). The information accumulated in this study has been used to develop initial prototype tools for designers who are considering young children. The developed platform supports practitioners from two different angles: theoretical and practical. Designers engaged in the core activity of design for child safety need methods that support the consideration of ergonomics and other product requirements, such as risk communications. This study contributes to developing methods and tools that can be used by designers and other relevant groups when designing risk communications for young children. Available knowledge is collated and integrated into the framework with the intention that it will be developed further throughout the thesis to consider effective use within the design cycle. This study aims to contribute to child safety by providing the first development of tools/decision supports aimed at designers who are designing for young children and are accordingly evaluating human-factors methods in design for child safety. The aim of this study is to gather the requirements of a collaborative design tool for use by industrial designers, engineers and other groups involved in design for child safety. This thesis aims to address these needs. When considering the needs, limitations and capabilities, ( mental model ) of the intended users (i.e., children), important aspects such as safety have been considered. The general need for support methods are addressed through a review of the safety, design and ergonomics literature. After this, empirical study through interviews and observations is used to outline some problem areas: the development and implementation of human-factors methods in design, lack of available resources and inaccessibility of data. Three empirical studies were conducted to meet the requirements of this study: Study 1 in Chapter 4 involves documentary analysis of existing models and methods, Study 2 in Chapter 5 involves formal interviews with designers (N = 30), and Study 3 in Chapter 7 involves an online survey for initial feedback about the prototype-persona (N = 50) respondents. The first section outlines the study questions. It discusses the outputs of the three main studies contained within this thesis

    Customer perception of switch-feel in luxury sports utility vehicles

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    Successful new product introduction requires that product characteristics relate to the customer on functional, emotional, aesthetic and cultural levels. As a part of research into automotive human machine interfaces (HMI), this paper describes holistic customer research carried out to investigate how the haptics of switches in luxury sports utility vehicles (SUVs) are perceived by customers. The application of these techniques, including an initial proposal for objective specifications, is addressed within the broader new product introduction context, and benefits described. One-hundred and one customers of SUVs assessed the feel of automotive push switches, completing the tasks both in, and out of vehicles to investigate the effect of context. Using the semantic differential technique, hedonic testing, and content analysis of customers’ verbatim comments, a holistic picture has been built up of what influences the haptic experience. It was found that customers were able to partially discriminate differences in switch-feel, alongside considerations of visual appearance, image, and usability. Three factors named ‘Affective’, ‘Robustness and Precision’, and ‘Silkiness’ explained 61% of the variance in a principle components analysis. Correlations of the factors with acceptance scores were 0.505, 0.371, and 0.168, respectively

    Designing for the pandemic: individual and collective safety devices

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    The rapid spread of COVID-19 has generated a demand for health-related safety equipment. The development of these emergency products raises several questions, in particular the possible lack of concern for health, satisfaction, and safety of users in addition to the immediate safety against the COVID-19. Considering these issues, the objectives of this work are to categorize, identify trends, and propose strategic approaches to the development and alteration of individual and collective safety solutions for facing the pandemic. For that, we conducted a review and categorization of industrial design products developed during the pandemic using the database Behance. We found 171 developed products. Of these, we classified 99 as individual safety solutions, with the majority being masks and face shields, 59 as being collective safety solutions like disinfection booths, physical transparent separators, and sanitary dispensers. And 13 were solutions geared to hospital use such as hospital furniture, testing solutions, and medical safety procedures. From the analysis of these products, we noted four major themes: protection from the infection, isolation, and physical barriers for enabling safe interaction, disinfection, and testing that can be used as a strategic guideline for the development of new solutions for this context

    Emotional Evaluation Of A Product/system

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    Technological advances in products and systems have brought emotional design or emotional engineering to the forefront of research. While several measures to assess emotional expression of products have been developed, the source of the emotion rating of a product or system was often unclear. The purpose of this dissertation is to conduct three studies to examine the causes of emotional ratings and to establish if product-specific emotion rating scales are useful for capturing accurate user evaluations. Three studies were conducted using citrus juicers. Juicers were chosen for several reasons: their wide variety of styles, one self-explanatory purpose (to make juice), and the fact that their benign nature is unlikely to harm participants. Study 1 isolated juicers that had unique emotion profiles to use in the Study 2. Participants rated 41 juicers with fourteen product-specific emotions. Participants predominantly used five of the fourteen emotions in their juicer ratings. Ten juicers with the highest rating consensus, within these five emotions, were chosen for Study 2. Study 2 determined that anthropomorphic tendencies are predictive of emotional ratings. Extreme Anthropomorphism from the Anthropomorphic Tendency Scale (ATS) was used to test individual differences (Sims et al. 2005;Chin et al., 2005). Individuals with low anthropomorphic tendencies were more critical of the products. Sex differences also were analyzed, and significant interactions were found. Women exhibited different preferences for juicers than me. First impression ratings from Study 1 were validated by first impression ratings from Study 2. Finally, Study 3 measured the impact of product interaction on emotional ratings. Participants used seven juicers to make a minimum of four ounces of juice. Pre and post-interaction ratings were compared to determine the effect of interaction on the emotional appraisal of products. The results confirmed that interaction had an impact on affective ratings. As opposed to experienced users, novice users deviated in their pre-post appraisal, especially on aesthetically boring but highly usable products. Novice users based their entire initial appraisal on aesthetics, while experienced users were influenced by their past experience. Humans rely on past experience to recall likes or dislikes. The findings here suggest that aesthetic appraisal of products (or other environments) will remain influenced by past exposure/experience with those or similar products. Thus, only true novices can remain unbiased by past experience for aesthetic appraisal and capture a true \u27first impression\u27. Also, past experience of users should be assessed when conducting research that relies on emotional appraisal of products. These findings may be especially useful in product development where new designs are based on a golden standard, competition, or go through several iterations of testing. The results may be used to guide human factors professionals to develop measures that more accurately capture affective ratings, and thus create more pleasurable products and systems
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