Advances in Industrial Design : Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engi
معرفی کتاب «Advances in Industrial Design : Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engi» نوشتهٔ Cliff Sungsoo Shin (editor), Giuseppe Di Bucchianico (editor), Shuichi Fukuda (editor), Yong-Gyun Ghim (editor), Gianni Montagna (editor), Cristina Carvalho (editor)، منتشرشده توسط نشر Springer International Publishing AG; MOXIC; Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book addresses current research trends and practice in industrial design. Going beyond the traditional design focus, it explores a range of recent and emerging aspects concerning service design, human–computer interaction and user experience design, sustainable design, virtual and augmented reality, as well as inclusive/universal design, and design for all. A further focus is on apparel and fashion design: here, innovations, developments and challenges in the textile industry, including applications of material engineering, are taken into consideration. Papers on pleasurable and affective design, covering studies on emotional user experience, emotional interaction design and topics related to social networks, are also included. Based on the AHFE 2021 International Conferences on Design for Inclusion, Interdisciplinary Practice in Industrial Design, Affective and Pleasurable Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, held virtually on 25–29 July 2021, from USA, this book provides, researchers and professionals in engineering, design, human factors and ergonomics, human computer interaction and materials science with extensive information on research trends, innovative methods and best practices, and is expected to foster collaborations between experts from different disciplines and sectors. Advances in Human Factors and Ergonomics 2021 Preface Contents Emerging Design Data Visualizations for Interdisciplinary Communication in HFE 1 Introduction 2 Literature Review 3 The Purpose of This Study 4 Development of Visualization Examples 5 Discussion References Case Study: How Industrial Design Students Develop Videos to Connect with Potential Investors and Promote Their Ideas 1 Crowdfunding Websites 2 Industrial Design and Types of Crowdfunding 3 Student Crowdfunding Campaign Videos 4 Student “Virtual Company Websites” 5 Conclusions References When the Silos Come Down: Helping Organizations Perceive Disciplinary Differences as They Mature Toward Interdisciplinarity 1 Introduction 2 A Critical Rebrand 3 A Heuristic Voice 4 A Unified Brand 5 Discussion References Shape-Changing Control Interface Design: Augmenting Physical Affordances to Enhance a Digital Interface Experience in Cross-Device Interaction 1 Introduction 1.1 Physical Affordances and Cognitive Load 1.2 Sequential Affordances 2 Tangible Dial 2.1 Information Architecture and Sequential Affordances 2.2 Applying Sequential Affordances in Tangible Dial 2.3 User Interface Scenarios 3 Prototyping and Testing 4 Discussion and Conclusion References User Interface Characteristics of Mobile Applications Across Cross-Cultures 1 Introduction 2 About Hofstede’s Culture Dimensions 3 Research Method 4 Research Content and Results 4.1 Research 4.2 Analysis 4.3 Consideration 5 Conclusion References Utilization of Behavior Data Due to Differences in Determination of Activity 1 Introduction 2 Literature Review 3 Research Methodology 4 Results 5 Proposal 6 Conclusion References Research on Dynamic Visual Information for Concentration on Fitness 1 Introduction 2 Research Method 3 Research Content and Results 4 Conclusion References Ageless Design: Interdependency Between Complexity and Simplicity in Visual Perception of Product Aesthetics for Product Longevity 1 Introduction 2 Ageless Design for Product Longevity 2.1 Ageless Design: Definition, Framework, and Limitations 2.2 Enduring Aesthetics for Product Longevity 2.3 Simplicity in Design 3 Complexity and Simplicity 3.1 Complexity and Simplicity 3.2 Correlation Between Visual Complexity and Order/Entropy 4 Conclusion and Discussion References Co-process in Design and Engineering Integrated Design Process for an Elbow Joint Rehabilitation Device 1 Development Background and Strategy 2 Research on Existing Rehabilitation Tools 3 Design Requirement Definition 3.1 Interview with Rehabilitation Medical Specialists 3.2 Occupational Therapy Room Observation and Fugl-Meyer Assessment 3.3 System Design Requirement 4 Elbow Joint Rehabilitation Device Design 4.1 Concept Design 4.2 Integrated Design Process 4.3 Design Outcome 5 Conclusion References Understanding Challenges of Designing for Complex Users by Adapting the Existing Framework 1 Introduction 2 Design Approach 2.1 Background Overview 2.2 QFD Approach 3 Framework Adaptation 4 Conclusion and Future Study References Slipper Design Opportunity Identification Based on Material and Manufacturing Process Characteristics 1 Introduction 2 Design Analysis 2.1 Analysis of the Existing Slipper Production Processes 2.2 Market Analysis Through a Point-of-Sale Survey 3 Design Development 3.1 Design Keyword Definition 3.2 Design Ideation 3.3 Design Solution 3.4 Prototype 4 Conclusion and Future Study References Design, Creativity and Strategy Teaching Strategies Considering Interdisciplinary Practice in Industrial Design Curriculum 1 Introduction 2 Interdisciplinary Course Design 3 Collaborative/Sponsored Projects 4 Conclusion References User Characteristics Through Lifestyle: A User Typology of Robot with Smartphone Based on AIO Scale 1 Introduction 2 Related Work 3 Study 3.1 Method 3.2 Results 4 Discussion 5 Conclusion References Assessment of Work Posture of CFA Workers and Designing a New Workstation 1 Introduction 2 Methodology 3 Results 4 Discussion 5 Conclusion References Explorations in Industrial Design Education Validation in a Distance Learning Environment 1 Introduction 2 Spring Semester 2020 3 Fall Semester 2020 4 Final Designs 5 Project Reflections Rapid Idea Development, Translating Face-to-Face Interactions to Virtual Platforms 1 Introduction 2 Ideation Process Framework 2.1 Version 1.0 2.2 Version 1.1 2.3 Paper Templates 3 Moving Ideation to the Virtual Space 3.1 Rapid Ideation on Mural.co 3.2 Rapid Ideation on Miro.com 4 Conclusion References Expressive Design: An Intersection of Design and Meaning 1 Introduction 2 Why Expressive Design? 3 Where Do We Introduce Expressive Design? 4 What Do We Mean by Expressive Design? 4.1 The Artist, the Work, and the Viewer 4.2 Value and Meaning 4.3 Expressive Design 5 Assignments 6 Student’s Thesis Statement 6.1 Step 1 6.2 Categories 6.3 Validation 6.4 Step 2 6.5 Application 7 Summary Trash to Treasure: An Upcycling Project Case Study 1 Introduction 2 Project Constraints and Process 3 Plastic Composite Fabrics and Textiles 4 HDPE Plastic Grocery Bags, Bottles and Wood Pallets 5 Corrugated Plastic Yard Signs 6 Conclusion References What if...? Strategies to Teaching Communication, Empathy and Teamworking for Design Students by Design Students 1 Introduction 2 Design Research and Methods 2.1 Procedures 3 Results 4 Conclusions References Predicting Inclusive Futures: Wearables, Automation, and Design Speculation 1 Introduction 2 Wearables and Exclusion 3 Futures: Pushing Wearables Forward 3.1 Somatic Expression Through Wearables 3.2 Futuring Wearables: Speculative Design and Transdisciplinary Co-creation 4 Conclusion References Design Education Strategy Studio-Based Learning Strategies Inspire Thoughtful and Purposeful Designers 1 Introduction 2 Learning Strategies 3 Learning Assessments and Outcomes 4 Student Reflections 5 Conclusion References Three Cube Rules 1 Introduction 2 Point-of-View Considerations 3 The Three Cube Rules 3.1 Angle of Convergence 3.2 Rate-of-Convergence 3.3 Observed Width 4 Application Development of a Simplified Insulin Pump Interface for Improved User Interaction 1 Introduction and Background 2 Methodology 2.1 Survey 2.2 Interviews 2.3 Participatory Design Workshops 3 Arriving at the Design Solution 3.1 The Wrist-Worn Controller Concept 3.2 Implementing the Concept as an Interactive Prototype 4 Results and Discussion 4.1 Evaluating the Controller Design Concept 4.2 Evaluating The CGM 4.3 Programming a Meal Bolus 5 Conclusion and Recommendations References Learning Design Thinking Through a Collaborative Focus on Social Justice 1 Introduction to Design Thinking 2 Human Centered Product Solutions Focusing on Social Justice 3 Three Project Explorations 4 Reflections 5 Conclusion References Behavioral Barriers to Adoption of the Safer Illinois App: A Human-Centered Approach 1 Introduction 2 Literature Review 3 Methodology 4 Findings 5 Limitations 6 Conclusion References Digital Ethnography for Social Design: Challenges and Opportunities in the Pandemic 1 Introduction 2 Digital Ethnography 3 Method of Study 4 Research in Pandemic – Challenges and Opportunities 5 Redefining Social Space 6 Establishing a Connection and Trust 7 Ethical Considerations 8 Conclusion References De-sign a Greater Reality 1 Sign: An Indicator 2 Stop Signs 3 Product Semantics – Object Language 4 Sematic Product Design 5 The Reality of Form and Function 6 Aesthetic Needs Examples 7 Functional Aesthetics 8 Conclusion De-Sign a Greater Reality References Designing for Inclusion: Methodologies and Future Trends Design for Inclusion. Different Approaches for a Shared Goal 1 Introduction 2 The Cultural Assumptions of Design Approaches for Inclusion: Differences Between Legal Systems 2.1 The Civil Law and the Prescriptive Approach 2.2 The Common Law and the Descriptive Approach 3 The Different Approaches of Design for Inclusion: Affinities and Differences 3.1 Universal Design 3.2 Inclusive Design 3.3 Design for All 4 Conclusions References Designing an Inclusive Theatre Environment: Co-creating a Relaxed Performance Within the Segal Centre for Performing Arts in Montreal 1 Introduction 2 The Setting and Participants/Partners 3 Methods 4 Results 4.1 Adaptation of a Physical Environment and Security for Audience 4.2 Technological Tools and Visual Impairment 4.3 Linguistically Accessible Documentation 5 Conclusion References How Co-design Leads Mobility Innovation Towards a More Inclusive and Senior-Friendly Transportation System 1 VUCA, Global Ageing and Elderly Mobility 2 Human Centered Design and Co-design 3 Case Studies 3.1 Real-World Laboratory Schorndorf 3.2 Silverstream 3.3 Flourish 4 Conclusions References Smart and Connected Systems for the Non-typical User: Design Methodology to Observe the Outliers 1 Introduction 2 Methodology 2.1 Planning 2.2 Validation 3 Conclusion References Transformation of Users’ Technical Knowledge into Design-With an Example from Bra Assistive Device 1 Introduction 2 Research Status 3 Convert Users’ Technical Knowledge into the Design 3.1 Users’ Technical Knowledge 3.2 User’s Technical Knowledge Case Collection and Screening 3.3 User’s Technical Knowledge Case Collection and ScreeningExtraction of User Technical Knowledge Operation Points 3.4 Users’ Technical Knowledge Design Transformation Model 4 Auxiliary Equipment Design 5 Conclusions References Design for Inclusion in the Living Environment The UDI3-Framework: Unravelling a Design Context in Which Knowledge on Universal Design Can Be Built 1 Introduction 2 UD Process 3 Research Methodology 4 Analysis 4.1 Individual Level 4.2 Interactive Level 4.3 Integrative Level 5 Discussion and Conclusion References Accessibility and Usability Standards on Built Environment Design: Struggle Toward Agreement in the Global Context 1 Introduction 2 Historical Development of Building Accessibility Standards 3 Difficulty to Satisfy Accessibility Standards 4 Discussion on the Revision of IS 21542 5 Conclusion References The Museum Listens: A Collaborative Project on Torino Archaeology Collections 1 Introduction 2 Paper Preparation Survey 3 General Overview of Data Collected 3.1 Points of Strength of the Archaeological Cultural Offer in Terms of Inclusion 3.2 Points of Weakness Points of the Archaeological Cultural Offer in Terms of Inclusion 3.3 The Case Study: Musei Reali di Torino 4 Conclusions and Perspectives References Ergonomic Consideration for the Design of Tactile Guide Paths for New Urban Changes and Needs 1 Introduction 2 Review on Design, Construction and Using of TGP 2.1 Construction 2.2 Application 2.3 Limitations of Current Designs 3 Possible Changes and Improvements 3.1 Usability of Tactile Guide Path 4 Conclusion References Cultural Perception of Accessibility and the Role of Heritage: The Havelis in Shahjahanabad (Old Delhi) 1 Introduction 2 The Case Study: Shahjahanabad 3 Perspectives References Inclusive Design for Open Spaces in Dense Older Districts: A Comparative Study of Hong Kong and Guangzhou 1 Introduction 2 Methods 2.1 Case Studies in Hong Kong and Guangzhou 2.2 Procedures 3 Results 3.1 Existing Conditions of Open Spaces in Hong Kong and Guangzhou 3.2 The Cognition and Perceptions of Real Users 4 Discussion 4.1 An Inclusive Design Framework for Open Spaces 4.2 Implications for Inclusive Design for Open Spaces 5 Conclusions References Design for Inclusion in Learning Experiences Designing Designers Through Inclusion. A Design Experience of Career Choice Orientation 1 Introduction 2 The Social Dimension of Design: Participation and Inclusion 3 The “POT Design/educo-produco” Design Competition: Assumptions and Principles 4 The Engagement Process: Universities, Schools, Families and Companies 5 The Local and National Results of the “I Educate” and “I Produce” Actions 6 Conclusions References Applied Arts and Communication Design for Inclusion 1 Introduction 2 Definitions. Applied Arts and Communication Design 2.1 Comics for Identification and Understanding 2.2 Illustration for Synthesis and Explanation 2.3 Videogame Development for Inclusion 2.4 Visual Storytelling for Step-By-Step Understanding 2.5 Information Architecture for Making Decisions 3 A Work-Flow for Communication Design 3.1 Concept 3.2 Content 3.3 Contest 4 Conclusion References Intelligent Environment to Support Fine Motor Learning in Children with and Without Motor Disorder 1 Introduction 2 Related Work 3 The Architecture of the Proposal 4 Experimentation and Preliminary Results References Comparison Analysis of Accessible Features Built into Operating Systems 1 Introduction 2 Research Method 3 Research Results 4 Conclusion References Athetosis Speech and Language Learning Assistant: Case Study 1 Introduction 2 Related Work 3 Educational Profile 3.1 Child Profile 3.2 Child Skills 4 Proposal 4.1 Hardware 4.2 Software 4.3 Improvement Plan 5 Conclusions References Social Inclusion Through Products and Services Børge Morgensen’s J39 Re-designed: Learning Inclusion Through a Dialogue Between the Past and the Future 1 Introduction 2 Teaching Inclusion at the Royal Danish Academy 3 Method 3.1 Learn from the Past 3.2 Look to the Future 4 Outcomes 5 Discussions References Project PLEINAIR: Discovering User Needs Exploring a Non-conventional Human-Centered Approach 1 Introduction 2 Methodology and Objectives 2.1 Speculative Design Through an On-Line Survey 2.2 Divergence Maps on a Digital Space 3 Results 4 Conclusions References Framing Design for Inclusion Strategies for Service Design 1 Introduction 1.1 Four Categories to Read the Relationship Between Service Design and Inclusive Design 2 Methodological Approach 3 Results 3.1 The First Strategy 3.2 The Second Strategy 4 Discussion and Conclusion 4.1 The Categories Taxonomy 4.2 Implications and Conclusion References Design of Bathroom Floor Drain Cover Based on Universal Design Concepts 1 Introduction 2 Related Work 3 Related Work Before the Experiment 4 Experiment 5 Design Work 6 Verification References Design for Inclusion in Everyday Life and Behaviors Designing from the Inside Out 1 Introduction 2 Knowing Yourself 3 Organization Design 4 Experience to Presence 5 SenseMapping 6 Company-Customer Alignment 7 Hong Kong: A Case Study 8 Designing from the Inside Out References Interaction Design for Experience and Inclusion in Cultural Heritage 1 Introduction and Background 2 Interaction Design in Museum Sector: The State of Art 3 Methodological Approach 4 Results: Exploration Phase of Scenarios and Concepts 4.1 Interactive Audioguide Based on NFC Technology and 3D Printing 4.2 Interactive Games for Cultural Heritage Experience of the Museum 5 Conclusions References #HBLTable: A Cost-Effective Study-From-Home Furniture Solution for Low-Income Families Impacted by COVID-19 1 Introduction 2 Previous Works 3 Research and Experimentation 3.1 Home-Based Learning Desktop Research 3.2 Participants 3.3 Ethnographic User Interviews 4 Findings and Insights 5 Design 6 Future Works 7 Conclusion References A New Model to Motivate Older Adults to Participate in Physical Activities 1 Introduction 2 Literature Review 2.1 Physical Activity 2.2 Functional Capability 2.3 Motivation 2.4 Design Intervention 2.5 Summary 3 Scenarios 4 PA Model 5 Conclusions References Experimental Method of Assessment of Ergonomics and Accessibility of Public Facilities 1 Introduction. Ageing Societies - Background 2 Introduction to the Undertaken Research Works 3 Description of the Developed Method 4 Results Obtained with the Use of the Developed Method 5 Conclusions References Play Time: Collaborative Design at the Service of Inclusive Leisure 1 Introduction 2 Design as a Collaborative Situation 3 Inclusive Leisure Through Collaboration 4 The “Playing” Collaborative Research Cases 4.1 Blind Building Blocks (Crawford, 2020) 4.2 VERTUS: Development of an Inclusive Gaming Peripheral (Tavares, 2020) 5 Inclusion and Collaboration Going Hand in Hand 6 Conclusions References All Play Together: Design Concepts of a Sensory Play Equipment Aimed to an Inclusive Play Experience 1 Introduction 2 Research Objectives 3 Methodology 4 Results 5 Conclusion References Assessment of Adaptive Behavior in the Design of Serious Games for People with Disabilities 1 Introduction 2 Interpretation of the Results from the Adaptive Behavior Evaluation System 3 Methodology 4 Results 4.1 Conceptual Domain 4.2 Social Domain 4.3 Practical Domain 4.4 General Adaptive Behavior - GAB 5 Discussion and Conclusions References Inexpensive Pill Dispenser for the Elderly Suffering from Non-communicable Diseases 1 Introduction 2 Related Work 3 Architecture of the Proposal 4 Experimentation and Preliminary Results 5 Conclusions References From Traditional Styling to Lifestyle: Design Thinking Perspective of Cultural Collection 1 Introduction 2 Objectives and Targets 3 Cultural Survey and Archiving 3.1 Topic Choice 3.2 Record and Organization 4 Design Practice - From Traditional Styles to Lifestyles 5 Conclusion References The Contribution of Ergonomics as Social Inclusion and the Development of Products for Bodies in Transformation 1 Introduction 2 Methods and Techniques 2.1 The First Steps 2.2 Referential Measurement Parameters 3 Results and Discussion 3.1 Initial Results 3.2 Prototype Validation Requirements 3.3 Basic Comfort Conditions 4 Conclusions References Inclusive Design in the Context of Smart Community 1 Background 1.1 Urban Renewal in Smart Cites 1.2 Inclusive Urban Design 2 Inclusive Design for Streets 2.1 “5 + 5” Experiential Communities 2.2 The Symbiotic Community 3 Discussion 3.1 Five Senses 3.2 Elastic Spaces 3.3 From Smart City to Smart Community 4 Summary References Design for Inclusion in Healthcare Design of Home Medical Devices for the Elderly Using Familiarity Design and Analytical Hierarchy Process 1 Introduction 2 Literature Review 2.1 Principles of Familiarity Design 2.2 Analytical Hierarchy Process 3 Proposed Design Methodology 4 Case Study 4.1 Existing Smartphone-Based Ophthalmic Devices 4.2 Identifying User Needs and Design Requirements 4.3 Defining Design Specifications 4.4 Defining Technical Specifications 4.5 Discussion 5 Conclusion References Manual Wheelchair Design to Improve User Safety, Comfort and Aesthetics for the Aging Population 1 Introduction 2 Background 2.1 Manual Wheelchair History and Design 2.2 Performance Research 2.3 Aesthetics Research 3 Design Process 3.1 Phase One 3.2 Phase Two 3.3 Phase Three 4 Design Results 5 Conclusion References Accessibility to Ambulatory and Emergency Services for Deaf People in the Context of a University Hospital: A Macroergonomic Approach 1 Introduction 2 Methods and Results 2.1 Define the Problem: Create a Problem Factor Tree (PFT) 2.2 Develop an Objectives/Activities Tree (OAT) 3 Conclusion References Development of a Mobile Planter Structure to Enable Ease of Use and Enjoyment for the Aging Gardener 1 Introduction 2 Background 2.1 Aging User Benefits of Gardening 2.2 Aging User Physical Needs When Gardening 2.3 Gardening Structures Market Research 3 Design Process 3.1 Phase One Design Ideation 3.2 Phase Two Design Ideation 3.3 Phase Three Design Ideation 4 Design Results 5 Conclusion References A Strategic Design Analysis to Facilitate the Transition for All to the New Patient-Centered Healthcare Model in China 1 Introduction 2 Methods and Results 3 Results 4 Discussion 5 Conclusion References Modernizing the Walking Cane to Integrate Ergonomics and Wayfinding Technology to Improve Aesthetics and Functionality For
دانلود کتاب Advances in Industrial Design : Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engi