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1.
With the anticipated growth in the older adult population in the next few years, information designers are examining new ways for assistive technologies to support independent living and quality of life for adults as they age. Central to the role of assistive technology to support and enhance quality of life is the development of non-obtrusive technologies. Despite the importance of non-obtrusiveness to the design of assistive technologies, there remains no standard definition of obtrusiveness or measurement instrument. A conceptual framework for obtrusiveness in home telehealth technologies has recently been proposed but has not yet been tested empirically. This project performed a secondary analysis of focus group and interview data to explore the presence of the dimensions of the obtrusiveness framework in older adults' responses to information-based assistive technologies in residential care facilities. We found the existing data contained examples of each dimension (physical, usability, privacy, function, human interaction, self-concept, routine, and sustainability) and 16 of the 22 subcategories proposed by the obtrusiveness framework. These results provide general support for the framework, although further prospective validation research is needed. Potential enhancements to the framework are proposed.  相似文献   

2.
An approach to the use of simulation software in production system design uses it as an expert tool to assist system designers in a one off design. A user centered approach, in contrast, uses simulation software to support teams of users to make key decisions about system design. In addition, it provides support for continued improvement and development activities by the users. In order to achieve these aims, the software must be easily usable by users, involve clear graphics to act as a prototyping tool, and be sufficiently robust to work within an industrial context. This paper describes three industrial experiences in the design and implementation of team based cellular manufacturing employing standard simulation software packages and accompanying standard participatory design techniques. Each failed to achieve the intended goal of user centered system design. Reflecting on this experience, principles for software and design techniques capable of realizing user centered simulation objective are offered.  相似文献   

3.
Computer-aided tools can help to realize custom-fit products characterized by a strict interaction with human body and definitely improve quality of life, in particular of people with disabilities. The paper refers to this context and to a specific custom-fit product, the lower limb prosthesis. It presents an innovative framework centred on virtual models of the patient’s body, to design and configure lower limb prosthesis, both transfemoral and transtibial. The framework integrates virtual prototyping and knowledge-based tools to support the orthopaedic technician during all the steps of the lower limb prosthesis design, suggesting rules and procedures for each task. First, the considered product is introduced, and then, the new design framework is described as well as main steps and related tools, from socket modelling to standards component selection and final prosthesis assembly. Results of preliminary experimentation and final remarks conclude the paper.  相似文献   

4.
Virtual reality (VR), even if it does not represent any more a novel technology, is one of the most powerful tool to help designers during the development of new projects. This is proved by very numerous research activities related to this field. In this research, we have studied a new way to approach the development of a product. We present the ongoing development of a system, called VirDe, acronym of virtual design, which can allow the designers to perform the whole design process, from the modelling phase to the finite element method (FEM) simulation analysis, in a virtual reality environment. This new method allows remarkable time and money saving in the overall product design process, but the most important contribution of VirDe is that, as far as we concerned, there is no known similar approach which has been studying the simultaneous combination of CAD, FEM and virtual environment (VE).  相似文献   

5.
The objective of this paper is to formalize and enrich the relation between user experience and interaction. Both a State of the Art and an Empirical Study are presented along this paper. It results in a theoretical model of design information that formalizes and highlights key principles of the interdependency between user experience and interaction in early design. The research is situated within a long-term work on Kansei design and later on Experience Design in the Kansei Design Division of Toyota Motor Europe. The method we used to conduct the empirical study consists in evaluating the cognitive and affective impacts of two user experiences and four interactive prototypes on 30 participants. In so doing, we highlighted key principles of interdependency presented as notions of consistency; temporality; intertwining; complementarity and immersibility. Such research aims to develop and strengthen an in-depth understanding of interaction from a user experience point of view, in order to make available different tools and methodologies for interaction’s creation and evaluation. This research can be of value for both researchers in cognitive psychology, user experience, interaction design, kansei design or design of emotions, and for designers, engineers or ergonomist from the industrial world.  相似文献   

6.
When an evaluation for detecting usability problems is conducted in low-cost thermostat interfaces, several usability problems can show up in one evaluation, and sometimes results are difficult to interpret to correct those problems. If an expert is not implementing, evaluating, and analyzing the test, part of the information could be lost. In addition, designers of interfaces need support in order to provide the most important usability problems. On the other hand, it is important that consumers of low-cost thermostat interfaces use the interface in a correct manner to save energy and time when they are installing and programming the thermostat. Therefore, the usability problems must be eliminated in interfaces before the consumer uses the interface. Thus, the critical usability problems, which drive thermostats to a catastrophe usability problem in the interfaces, have to be found and solved during the design stage to get a successful interface design in the early stages. This paper presents a framework based on information from experts and consumers to solve usability problems. Moreover, it gives a structure and guidelines for designing and evaluating thermostat interfaces. This proposal assumes that it is possible to use information from experts and consumers for detecting and solving usability problems. The framework includes information from experts who rank the usability problems, and then this information is used to design the time on task and success rate evaluations for end users during the design process.  相似文献   

7.
The automotive sector is organized for mass production of complex products. Therefore, the reign of a dominant design is ineluctable. Nevertheless, carmakers shall bring to the market ground breaking products. How to solve this paradox? How to invite ideas, delve deeper into the best ones, conceive ground-breaking innovations and bring them to life in realistic prototypes? Renault proposal is to enable an eco-innovation community. This community shares three pillars: a common culture, original structures and collaborative practices. This work propose to provide a feedback of these pillars implementation. A common culture arise within the Renault Creative People network. They enhance original means of emulation (temporary expositions, social networks) to reveal ideas. An original ‘think tank’ structure gather engineers, designers and customer specialists: this is the Cooperative Innovation Laboratory (LCI). Finally, two Practices support eco-innovation activities. In one hand the Collaborative Life Cycle activities (Co-LCA) framework. It counts five steps: explore, engage, elucidate, evaluate and extend. In the other hand the landing process guarantee a successful implementation in vehicle development. Three case studies are described. The first one is a concept aiming to a crazy target “zero footprint mobility”; the second is the Renault Twizy Delivery concept to tackle ‘final kilometers’ logistics and the last one is the Electric Vehicle Footprint study. Our case studies confirm the needs to create new workplaces, new tools based on social network and new skills for managers-facilitators, such as flexibility, reactivity, empathy. Astoundingly, those skills are currently developed by online gamers! Could they be the future top manager of eco-innovation?  相似文献   

8.
Abstract

There are three barriers that must be overcome in designing vehicles to meet the needs of mature adults. These barriers are (a) the ages of the designers of the product, (b) young designers (and most of society's) perceptions of the capabilities of older adults, and (c) the lack of applied research on the interaction of older adults with their vehicles. This article addresses each of the three barriers and the challenges it brings to the vehicle design process. Emphasis is placed on the third barrier—the serious lack of applied research in the topic to support product designers in their work—because it is the most difficult to surmount.  相似文献   

9.
Complex systems are inherently multilevel and multiscale systems. The infectious disease system is considered a complex system resulting from the interaction between three sub-systems (host, pathogen, and environment) organized into a hierarchical structure, ranging from the cellular to the macro-ecosystem level, with multiscales. Therefore, to describe infectious disease phenomena that change through time and space and at different scales, we built a model framework where infectious disease must be considered the set of biological responses of human hosts to pathogens, with biological pathways shared with other pathologies in an ecological interaction context. In this paper, we aimed to design a framework for building a disease model for COVID-19 based on current literature evidence. The model was set up by identifying the molecular pathophysiology related to the COVID-19 phenotypes, collecting the mechanistic knowledge scattered across scientific literature and bioinformatic databases, and integrating it using a logical/conceptual model systems biology. The model framework building process began from the results of a domain-based literature review regarding a multiomics approach to COVID-19. This evidence allowed us to define a framework of COVID-19 conceptual model and to report all concepts in a multilevel and multiscale structure. The same interdisciplinary working groups that carried out the scoping review were involved. The conclusive result is a conceptual method to design multiscale models of infectious diseases. The methodology, applied in this paper, is a set of partially ordered research and development activities that result in a COVID-19 multiscale model.  相似文献   

10.
With growing interests on tangible media and physical computing, video tracking become one of the most essential technologies in the design field. It transforms a simple PC camera to be a powerful sensing device while implementing new interactive media. But for designers without technical background, it is difficult to use the video tracking feature in their design process. This paper presents an easy and designer-friendly video tracking toolkit that can be used in Macromedia Flash, which is the most favourite multimedia authoring tool for designers. By using the toolkit, designers and artists using Flash can simply display video images, track specific colors, and detect motion changes with standard digital video capturing devices like USB webcams. Proceedings of Virtual Concept 2006, Playa Del Carmen, Mexico, 26 November–1 December 2006.  相似文献   

11.
The paper represents the contribution to the PUODARSI (Product User-Oriented Development based on Augmented Reality and Interactive Simulation) research project in the development of a design environment which integrates modeling tools and CAE simulation capabilities. Typically, aerodynamic and mechanical performances of the object shape are in contrast with the stylistic requirements. Integrated tools and numerical simulations are then needed to support designers during the conceptualization of a new shape or when re-designing a product. This work combines Reverse Engineering methodologies and CAE tools to easily analyze the interaction between the aerodynamic behavior and the stress-strain state, due to viscous and pressure loads, of a physical object. A friendly interactive tool, based on MatLAB® and linked to Comsol Multiphysics®, was developed to drive user during the simulation and the visualization of results.  相似文献   

12.
Through the years, many methods and tools have been developed that support designers in creating good products. Current trends, for example, are to use virtual reality (VR) simulation, gaming principles, and scenario based techniques during product design processes. Each of these methods and tools contributes to the potential effectiveness and efficiency of product design processes. However, in current practice, they are often applied in an ad-hoc manner. This paper presents a new product design method that integrates elements of a number of important trends in contemporary product design processes. Using VR simulation, gaming principles and scenarios, the new product design method gives non-designers (e.g. users, production engineers, marketing managers, maintenance workers) a proactive role in the design process. Within a dedicated design environment, all stakeholders are allowed to create their own designs and immediately test these in a wide variety of use scenarios. By letting stakeholders realistically interact with their personal creations, designers can quickly and reliably pinpoint their needs and preferences. At the same time, good designs are generated. The new product design method was applied to the design of a lane change support system; a system that supports the driver of a vehicle in performing lane change maneuvers. Using the design environment that was established for this case, the designer was able to get a consistent image of everyone's preferences as well as to draw a reliable conclusion about what would be a good design.  相似文献   

13.
Injection molding (IM) is the most widespread and economical way to obtain high-quality plastic components. The process depends, however, to a great extent, on the quality and efficiency of the injection molding tools. Given the nature of the IM process, the temperature control system (TCS), its design, and its efficiency are of utmost importance for achieving the highest possible quality of plastic parts in the shortest possible time. For that reason, the implementation of additive manufacturing (AM) in novel IM temperature control strategies has gained considerable interest in academia and industry over the years. Conformal cooling channels (CCCs) are TCSs that have already demonstrated great potential when compared to conventional gun-drilling systems. Nevertheless, despite the recent advances, the design of these systems is still an open field of study and requires additional research in both aspects deemed as critical: thermo-mechanical models and the application of optimization techniques. This review paper tackles all the relevant, available papers on this topic, highlighting thermo-mechanical models developed by TCS designers and the optimization techniques used. The articles were thoroughly analyzed, and key points on the design of new TCS and new opportunities were identified.  相似文献   

14.
Nowadays, several consumer goods are sold with an energy label which provides energy information about consumption, efficiency, noise, and performance. These labels are regulated by local energy policy and governments. Because of this, customers are becoming increasingly aware about the energy efficiency and consumption of products such as household appliances. In Europe, several household appliances are involved in the European Energy Labelling Directive. Therefore, the manufacturers are paying attention to Ecodesign tools and methods to support the development of eco-innovation and sustainable products. In this context, the paper proposes a design methodology to support the development of efficient cooker hoods using an approach based on a constraints satisfaction problem model. The scope of the proposed research is to reduce the time-to-market of household appliances considering the energy efficiency optimization from the early design phases to the embodiment design. A Case Based Reasoning is also implemented to define a pre-configured model of product before the CSP optimization. The CSP model has been developed as an analytical system, which can predict the energy label achieved by a final prototype of a cooker hood. The interaction of such tools can fill the gap between traditional design methods and eco-innovation approaches, in order to support the designer in the decision-making activity. The test case shows a cooker hoods optimization based on a CSP tool, developed using a programming framework based on Gecode platform.  相似文献   

15.
OBJECTIVES. Our purpose was to evaluate the adequacy of a stress adaptation framework for guiding intervention research on caregivers and patients coping with Alzheimer's disease, and to test the effect of a cognitive stimulation intervention as an interactive outcome. METHODS. Using a repeated measures design, 87 caregiver-patient dyads were randomized to one of three conditions: active cognitive stimulation, passive stimulation, or control. Assessments occurred at preintervention, postintervention (3 months), and 9 months. RESULTS. The LISREL model was entirely satisfactory by the chi-square goodness-of-fit criteria. However, the coefficients associated with the paths between the mediating concepts and the dyadic interaction differed significantly at 3 months and 9 months. The intervention group caregivers were shown to be more satisfied with their interaction with the impaired member. DISCUSSION. The improvement in caregiver satisfaction was attributed to an attenuation of the behavioral stressor effects through increased use of a problem-focused coping strategy, namely, positive reappraisal of the stressful situation.  相似文献   

16.
This paper investigates the bond behavior of steel cords embedded in inorganic matrices. A series of pull-out tests were carried out on individual galvanized steel cords embedded in either a cementitious or lime-based mortar matrix and the corresponding bond-slip relationships were derived. The quality of bond between cord and mortar was found to be critically affected by the workability of the mortar and its ability to create adequate composite action along the entire embedment length of the cord. The more workable lime-based mortar was found to guarantee a better interaction with the steel cord, in terms of initial bond stiffness, maximum bond strength, and post-peak behavior. The experimentally derived bond–slip relationships were subsequently integrated in a 3D non-linear finite element framework and used to determine the constitutive relationship of a surface-based cohesive contact between cord and mortar. The cohesive bond behavior was used to conduct a series of parametric studies on cords embedded in a lime-based mortar and examine the stress development within specimens with cords of different embedment lengths and subjected to different loading conditions (i.e., pull-out and direct tension). The active ‘Stress Transfer Zone’ was found to be about 125 mm, while an ‘Effective Transfer Radius’ of approximately 3.5–4 mm was identified. The numerical investigation implemented in this paper enabled one to study key interaction properties of steel reinforced grouts and can assist the design of more effective strengthening solutions.  相似文献   

17.
This paper presents a first step in the elaboration of a knowledge-based modelling environment supporting the conceptual design phase of an industrial product; more precisely, car styling is the considered application field. To capture and structure the semantics embedded in the first sketches representing the product, an ontology has been created and will be the interface between the modeller and the stylist to generate and manipulate the curves forming the basic framework of the product shape at the early design phase. The ontology has been conceived in two layers: the first fragment captures the contextual semantic information specific to cars. Whereas the second fragment is product-independent and is related to the manipulation of curves based on a process grammar, providing an exhaustive and intuitive classification and manipulation of curves. The links between these two subsets will be able to map the aesthetic intent through shape characteristics and operators intuitive for designers.  相似文献   

18.
This paper studies existing design methods for designing assistive devices. Publications discussing how to select a design method when designing for disabled people are rare. However, designers do design for disabled people and researchers do publish these case-studies. The aim of this paper is to extract the underlying design methods from design cases. Sixteen case-studies presenting the design of assistive device have been analyzed. A table summarizes the design methods identified in the case-studies. Unusual methods are described. Then, each method is discussed. Results show that user-Centred Design (UCD) tools are widely used for designing assistive device. UCD approach is expected to be helpful but evidences are lacking. Recently, some authors have adapted existing tools outside the disability world to use them in the context of design projects for disabled people (ABAB design, AD SWOT and AD TOWS and Fitts’ law). More investigations of these tools would be needed to be able to evaluate their benefits and weaknesses. In addition, tools coming from the rehabilitation field have been reused by designers (joint range and muscle force measure, and psycho-motor tests). Since, those tools were created initially to measure disabled people’s abilities, they seem totally relevant for designers in the disability field.  相似文献   

19.
Dr.  R.S. Lane 《Vox sanguinis》1986,51(S1):49-51
Abstract. Important parameters in plasma fractionation are derived from the needs of providing assured quality and the operational requirements of good manufacturing practice. There are many inputs to quality assurance, collectively described as the quality design of the manufacturing process. Quality design is an all-embracing concept depending on selection of source plasma, proper production facilities and equipment systems and highest pharmaceutical operational standards. The scientific process must meet the requirements of safety and efficacy of product and balance the competing parameters of purity, potency and yield within an acceptable economic framework. The paper illustrates problems within the theory of quality design through current experience in the production of immunoglobulin and factor VIII fractions.  相似文献   

20.
Vascular support structures are an important tool for treating valve stenosis. A large population of patients are treated for valvular disease and the principal mode of treatment is the use of percutaneous valvuloplasty. Stent devices are proving to be an improved treatment method; these devices now account for 20% of treatments in Europe. This new technology provides highly effective results at minimal cost and with reduced hospital stays. Accurate and reliable structural analysis provides essential information to the design team in an environment where in vivo experimentation is extremely expensive or impossible. This paper describes the design of a new vascular support structure (stent), to provide designers with estimates of the critical parameters which are essential. Stainless steel stents are preferred to be used as balloon-expanded prostheses as they are cost-effective.  相似文献   

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