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1.
Stud Health Technol Inform ; 282: 210-218, 2021 Jun 04.
Article in English | MEDLINE | ID: mdl-34085970

ABSTRACT

Disability has been redefined by the World Health Organization as a function of a person's interaction with the environment and not merely an innate part of a person. This redefinition highlights the need for inclusiveness in design solutions. To aid this, we apply and test the potential of different tools that restrict designers' physical abilities at deriving inclusive design perspectives among designers. Various tools and simulated conditions are often adopted in user-centered design to sup-port need-finding by eliciting rich data on users' needs and guide designers to empathize with users. Simulation tools that restrict designers' physical abilities have been applied to understand certain perspectives of people with physical challenges, yet these tools lack the ability to evoke an inclusive design perspective among designers. Through a co-creation workshop, participants were exposed to two forms of simulations: direct and situational physical impairments. This was achieved using different tools that simulate the same physical restriction. In this study, a noise- canceller and earphones were used to simulate a reduced hearing attention. Participants were asked to generate user needs and design functions by applying both the simulation tools. The study results comprise the outcomes of 33 participants who volunteered to participate in a co-design workshop that provided a venue for them to interact and work alongside users with physical challenges. This paper analyses the inclusiveness attained through different types of simulated conditions. With a growing need to create tools and technologies that delight the user, it is necessary to equip designers with the tools that would help them with the process. The study demonstrates the application and impact of one such tool.


Subject(s)
Disabled Persons , Computer Simulation , Humans
2.
Appl Ergon ; 90: 103221, 2021 Jan.
Article in English | MEDLINE | ID: mdl-32823145

ABSTRACT

Most usability assessments of medical devices describe the problems of individual devices in detail, but few account for the real context of use or provide designers with actionable guidelines for improvement. To fill this gap, this paper reports the results of a case study on the usability of operating room technologies and documents the creation of contextual design guidelines for operating room device design. We spent 64 h in a gynecological operating unit conducting interviews with staff and observing device use during surgery. With qualitative analysis methods and based on existing usability principles, we created 21 design guidelines for the operating room context. The new guidelines highlight interactions between multiple devices, staff members, as well as other contextual factors. While the guidelines require further validation, they can potentially support the creation of more safe, ergonomic, and intuitive medical devices.


Subject(s)
Ergonomics , Operating Rooms , Equipment Design , Humans
3.
Front Psychol ; 10: 32, 2019.
Article in English | MEDLINE | ID: mdl-30740073

ABSTRACT

Multiple metrics have been proposed to measure the creativity of products, yet there is still a need for effective, reliable methods to assess the originality of new product designs. In the present article we introduce a method to assess the originality of concepts that are produced during idea generation activities within engineering design. This originality scoring method uses a decision tree that is centered around distinguishing design innovations at the system level. We describe the history and the development of our originality scoring method, and provide evidence of its reliability and validity. A full protocol is provided, including training procedures for coders and multiple examples of coded concepts that received different originality scores. We summarize data from over 500 concepts for garbage collection systems that were scored by Kershaw et al. (2015). We then show how the originality scoring method can be applied to a different design problem. Our originality scoring method, the Decision Tree for Originality Assessment in Design (DTOAD), has been a useful tool to identify differences in originality between various cohorts of Mechanical Engineering students. The DTOAD reveals cross-sectional differences in creativity between beginning and advanced students, and shows longitudinal growth in creativity from the beginning to the end of the undergraduate career, thus showing how creativity can be influenced by the curriculum. The DTOAD can be applied to concepts produced using different ideation procedures, including concepts produced both with and without a baseline example product, and concepts produced when individuals are primed to think of different users for their designs. Finally, we show how our the DTOAD compares to other measurements of creativity, such as novelty, fixation, and remoteness of association.

4.
Stud Health Technol Inform ; 229: 131-40, 2016.
Article in English | MEDLINE | ID: mdl-27534296

ABSTRACT

The concept of Universal Design has received increasing appreciation over the past two decades. Yet, there are very few existing designs that cater to the needs of extraordinary users who experience some form of physical challenge. Previous work has shown promising results on involving users with physical challenges as lead users - users who have the potential to identify needs that could be latent among the general population. It has also been shown that older adults can act as such lead users. They can help design universal product ideas that satisfy both older adults and the general population. In this paper we build on this and examine if involving older adults in the design phase can result in universal products, products preferred by both older adults and the general population over a current option. Eighty-nine older adult participants and thirty-four general population participants took part in the study. Products were redesigned and prototyped based on the needs of older adults and tested among both populations. Results show that, although older adults and the general population did share certain needs and demands, the majority of older adults had needs and demands that were different from those of the general population. However, even though the needs differed between the populations, on average 89% of the general population participants preferred products designed based on design needs expressed by older adults over the current option. This provides further evidence supporting the use of older adults in designing products for all.


Subject(s)
Disabled Persons , Equipment Design/methods , Activities of Daily Living , Adult , Humans , Middle Aged , Needs Assessment , Surveys and Questionnaires , Young Adult
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