2,477 research outputs found

    CoMFORT ventilation mask project - Lessons learned from the field

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    This paper reports and discusses some key methods and findings of the inter-disciplinary design team undertaking a three year study into improving comfort for paediatric users of Non Invasive Ventilation (NIV) in the NHS. The project proposes a novel use of 3D scanning and printing technologies to offer a bespoke mask provision service. Five "lessons" are proposed and contextualised with example scenarios from the project. Key findings have shown the importance of 1. Visual communication methods 2. Involving diverse stakeholder groups 3. Getting hands on with enabling technologies 4. Designing and making test rigs 5. Going around, not stopping at obstacles We conclude that the visual and tangible methods favoured by 3D designers can help to achieve project aims in interdisciplinary projects. They can improve project outcomes by encouraging engagement with collaborators and stakeholders, as well as building up tacit knowledge of the project context, the enabling technologies and the materials. This paper also identifies opportunities for areas of related future research

    Proving the proof of concept; developing new methods and knowledge to evaluate products supporting cancer therapy

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    This article illuminates through a case study, SuPPORT 4 All (Support, Positioning and Organ stabilisation during breast cancer radiation therapy/S4A). It describes how three-dimensional design research assesses, assimilates and is applied to define product requirements in a cross-disciplinary research team, activity occurring concurrently, yet also informing the act of designing the eventual products themselves. The study describes how a multidisciplinary research and development team, more specifically the design researchers within it, developed a range of holistic knowledge sets to establish critical criteria to validate physical outcomes. The study illustrates the methods used and developed to elicit the scale of the challenge and discusses the validity of these methods and technologies when wide-ranging design specifications may not exist at project outset

    Is green a grey area? Sustainability and inclusivity; the ageing population and recycling

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    There are growing pressures (political, legislative and environmental) to increase material recovery through recycling. There are two basic recycling schemes in the UK; kerbside and bring-site schemes. With current kerbside schemes, when a householder becomes unable, through age, illness or disability, to physically move their waste containers (bins,boxes or bags) onto the pavement for collection, the refuse collection service provider will enter the property premises, take the containers out to the refuse collection vehicle (RCV), empty them before returning them to the starting point. Obviously, with bring sites, people travel to the site and place the recycling in the banks themselves. With an ageing population, increasing numbers of older people are requiring specialist recycling services. These are likely to become more time consuming and costly as household numbers increase. Bring sites have obvious limitations for older people with their limited mobility and reduce strength. To date little or no previous research has been undertaken about barriers to recycling for older people and the implications to waste management providers of an ageing population. This paper describes initial work beginning to assess this problem within Lab4Living at Sheffield Hallam University (SHU).In this positioning paper, we examine literature regarding barriers to recycling and relationships with age. We outline a hypothetical scenario for the impact of the ageing population on future material recovery rates in the UK, present the initial results of a survey and we describe the potential role that design can play to eliminate these barriers and our activities within this area in our project; ‘The Grey Areas of Green Design’

    ‘Future Bathroom’, What to make? Or How to Make? Challenges in meeting sustainable needs.

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    This paper is a case study that describes a design research programme, ‘the future bathroom’, undertaken by the authors which illuminates both challenges and solutions for inclusive and sustainable design. A co-design research methodology was adopted and engaged older users and community lay researchers to help overcome the barriers of developing a comprehensive understanding of the issues related to highly personal, private and intimate activities. We adopt the term co-design to describe an approach to design that encourages both user involvement and interdisciplinary design. Our challenge has been to provide an environment where an exchange of ideas between stakeholders could take place and to foster what Manzini (1) has referred to as a ‘creative community’. From the project emerged both insight and understanding of age related disability and bathroom use and potential design solutions to support these needs. Adopting an inclusive approach to design research we have developed flexible, durable and sustainable solutions that meet the diverse and changing needs of bathroom usage The paper discusses how sustainability in the context of inclusive design might need to consider more ‘what we should make’ rather than ‘how we should make’

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Assisted Services - Physical support or psychological blow?

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    Work by Yoxall (2010) and Light (2010) showed that the relationship between artefacts and their use is complex; often beyond mere functional and physical use to a wider psychosocial context. Lack of understanding of this psychosocial aspect of product or service use immediately compromises the product or services design and future success. Further, in attempting to alleviate one issue through improved design we may create others. There is then an inherent complexity in the provision of design solutions that could be specific for each design. That the design process is complex and is involved in attempting to provide answers to 'wicked' problems (Rittel and Weber, 1973) is well understood. However, little work has been undertaken investigating the relationship between design solutions (either artefacts or services) and their effect on wellbeing. To that end the authors have undertaken a number of case studies outlining the complexity of design solutions, the unintended consequences and the effects on wellbeing of the individuals studied. Further the authors attempt to develop enhanced design processes to understand the complexity of the design solutions proposed and improve their effectiveness. The development of this understanding has required an interdisciplinary approach and has been a significant factor in arriving at the recognition of the importance of these psychosocial attachments. Hence this work examines these case studies in detail and examines the benefits and issues of interdisciplinary research activity

    Positioning creative, three dimensional design practice and understanding its role and value in university health research and development projects

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    The success or failure of new product innovations depend upon many, complex and often competing demands. These range from market conditions, availability of technology, psychology of consumer acceptance to the fundamental reasons for a particular product or technology existing in the first instance. The role of universities in this mix can compound success or failure issues further. Where there may be a desire and ambition to improve the quality of life of a population through new scientific or clinical discovery, often translating those discoveries to real world application is challenging. The Wilson report, commissioned by the UK Government, 'A Review of Business–University Collaboration' highlights some of the issues universities and industry face and states that “There is no simple model for interaction; the diverse business needs and diversity of supply from universities leads to complexity in relationships” (Wilson, 2012). Based on the experiences of the authors of this paper and through a number of short health research and product development case studies this paper presents and discusses a theoretical model developed to help build greater understanding and demonstrate the value of design practices value in university and industry collaborations. It identifies 3D designs value through targeted activity towards successful outcomes and discusses how those projects have run in university research setting

    Towards human technology symbiosis in the haptic mode

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    Search and rescue operations are often undertaken in dark and noisy environments in which rescue teams must rely on haptic feedback for exploration and safe exit. However, little attention has been paid specifically to haptic sensitivity in such contexts or to the possibility of enhancing communicational proficiency in the haptic mode as a life-preserving measure. Here we discuss the design of a haptic guide robot, inspired by careful study of the communication between blind person and guide dog. In the case of this partnership, the development of a symbiotic relationship between person and dog, based on mutual trust and confidence, is a prerequisite for successful task performance. We argue that a human-technology symbiosis is equally necessary and possible in the case of the robot guide. But this is dependent on the robot becoming 'transparent technology' in Andy Clark's sense. We report on initial haptic mode experiments in which a person uses a simple mobile mechanical device (a metal disk fixed with a rigid handle) to explore the immediate environment. These experiments demonstrate the extreme sensitivity and trainability of haptic communication and the speed with which users develop and refine their haptic proficiencies in using the device, permitting reliable and accurate discrimination between objects of different weights. We argue that such trials show the transformation of the mobile device into a transparent information appliance and the beginnings of the development of a symbiotic relationship between device and human user. We discuss how these initial explorations may shed light on the more general question of how a human mind, on being exposed to an unknown environment, may enter into collaboration with an external information source in order to learn about, and navigate, that environment

    Empathetic design research and development in practice; co-development of an innovative head and neck support for people with Motor Neurone Disease

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    People with Motor Neuron Disease (MND) experience muscle weakness. The human head can weigh 5kg so when this happens in the muscles around the neck it can become very difficult to hold the head up and result in the head falling forward. The situation can lead to extreme pain, restricted movement, problems with eating, drinking, swallowing, breathing and importantly adversely affect face to face communication. Ideally, a neck collar would help alleviate these important quality of life (QoL) issues. Current neck collar provision can be of limited use for people with MND and are regularly rejected by users as often they are designed to immobilise the head and neck, and can be socially stigmatising. A fundamental reappraisal of the way these physical products are configured and used was undertaken. The project explored the use of open and empathic approaches to the co-design of solutions and further product designs role as developer and explorer of complex multidisciplinary, social and QoL issues. It demonstrates experts working openly together using a range of 'live' research practice methods to arrive at holistically considered optimum outcomes. The project was funded by the NIHR i4i program. The team consisted of clinicians, engineers and designers working with partners including people experiencing MND and their carers. Processes included a range of research through design methods at the heart of which was a series of ten, iterative, co-design workshops. The team developed mutual empathies between project participants. These played a key role in the motivation to reach appropriate solutions

    Experience of using a haptic interface to follow a robot without visual feedback

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    Search and rescue operations are often undertaken in smoke filled and noisy environments in which rescue teams must rely on haptic feedback for navigation and safe exit. In this paper, we discuss designing and evaluating a haptic interface to enable a human being to follow a robot through an environment with no-visibility. We first discuss the considerations that have led to our current interface design. The second part of the paper describes our testing procedure and the results of our first tests. Based on these results we discuss future improvements of our design
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