Human factors and ergonomics
Ambito disciplinare
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Biomechanical analysis of the upper body during overhead industrial tasks using electromyography and motion capture integrated with digital human models
International Journal on Interactive Design and Manufacturing, 16(2), pp. 733-752
Methods for medical applications
Abstract
In this paper, we present a biomechanical analysis of the upper body, which includes upper-limb, neck and trunk, during the execution of overhead industrial tasks. The analysis is based on multiple performance metrics obtained from a biomechanical analysis of the worker during the execution of a specific task, i.e. an overhead drilling task, performed at different working heights. The analysis enables a full description of human movement and internal load state during the execution of the task, thought the evaluation of joint angles, joint torques and muscle activations. A digital human model is used to simulate and replicate the worker's task in a virtual environment. The experiments were conduced in laboratory setting, where four subjects, with different anthropometric characteristics, have performed 48 drilling tasks in two different working heights defined as low configuration and middle configuration. The results of analysis have impact on providing the best configuration of the worker within the industrial workplace and/or providing guidelines for developing assistance devices which can reduce the physical overloading acting on the worker's body.
Keywords: Biomechanics , Digital human models , Electromyography , Ergonomics , Industry , Overhead tasks
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Towards the Upscaling of Biomanufacturing Process Enhanced by Human-Robot Collaboration
Lecture Notes in Mechanical Engineering, pp. 615-622
Abstract
Nowadays, the commercial translation of additive manufacturing technologies for scaffolds fabrication is still a challenge. The production methodology of 3D scaffolds for tissue regeneration is a complex and discontinuous process involving several stages, from the isolation of the stem cells to the dynamic cell culture in vitro. Even though in this scenario industries are increasingly implementing automated robotic systems, current technologies are not enough to realize a large industrial scale scaffold fabrication. Accordingly, a relevant improvement could raise from the implementation of a modern collaborative workplace in an existing production line, combining strength endurance and accuracy of cobots, with intelligence, flexibility, and adaptability of the human being. Such a solution overcomes limits related to the low level of process control, low productivity, and risk of contaminations. Therefore, the current work proposes a systematic approach to the design of a collaborative workplace for biomanufacturing of 3D scaffolds. Starting from an overview of basic concepts on scaffolds for tissue engineering and additive manufacturing, as well as from an analysis of automation solutions in cell culture applications, a design methodology section is reported. The paper provides a further insight into the potentials to upscale the scaffolds manufacturing process, taking advantage of the huge possibilities given from the Human-Robot Collaboration and gives evidence of critical features for workplace definition.
Keywords: Automatic layout generation , Biomanufacturing , Human-Robot Collaboration (HRC) , Workplace design
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An Innovative Mechanical Solution to Better Understand Human-Robot Interaction Forces
Lecture Notes in Mechanical Engineering, pp. 683-690
Geometric modeling and processingProduct design and engineering
Abstract
This paper describes the design and development of a new mechanical layout for the integration of additional sensors on robots that directly interact with humans. This specific work starts from the need to control human-robot interaction forces in order to ensure safety for users. The activity consisted on the conceptualization and design of a new mechanism, with the aim of including two sensors: a force/torque sensor to measure interaction forces and a linear encoder that let to know the real configuration of the device. The solution has been tested on a specific device named WristBot, whose limits are the inability to directly measure forces applied to it by humans and the impossibility to know precisely the end-effector position, with the consequences of relevant errors in calculating the interaction forces. The results obtained validate the designed mechanism comparing it with the old one mounted on the robot and prove the benefits of integrating additional sensors into the system.
Keywords: CAD design , Human-robot interaction , Industrial robotics , Interaction forces , Mechanical optimization
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User-Centered Design of an Augmented Reality Tool for Smart Operator in Production Environment
Lecture Notes in Mechanical Engineering, pp. 125-132
Product design and engineeringVirtual and augmented reality
Abstract
In the context of Industry 4.0, Operator 4.0 paradigm represents a key factor when dealing with the integration of new digital technologies into smart factories that are suited for workers with different skills, capabilities, and preferences. In this regard, to encourage the introduction of these new digital solutions and achieve high user acceptance, it is fundamental to consider human factors and put the worker at the center of the development process through the adoption of structured design strategies such as user-centered design (UCD) approaches. In this perspective, the paper proposes a novel Augmented Reality (AR) tool for supporting operators at the workplace, in real-time, while performing inspection activities on built products. The proposed tool has been developed according to a user-centered design approach by involving end-users in the various design and testing stages. Preliminary tests have been conducted with representative users on a real case study to assess the usability of the proposed solution. The outcomes are very encouraging and lead us towards further investigations for effective and valid implementation of this AR tool in an industrial scenario.
Keywords: Industrial augmented reality , Industry 4.0 , Operator 4.0 , Usability , User-centered design
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Testing the Usability of Guidelines for the Design of Surprising Products
Proceedings of the Design Society, 2, pp. 931-940
Product design and engineering
Abstract
The paper introduces guidelines to support designers to generate ideas for the development of surprising products. The guidelines are structured coherently with the concept of sensory incongruity and the Function-Behaviour-Structure framework to create a mismatch between previously conceived expectations and product features. The usability of the interactive presentation is checked with an experiment that involved more than 30 subjects with a background in product design (mechanical engineers and industrial designers), which demonstrated to be capable of generating ideas using the same.
Keywords: expectations , idea generation , product design , surprise , user-centred design
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Comparing EEG Brain Power of Mechanical Engineers in 3D CAD Modelling from 2D and 3D Representations
Proceedings of the Design Society, 2, pp. 901-910
Geometric modeling and processing
Abstract
Using the EEG features extracted from the EEG signals, the presented study investigates differences in the cognitive load posed on engineers while 3D CAD modelling in two different conditions, depending on the visual representations used as stimulus - a 2D and a 3D technical drawing of parts. The results indicate a higher cognitive load during the 2D drawing task. In addition, common indicators of the ongoing spatial information processing were recognised - a suppression of parietal and occipital alpha power, a higher frontal theta, and differences in theta power between the hemispheres.
Keywords: brain activity , computer-aided design (CAD) , design cognition , electroencephalography , visualisation
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Perspectives on design creativity and innovation research: 10 years later
International Journal of Design Creativity and Innovation, 10(1), pp. 1-30
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Cinematic Virtual Reality as a Rehabilitative Tool in Subjects Affected by Schizophrenia
Lecture Notes in Mechanical Engineering, pp. 149-156
Abstract
Although Virtual Reality Social Skills Training has proven its effectiveness in treating psychiatric disorders, this VR application field is still under-researched for two main reasons. The first one is the unavailability of low-cost VR technologies with sufficient computational capacity needed to render realistic Virtual Environments. The second one consists of the need for specialized VR application developers, usually far from the mental health research field. The recent diffusion of low-cost stereoscopic viewers and the introduction of easy and fast VR content authoring systems, such as Cinematic Virtual Reality (CVR), allow overcoming these limitations. CVR makes it possible to capture real scenes through 360 cameras, augment them with additional virtual objects, and finally immerse the user in these synthetic but highly immersive environments. We present the design and the features of the Entellect360 prototype -an innovative tool supporting the rehabilitation process of subjects affected by schizophrenia. It exploits CVR technology to create Virtual Environments aimed at the rehabilitation of psychiatric patients. The Entellect360 features allow for rehabilitation sessions and patient-performance data-collection even under conditions of social distancing. We also explain the experimental protocol and the validation procedure the prototype will undergo to assess its effectiveness.
Keywords: 360-degree virtual reality , Cognitive rehabilitation , Human-computer interaction , Mental health , Social skills training
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Augmented Reality to Engage Visitors of Science Museums through Interactive Experiences
Heritage, 5(3), pp. 1370-1394
3D technologies for cultural heritagesVirtual and augmented reality
Abstract
In the last years, interactive exhibitions based on digital technologies have become widely common, thanks to their flexibility and effectiveness in engaging visitors and creating memorable experiences. One of the topics in which digital technologies can be particularly effective is the communication of abstract concepts that are difficult for the human mind to imagine. An emblematic example is the astronomy discipline, which requires us to imagine and understand phenomena far away from our everyday life. In this paper, the authors present a research project, MARSS, in which digital technologies are used effectively to enhance the Users' Experience of the Museo Astronomico di Brera located in Milan. Specifically, the MARSS project aims at designing and developing a new digital journey inside the museum to allow different categories of visitors to enjoy the exhibition in an engaging and interactive way. The paper presents the design and development phases of the experience and its evaluation with users. The results of the evaluation indicate that the digital interactive experience is appreciated by users and is successful in translating the content of high scientific value into more engaging and easily understandable elements.
Keywords: augmented reality , cultural heritage , extended reality , interactive exhibitions , science museums , user experience
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Multisensory Virtual Reality for Delivering Training Content to Machinery Operators
Journal of Computing and Information Science in Engineering, 22(3)
Engineering educationVirtual and augmented reality
Abstract
The issue of training operators in the use of machinery is topical in the industrial field and in many other contexts, such as university laboratories. Training is about learning how to use machinery properly and safely. Beyond the possibility of studying manuals to learn how to use a machine, operators typically learn through on-The-job training. Indeed, learning by doing is in general more effective, tasks done practically are remembered more easily, and the training is more motivating and less tiresome. On the other hand, this training method has several negative factors. In particular, safety may be a major issue in some training situations. An approach that may contribute overcoming negative factors is using Virtual Reality and digital simulation techniques for operators training. The research work presented in this paper concerns the development of a multisensory virtual reality application for training operators to properly use machinery and personal protective equipment (PPE). The context selected for the study is a university laboratory hosting manufacturing machinery. The application allows user to navigate the laboratory, to approach a machine and learn about how to operate it, and also to use proper PPE while operating a machine. Specifically, the paper describes the design and implementation of the application and presents the results of preliminary testing sessions.
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Design of an Intrinsically Motivating AR Experience for Environmental Awareness
Proceedings of the Design Society, 2, pp. 1679-1688
Abstract
Augmented Reality seems a promising tool to provide engaging and effective educational experiences, thanks to its potentiality in stimulating intrinsic motivation, that could influence the learning process and the attitude of the users towards behaviours. This paper presents the Resized Plastic Augmented Reality learning experience, designed on the basis of Dunleavy's framework to provide a systemic overview of the microplastics issue to allow users to understand its mechanisms, educate them about their role in the system and help them to connect this information to their everyday actions.
Keywords: augmented reality (AR) , digital learning , sustainability , user experience
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A Framework to Evaluate Areas of Interest for Sustainable Products and Designs
Sustainability (Switzerland), 14(13)
Design for sustainabilityProduct design and engineering
Abstract
Experience and evaluation research on sustainable products' design is increasingly sup-ported by eye-tracking tools. In particular, many studies have investigated the effect of gazing at or fixating on Areas of Interest on products' evaluations, and in a number of cases, they have inferred the critical graphical elements leading to the preference of sustainable products. This paper is motivated by the lack of generalizability of the results of these studies, which have predominantly targeted specific products and Areas of Interest. In addition, it has also been overlooked that the observation of some Areas of Interest, despite not specifically targeting sustainable aspects, can lead consumers to prefer or appreciate sustainable products in any case. Furthermore, it has to be noted that sustainable products can be recognized based on their design (shape, material, lack of waste generated) and/or, more diffusedly, information clearly delivered on packaging and in advertising. With reference to the latter, this paper collected and classified Areas of Interest dealt with in past studies, markedly in eco-design and green consumption, and characterized by their potential generalizability. Specifically, the identified classes of Areas of Interest are not peculiar to specific products or economic sectors. These classes were further distinguished into “Contentâ€, i.e., the quality aspect they intend to high-light, and “Formâ€, i.e., the graphical element used as a form of communication. This framework of Areas of Interest is the major contribution of the paper. Such a framework is needed to study regularities across multiple product categories in terms of how the observation of Areas of Interest leads to product appreciation and value perception. In addition, the potential significant differences between sustainable and commonplace products can be better investigated.
Keywords: areas of interest , brand , eco-design , eco-labels , eye tracking , green consumption , product description , sustainable products , value perception
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An Eye-Tracking Study to Identify the Most Observed Features in a Physical Prototype of a Tiny House
Proceedings of the Design Society, 2, pp. 841-850
Design for sustainabilityProduct design and engineering
Abstract
This exploratory work aims to understand which elements of a building mostly attract visitors\' attention. An experiment was conducted to allow participants to visit a prototype tiny house while wearing eye-tracking glasses. Identified gazed elements of the prototype were selected and the corresponding dwell times used as variables. The limited dwell times on structural elements show that they can be easily overshadowed by other features present in the building. This leads to a design problem when the novelty and the quality of a new product, markedly a building, reside in the materials used.
Keywords: architectural design , eye tracking , human-centred design , interaction design
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Barriers and enablers of TRIZ: a literature analysis using the TASKS framework
Journal of Engineering, Design and Technology
Product design and engineering
Abstract
Purpose: The purpose of this paper is to analyze theory of inventive problem-solving (TRIZ) in terms of knowledge, skill, workload and affect to understand its effectiveness in enabling designers to achieve their optimized mental performance. Design/methodology/approach: TASKS framework, which aims to capture the causal relations among Task workload, affect, skills, knowledge and mental stress, is adopted as our methodology. The framework supports the analysis of how a methodology influence designer's affect, skills, knowledge and workload. TRIZ-related publications are assessed using the TASKS framework to identify the barriers and enablers in TRIZ-supported design. Findings: TRIZ has limitations on its logic and tools. Nevertheless, it could create a beneficial impact on mental performance of designers. Originality/value: This paper provides a theory-driven TRIZ usability analysis based on the materials in the literature following the TASKS framework. The impact of TRIZ, as an enabler or a barrier, has been analyzed in accomplishing a design task.
Keywords: Mental effort , Mental stress , TASKS framework , TRIZ , Usability
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User Experience Design in Software and Hardware Components Studied in Human-Computer Interaction
Lecture Notes in Mechanical Engineering, pp. 91-99
Abstract
User Experience (UX) is a concept based on the human-product interaction. An increase of UX studies in the Human-Computer interaction (HCI) field was observed in the last decade. Empirical studies based their experimental activity on HCI products, which are characterized by two components: Software and intangible (digital interfaces and web apps) and Hardware and physical (devices). Trough an explorative study, the authors propose a research direction to compares UX studies targeting software and hardware components of HCI products. A preliminary sample of papers was considered. The authors collected contributions where UX in HCI design is investigated through case studies involving devices with software and hardware components. Objectives, methods, and tools of each case study were compared. It emerged that complex systems require both quantitative and qualitative analysis approaches, as the wide variety of tools for data acquisition and processing show. Since Hardware components are more closely related to products such as consumer goods and engineering products, it is possible that methods and tools used to study hardware components could also be applicable to other physical and tangible products, i.e., the main reference for product, engineering, and mechanical design.
Keywords: Hardware , HCI design , Intangible , Software , Tangible , User experience
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The New Ergonomic Paradigm for Academic Learning Environments During Covid-19 Lockdown
Lecture Notes in Mechanical Engineering, pp. 741-752
Abstract
The COVID-19 virus proliferated from its first emergence to a global phenomenon becoming a pandemic as declared by the World Health Organization on 11th March 2020. This sanitary emergency obliged people to suddenly face several changes in their way of life due to imposed countries' lockdown and social distancing. One of these rapid changes involved schools and universities and, consequently, students and professors: with the sudden lockdown of universities and colleges worldwide, they had to turn the traditional “in presence†classes into online courses. A published survey among Italian academic staff and students allowed to identify and highlight the factors that affect ergonomics of workstation (learning and teaching workplace), postural and environmental comfort and teaching/learning effectiveness. This paper would like to give guidelines to set the right home environment and the timing of learning/teaching activities to improve global comfort, both for students and teachers, and improve learning effectiveness. Thirty-Five Master Degree students were involved in the experiment during the second-semester lessons (during Italian lockdown) and were asked to fill questionnaires and check their learning outcomes by answering multiple-choice tests. Data were statistically processed, and results were used to create guidelines to set the learning home-environment at best, where and when possible.
Keywords: Comfort , eLearning effectiveness , Workplace design method
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UX assessment strategy to identify potential stressful conditions for workers
Robotics and Computer-Integrated Manufacturing, 78
Product design and engineeringVirtual and augmented reality
Abstract
The European Commission defined the new concept of Industry 5.0 meaning a more human-centric, resilient, and sustainable approach for the design of industrial systems and operations. A deep understanding of the work environment and organization is important to start analysing the working conditions and the resulting User eXperience (UX) of the operators. Also, the knowledge about users' needs and ergonomics is fundamental to optimize the workers' wellbeing, working conditions, and industrial results. In this context, the paper presents a strategy to effectively assess the UX of workers to promote human-centric vision of manufacturing sites, enhancing the overall sustainability of the modern factories. A set of non-invasive wearable devices is used to monitor human activities and collect physiological parameters, as well as questionnaires to gather subjective self-assessment. This set-up was applied to virtual reality (VR) simulation, replicating heavy duty work sequence tasks that took place in an oil and gas pipes manufacturing site. This approach allowed the identification of possible stressful conditions for the operator, from physical and mental perspectives, which may compromise the performance. This research was funded by the European Community's HORIZON 2020 programme under grant agreement No. 958303 (PENELOPE).
Keywords: Cognitive ergonomics , Human-centred design , Industry 5.0 , User experience , Virtual reality
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Combining World Class Manufacturing system and Industry 4.0 technologies to design ergonomic manufacturing equipment
International Journal on Interactive Design and Manufacturing, 16(1), pp. 263-279
Abstract
In the era of the fourth industrial revolution, human has still a central role. Manufacturing industries have to deal with human sustainability in order to guarantee workers' health and well-being. Several studies have proved the importance of ergonomics in workplace design and the benefits related to the adoption of the human-centered approach. The enabling technologies of Industry 4.0 are changing the role of the operator and can support him from a physical and cognitive point of view. On the other hand, companies are increasingly implementing lean philosophies, such as World Class Manufacturing, to maintain their competitiveness by reducing wastes and costs. However, the need arises for a comprehensive methodology to support the design of manufacturing equipment considering human factors by integrating Industry 4.0 technologies and World Class Manufacturing elements. It aims at improving both ergonomic and efficiency aspects of the workstation. The proposed methodology allows identifying and in-depth analyzing the problem, thus finding and implementing a solution that complies with all the requirements and constraints defined. Each step of the methodology can be strengthened by Industry 4.0 technologies. The methodology has been experimented in a real case study with a global company of agriculture and industrial vehicles, leading to the design and implementation of a new equipment. Relevant benefits in terms of ergonomics, efficiency, and process standardization have been achieved.
Keywords: Equipment design , Ergonomics , Human-centered manufacturing , Industry 4.0 , Workplace organization pillar , World class manufacturing
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A comprehensive method to design and assess mixed reality simulations
Virtual Reality
Abstract
The scientific literature highlights how Mixed Reality (MR) simulations allow obtaining several benefits in healthcare education. Simulation-based training, boosted by MR, offers an exciting and immersive learning experience that helps health professionals to acquire knowledge and skills, without exposing patients to unnecessary risks. High engagement, informational overload, and unfamiliarity with virtual elements could expose students to cognitive overload and acute stress. The implementation of effective simulation design strategies able to preserve the psychological safety of learners and the investigation of the impacts and effects of simulations are two open challenges to be faced. In this context, the present study proposes a method to design a medical simulation and evaluate its effectiveness, with the final aim to achieve the learning outcomes and do not compromise the students' psychological safety. The method has been applied in the design and development of an MR application to simulate the rachicentesis procedure for diagnostic purposes in adults. The MR application has been tested by involving twenty students of the 6th year of Medicine and Surgery of Università Politecnica delle Marche. Multiple measurement techniques such as self-report, physiological indices, and observer ratings of performance, cognitive and emotional states of learners have been implemented to improve the rigour of the study. Also, a user-experience analysis has been accomplished to discriminate between two different devices: Vox Gear Plus® and Microsoft Hololens®. To compare the results with a reference, students performed the simulation also without using the MR application. The use of MR resulted in increased stress measured by physiological parameters without a high increase in perceived workload. It satisfies the objective to enhance the realism of the simulation without generating cognitive overload, which favours productive learning. The user experience (UX) has found greater benefits in involvement, immersion, and realism; however, it has emphasized the technological limitations of devices such as obstruction, loss of depth (Vox Gear Plus), and narrow FOV (Microsoft Hololens).
Keywords: Augmented reality , Cognitive load , Medical education , Mixed reality , Simulation , Stress
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The effect of systemic sclerosis on use of mobile touchscreen interfaces: Design guidelines and physio-rehabilitation
International Journal of Industrial Ergonomics, 87
Methods for medical applicationsProduct design and engineering
Abstract
Disability conditions characterized by hand dysfunction are particularly relevant for the use of touchscreen technology. This work investigates the effects of hand impairment produced by systemic sclerosis (SSc) on touchscreen interaction. It aims to fulfil a dual objective: to provide guidelines to design inclusive interfaces and interaction modalities for SSc patients and to design a hand physio-rehabilitation based on a touchscreen application. Eighty patients participated in the observational study and, accordingly, eighty subjects without impairments were recruited as a control cohort. A specific touchscreen application has been designed and developed including three gestures: tap, drag and drop, and pinch-to-zoom. The work allowed identifying the interface features that significantly influence the performance and, consequently, the design rules for the physio-rehabilitation application.
Keywords: Hand impairment , Human-computer interaction , Inclusive design , Interface design , Systemic sclerosis , User-centred design