831 research outputs found

    Usability and Design of Personal Wearable and Portable Devices for Thermal Comfort

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    Conference paperPersonal comfort is important in the design of objects and environments. However, as comfort is a subjective experience, it is a very difficult aspect to design for. This paper presents an interrogation into the design for human thermal comfort, in particular the design of personal devices for use in shared work environments. The findings of two user studies are presented, in which wearable and portable, off-the-shelf personal heating and cooling devices were deployed in the field to explore the interaction with and use of these devices in everyday settings with the aim to uncover key aspects and requirements for the design of such devices. We found that functionality and affordances, i.e. the design for versatility, appropriation and mobility, as well as control, availability, effectiveness and efficiency of use were most important. Furthermore, individual preferences, foremost the preference for on-body versus off-body heating and cooling, and aspects related to wearable design of the devices, such as aesthetics, materiality, comfort of wear, mobility and unobtrusiveness, also need to be taken into account.This research was supported by the Media & Arts Technology Programme at the School of Electronic Engineering and Computer Science, Queen Mary University of London, an EPSRC Centre for Doctoral Training (EP/G03723X/1)

    Micro-Atmospheres: Investigating Portable and Wearable Solutions to Support Individual Thermal Comfort in Open-Plan Offices

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    PhD ThesisThis thesis aims to challenge existing approaches to the study of thermal comfort by addressing it through the design of wearable and portable personal thermal devices. Engineering-led approaches to thermal comfort have developed norms and standards to provide comfortable environments. Nevertheless, thermal comfort is very often difficult to achieve, especially in shared environments, as the perception of what is comfortable is highly subjective and varies among occupants. Accordingly, the focus of enquiry is shifting towards personal solutions, however, this has not included yet a critical investigation of their use in context, of design aspects and affordances. To address these open questions, a Research through Design approach was implemented to reframe the problem space using design artefacts as vehicles for the enquiry. Mixed methods from two domains, namely, thermal comfort research and HCI, were employed to study in the field how thermal comfort is achieved and perceived, and to derive implications for the design of future personal wearable and portable thermal solutions. The investigation was based on a human-centred design process, which included an initial analysis phase and a design phase with three iterations of low-fidelity and mid-fidelity prototype development and testing. Due to its transdisciplinary nature, this work contributes to the fields of thermal comfort research, HCI and wearable design. Contributions to thermal comfort research are made through findings in respect to the complexity of the achievement of thermal comfort, which include exploration, adaptation and the transcendence of different comfort layers. Implications on the design of personal thermal devices derived from the investigation contribute to the body of knowledge in wearable design and HCI and include utility-related aspects but also a need for openness in design and for emotional design to support exploration, adaptation, and the social role of the artefact at the crossroads between functional element and fashion item

    USERS’ ASSESSMENT OF PERSONAL FANS IN A WARM OFFICE SPACE IN BRAZIL

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    The use of personal fans allows improving thermal comfort and energy savings in warm office spaces. This is due to individual adjustment and extended indoor temperature acceptability. However, to achieve that, the usability of fans must be assured. Therefore, an experiment with 40 people of various age groups was carried out to assess four types of fans, one of which is an evaporative cooling device. The goal was to find out which criteria should be used for selecting a fan to implement in an office space. Results show that airflow sensation and speed adjustment are considered the most important, although, noise is also very important, and cost can be an eliminatory criterion. The evaporative device was the best rated even in a space with 70 to 80% relative humidity, as users considered it to have a smooth controllable airflow. The results highlight these aspects should be considered in the selection of a personal fan and could also drive the industry to improve fans design for increasing usability and expanding the use of these systems

    W-Air: Enabling personal air pollution monitoring on wearables

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    Design of heat sinks for wearable thermoelectric generators to power personal heating garments: A numerical study

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    To mitigate climate change attributed to the built environments, there have been tremendous efforts to improve air conditioning systems in the buildings. The possibility of harvesting body heat as a renewable energy source to power a wearable personal heating system is investigated. The aim of this study is to integrate a wearable personal heating system with a thermoelectric generator (TEG) that harvests the body heat which is used to convert it into electricity. Moreover, the interaction between the TEG configuration and power output is studied. The power generation of TEG system is obtained by COMSOL Multiphysics software. The simulation results concluded that all the four proposed heat sink configurations can improve the power output of the wearable TEG at 1.4 m/s and 3m/s compared to that of the reference model. Furthermore, the perforated and trapezium shapes of heat sinks have a significantly better performance in comparison to conventional heat sinks

    A User Study of a Wearable System to Enhance Bystanders’ Facial Privacy

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    The privacy of users and information are becoming increasingly important with the growth and pervasive use of mobile devices such as wearables, mobile phones, drones, and Internet of Things (IoT) devices. Today many of these mobile devices are equipped with cameras which enable users to take pictures and record videos anytime they need to do so. In many such cases, bystanders’ privacy is not a concern, and as a result, audio and video of bystanders are often captured without their consent. We present results from a user study in which 21 participants were asked to use a wearable system called FacePET developed to enhance bystanders’ facial privacy by providing a way for bystanders to protect their own privacy rather than relying on external systems for protection. While past works in the literature focused on privacy perceptions of bystanders when photographed in public/shared spaces, there has not been research with a focus on user perceptions of bystander-based wearable devices to enhance privacy. Thus, in this work, we focus on user perceptions of the FacePET device and/or similar wearables to enhance bystanders’ facial privacy. In our study, we found that 16 participants would use FacePET or similar devices to enhance their facial privacy, and 17 participants agreed that if smart glasses had features to conceal users’ identities, it would allow them to become more popular

    Enhancing interaction in mixed reality

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    With continuous technological innovation, we observe mixed reality emerging from research labs into the mainstream. The arrival of capable mixed reality devices transforms how we are entertained, consume information, and interact with computing systems, with the most recent being able to present synthesized stimuli to any of the human senses and substantially blur the boundaries between the real and virtual worlds. In order to build expressive and practical mixed reality experiences, designers, developers, and stakeholders need to understand and meet its upcoming challenges. This research contributes a novel taxonomy for categorizing mixed reality experiences and guidelines for designing mixed reality experiences. We present the results of seven studies examining the challenges and opportunities of mixed reality experiences, the impact of modalities and interaction techniques on the user experience, and how to enhance the experiences. We begin with a study determining user attitudes towards mixed reality in domestic and educational environments, followed by six research probes that each investigate an aspect of reality or virtuality. In the first, a levitating steerable projector enables us to investigate how the real world can be enhanced without instrumenting the user. We show that the presentation of in-situ instructions for navigational tasks leads to a significantly higher ability to observe and recall real-world landmarks. With the second probe, we enhance the perception of reality by superimposing information usually not visible to the human eye. In amplifying the human vision, we enable users to perceive thermal radiation visually. Further, we examine the effect of substituting physical components with non-functional tangible proxies or entirely virtual representations. With the third research probe, we explore how to enhance virtuality to enable a user to input text on a physical keyboard while being immersed in the virtual world. Our prototype tracked the user’s hands and keyboard to enable generic text input. Our analysis of text entry performance showed the importance and effect of different hand representations. We then investigate how to touch virtuality by simulating generic haptic feedback for virtual reality and show how tactile feedback through quadcopters can significantly increase the sense of presence. Our final research probe investigates the usability and input space of smartphones within mixed reality environments, pairing the user’s smartphone as an input device with a secondary physical screen. Based on our learnings from these individual research probes, we developed a novel taxonomy for categorizing mixed reality experiences and guidelines for designing mixed reality experiences. The taxonomy is based on the human sensory system and human capabilities of articulation. We showcased its versatility and set our research probes into perspective by organizing them inside the taxonomic space. The design guidelines are divided into user-centered and technology-centered. It is our hope that these will contribute to the bright future of mixed reality systems while emphasizing the new underlining interaction paradigm.Mixed Reality (vermischte Realitäten) gehen aufgrund kontinuierlicher technologischer Innovationen langsam von der reinen Forschung in den Massenmarkt über. Mit der Einführung von leistungsfähigen Mixed-Reality-Geräten verändert sich die Art und Weise, wie wir Unterhaltungsmedien und Informationen konsumieren und wie wir mit Computersystemen interagieren. Verschiedene existierende Geräte sind in der Lage, jeden der menschlichen Sinne mit synthetischen Reizen zu stimulieren. Hierdurch verschwimmt zunehmend die Grenze zwischen der realen und der virtuellen Welt. Um eindrucksstarke und praktische Mixed-Reality-Erfahrungen zu kreieren, müssen Designer und Entwicklerinnen die künftigen Herausforderungen und neuen Möglichkeiten verstehen. In dieser Dissertation präsentieren wir eine neue Taxonomie zur Kategorisierung von Mixed-Reality-Erfahrungen sowie Richtlinien für die Gestaltung von solchen. Wir stellen die Ergebnisse von sieben Studien vor, in denen die Herausforderungen und Chancen von Mixed-Reality-Erfahrungen, die Auswirkungen von Modalitäten und Interaktionstechniken auf die Benutzererfahrung und die Möglichkeiten zur Verbesserung dieser Erfahrungen untersucht werden. Wir beginnen mit einer Studie, in der die Haltung der nutzenden Person gegenüber Mixed Reality in häuslichen und Bildungsumgebungen analysiert wird. In sechs weiteren Fallstudien wird jeweils ein Aspekt der Realität oder Virtualität untersucht. In der ersten Fallstudie wird mithilfe eines schwebenden und steuerbaren Projektors untersucht, wie die Wahrnehmung der realen Welt erweitert werden kann, ohne dabei die Person mit Technologie auszustatten. Wir zeigen, dass die Darstellung von in-situ-Anweisungen für Navigationsaufgaben zu einer deutlich höheren Fähigkeit führt, Sehenswürdigkeiten der realen Welt zu beobachten und wiederzufinden. In der zweiten Fallstudie erweitern wir die Wahrnehmung der Realität durch Überlagerung von Echtzeitinformationen, die für das menschliche Auge normalerweise unsichtbar sind. Durch die Erweiterung des menschlichen Sehvermögens ermöglichen wir den Anwender:innen, Wärmestrahlung visuell wahrzunehmen. Darüber hinaus untersuchen wir, wie sich das Ersetzen von physischen Komponenten durch nicht funktionale, aber greifbare Replikate oder durch die vollständig virtuelle Darstellung auswirkt. In der dritten Fallstudie untersuchen wir, wie virtuelle Realitäten verbessert werden können, damit eine Person, die in der virtuellen Welt verweilt, Text auf einer physischen Tastatur eingeben kann. Unser Versuchsdemonstrator detektiert die Hände und die Tastatur, zeigt diese in der vermischen Realität an und ermöglicht somit die verbesserte Texteingaben. Unsere Analyse der Texteingabequalität zeigte die Wichtigkeit und Wirkung verschiedener Handdarstellungen. Anschließend untersuchen wir, wie man Virtualität berühren kann, indem wir generisches haptisches Feedback für virtuelle Realitäten simulieren. Wir zeigen, wie Quadrokopter taktiles Feedback ermöglichen und dadurch das Präsenzgefühl deutlich steigern können. Unsere letzte Fallstudie untersucht die Benutzerfreundlichkeit und den Eingaberaum von Smartphones in Mixed-Reality-Umgebungen. Hierbei wird das Smartphone der Person als Eingabegerät mit einem sekundären physischen Bildschirm verbunden, um die Ein- und Ausgabemodalitäten zu erweitern. Basierend auf unseren Erkenntnissen aus den einzelnen Fallstudien haben wir eine neuartige Taxonomie zur Kategorisierung von Mixed-Reality-Erfahrungen sowie Richtlinien für die Gestaltung von solchen entwickelt. Die Taxonomie basiert auf dem menschlichen Sinnessystem und den Artikulationsfähigkeiten. Wir stellen die vielseitige Verwendbarkeit vor und setzen unsere Fallstudien in Kontext, indem wir sie innerhalb des taxonomischen Raums einordnen. Die Gestaltungsrichtlinien sind in nutzerzentrierte und technologiezentrierte Richtlinien unterteilt. Es ist unsere Anliegen, dass diese Gestaltungsrichtlinien zu einer erfolgreichen Zukunft von Mixed-Reality-Systemen beitragen und gleichzeitig die neuen Interaktionsparadigmen hervorheben

    Augmenting Smart Buildings and Autonomous Vehicles with Wearable Thermal Technology

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    Smart buildings and autonomous vehicles are expected to see rapid growth and adoption in the coming decades. Americans spend over 90% of their lives in buildings or automobiles, meaning that 90% of their lives could be spent interfacing with intelligent environments. EMBR Labs has developed EMBR WaveTM, a wearable thermoelectric system, for introducing thermal sensation as a connected mode of interaction between smart environments and their occu-pants. In this paper we highlight applications of wearable thermal technology for passengers in autonomous vehicles and occupants of smart buildings. Initial find-ings, collected through partnerships with Draper and UC Berkeley, respectively, are presented that illustrate the potential for wearable thermal technology to im-prove the situational awareness of passengers in autonomous vehicles and im-prove personal comfort in smart buildings

    Real-time integration of IEQ with BIM - user centered approach

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    Altering indoor environment to increase occupants comfort may increase their productivity and reduce waste in time, energy and resources. This work attempts to understand occupants behavior and comfort to build a platform that visualizes user-centered parameters related to indoor environment in real-time using IoT. User-centered prototype platform was designed, built and tested. Gamification concepts was applied to increase participation. The results were visualized and spatially mapped to the 3D model. This platform may help users build better perception about their indoor environment,i.e in offices, schools, hotels and hospitals, using interactive content and games. Also, it may help decision makers to take faster and better decisions, relying on the abundance of user-centered data, which may help in quality improvement. A test with around 20 users was made to assess indoor and learning environments. Many have found the system useful and easy to use on their mobile devices. Users shared valuable feedbacks and ideas for further developments. The first experiment gave important insights for possible future tests
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