
Florence BazzaroUniversity of Technology of Belfort-Montbéliard | UTBM · FEMTO-ST\RECITS
Florence Bazzaro
Ph. D
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77
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September 2006 - present
September 2001 - December 2005
Publications
Publications (77)
Afin de rester compétitives, les entreprises se doivent d’être innovantes et de proposer régulièrement de nouveaux produits, services, process, … Si, pendant longtemps, les innovations se sont concentrées sur la dimension technique, aujourd’hui, elles s’appuient sur trois leviers principaux : les prix, la technologie et les usages. Depuis peu, l’in...
Today, eco-innovation is a major challenge for companies. This new innovation approach requires to renew current practices to meet new societal and environmental issues. To do this, more and more companies create innovation laboratories to support them in this process, by providing different tools and methods adapted to their needs. To integrate ec...
The challenges related to rolling out sustainable policies that respect the environment have led to a legislative and normative framework that accompanies the design stage for a product, particularly for companies. However, the associated tools proposed are essentially based on life cycle assessments and remain ill-adapted to studies conducted in t...
To renew their innovation and creativity practices, companies are now equipping themselves with new specific places: innovation laboratories. These laboratories support project teams during creativity sessions to generate ideas. In order to improve these practices, it is necessary to be able to assess and compare the different sessions organized. B...
Introduction:
The SBra (Smart Bra) project aims to develop an intelligent bra, combining sensors for measuring skin temperature and the electrical impedance of breast tissue, which could be used for breast cancer screening. The objective of this study is to anticipate both the hindrances to usage and acceptability of SBra with respect to the breas...
Innovation is an essential element in the creation of competitive advantage and the development of any business. An innovation can be the result of the continuous improvement of an existing solution or a new and unique solution resulting from a discontinuous process. The use of a user-centred design approach is recognised as enabling innovative pro...
Collaborative design is the use of design practices which tend to favor the integration of different experts, and to support creativity and innovation. Therefore, in this study, we were particularly interested in the collaborative design tools used in the specific context of a pedagogical hackathon. During this event, 1310 engineering students ment...
La nécessité de développer des politiques durables, responsables et respectueuses de l’environnement a émergé dans le débat public depuis plusieurs années et a permis d’aboutir à un cadre législatif accompagnant la conception d’un produit, d’un service ou d’un système, notamment au niveau des entreprises. Cependant, ce cadre est peu adapté aux étud...
Les démarches en conception pour tous visent à rendre l’environnement accessible et les produits adaptés aux situations de vie d’un maximum de personnes. Elles sont axées sur la connaissance approfondie de l’activité et des caractéristiques physiques et cognitives des personnes en situation de handicap. Cependant, dans ces démarches la personnalité...
Today, in user-centred design, the user is integrated alongside the design team. In our work, we propose
to go further and to integrate the user in the phases of co-creativity. Indeed, the user could be considered
an expert of his life situation, so that his participation in all phases of the product design process is also
essential. We propose to...
Nowadays, companies have to innovate in order to cope with competition, and to ensure the durability of their activities. Innovation is more and more perceived as a result. Users can be involved in this process to diversify the types of innovation. However, it can be difficult for companies which are novice at the subject to setup an innovation pro...
Users today are looking for an experience and not only for technology. Products must be acceptable and desirable, and in this regard must be designed with the needs and desires of the end user. To facilitate the integration of the usage, esteem and technique triptych into the product design process, an ergonomist and a product designer are also inv...
L'innovation centrée sur les utilisateurs vise à intégrer pleinement les utilisateurs au processus d'innovation. Ce type d'innovation se retrouve au sein des FabLabs investis par les Makers. Ces nouveaux acteurs, porteurs d'une expertise basée sur le savoir-faire et les compétences, mettent notamment en place des processus de conception informels,...
Nowadays, to cope with the competition, and to ensure the durability of their activities, companies have to be able to innovate. Manufacturing companies operating in a B2B market often perceive innovation as a technological result. However, innovation is often more characterized as a process. The needs of the users, and not only the technology, can...
Nowadays, companies have to innovate to cope with competition. Several types of innovation exist and have been studied for decades by many authors. However, not many types of innovation are really set up in manufacturing companies operating in a B2B market, and even less the innovation led by users. As far as we know, the specific features of innov...
In order to better account for the human factors in maintenance activities, maintainability now takes into account the field of ergonomics. Design engineers try to integrate and validate this new requirement with the same consideration they give to the design constraints. However, previous scientific research highlights the lack of optimization or...
La conception pour tous correspond à la conception de produits et d’environnements qui soient
utilisables par tout individu, dans la plus grande mesure possible, sans recourir à l’adaptation
ou à la conception spécialisée (Mace, 1985). Cette approche s'oppose à celle de la conception
de produits spécifiques, tels que les aides techniques, qui répon...
La maintenabilité est aujourd'hui une spécialité très importante dans le monde de la conception. Elle vise à anticiper les futures tâches de maintenance qui seront réalisées par des utilisateurs et des opérateurs spécialisés. Cette dimension humaine doit donc être prise en compte très tôt, dès la phase de conception préliminaire. Nous verrons dans...
De nos jours, les entreprises doivent innover pour faire face à la concurrence. Le processus d’innovation a déjà été étudié, cependant peu de travaux se sont focalisés sur les spécificités des entreprises industrielles positionnées sur un marché B2B. Plus précisément, à notre connaissance, très peu de travaux font un lien entre processus d’innovati...
Les produits pour les personnes en situation de handicap, bien souvent trop médicalisés ou stigmatisant, sont difficilement acceptés par les utilisateurs. Pour pallier à ce rejet, il est nécessaire de mieux comprendre la situation de handicap dans toutes ses dimensions. La participation pleine et directe de l'utilisateur final au processus de conce...
Afin de faire face à la concurrence, et ainsi de pérenniser leurs activités, les entreprises doivent aujourd’hui être en mesure d’innover. Dans les entreprises industrielles positionnées sur un marché B2B, l’innovation est souvent perçue comme étant un résultat technologique. Or, de nos jours, l’innovation se définit de plus en plus comme un proces...
De nos jours, les entreprises doivent être en mesure d’innover pour pouvoir faire face à la croissance accrue de la concurrence, et ainsi pérenniser leurs activités. Le processus d’innovation et ses typologies ont déjà été étudiés par de nombreux auteurs issus de différents domaines d’expertises allant du marketing aux sciences économiques en passa...
La problématique de l'évaluation humaine est classiquement abordée dans le domaine de l'analyse sensorielle des matériaux classiques, mais reste en revanche très rarement traitée sur les nouveaux matériaux innovants. Nous proposons une démarche d'évaluation subjective sur la qualité perçue pour les matériaux dits bio-sourcés. L'objectif est de crée...
This document is a draft - the final paper is about to be published on ACM Digital library
The issue of human evaluation is typically addressed in the sensorial analysis for the classics materials, but is very rarely treated for innovates materials. We propose a subjective assessment approach of the perceived quality for bio-sourced material. The aim is to create a conceptual and methodological framework to address this issue both scient...
Concurrent and multidisciplinary product design processes are necessary to maintain the competitiveness of manufacturing industries, but their implementation is complicated by difficulties of collaboration between experts from different areas of expertise. Virtual reality can be used as an intermediate design representation in order to ease this co...
Aujourd’hui, l’innovation ne se réduit plus à des avancées technologiques ou techniques, elle vient de tous les horizons. Il est ainsi possible d’innover par l’usage mais cela nécessite une démarche de conception spécifique où l’usage devient le référentiel commun entre les acteurs du projet [Valette, 2005]. En nous basant sur les travaux de différ...
The competitive industrial context compels companies to speed-up every new product design. In order to keep designing products that meet the needs of the end user, a human centered concurrent product design methodology has been proposed. Its setting up is complicated by the difficulties of collaboration between experts involved in the design proces...
To promote an innovative design by the use of new workstations, we propose a structuration between professions of ergonomy, industrial design and mechanical design based on works of Duchamp (1988), Quarante ( 1993 ), Chitescu and al. (2004), Sagot and al. (2005) and Guerlesquin and al. (2009). This structuration highlights two important facts. It i...
Les Troubles Musculosquelettiques sont une préoccupation majeure du secteur du bâtiment, avec
près de 90 % des maladies professionnelles reconnues et des chiffres en augmentation (+16% par an
depuis 10 ans, CNAMTS, 2007).
Face à ce constat, un projet de recherche-action sur les métiers de gros-oeuvre du bâtiment a été
initié pour une durée de trois...
Les Troubles Musculo-Squelettiques (TMS) représentent un problème majeur de santé publique. Ils sont la cause de douleurs et gênes dans le travail et la vie quotidienne, de réduction d’aptitude au travail pour les salariés et d’une perte de compétitivité pour l’entreprise.
Le présent travail, mené par un groupe projet, se propose d’évaluer et compr...
En 2009, devant l’augmentation des maladies professionnelles dans différents réseaux de transport en commun et le fort taux d’absentéisme au sein de la Compagnie des Transports Strasbourgeois, le CHSCT s’interroge sur les moyens à mettre en place pour améliorer les conditions de travail des conducteurs de TRAM. Après avis du médecin du travail, il...
People involved with occupational health at work are faced with a lack of quantitative tools to monitor and diagnose Carpal Tunnel Syndrome (CTS). In order to fill this gap, we developed a device for rapid CTS diagnosis which is composed of two complementary quantitative tests: the wheel test, which consists in detecting notches on a rotating wheel...
The very competitive industrial context compels companies to fasten every new product design and underestimate the integration of the human factor. In order to keep designing user satisfactory products, a human centered, concurrent and collaborative product design methodology has been proposed. The setting up of this methodology is complicated by t...
Nowadays firms have to use concurrent design to meet customers’ expectations. A plural approach to the design process is essential. Unfortunately, the design activity involves experts specialized in various aspects of the product such as aesthetics, ergonomics and mechanics. Thus the collaboration between these experts is particularly difficult in...
Actuellement, les entreprises se doivent d’utiliser des méthodologies de conception de produits collaboratives et centrées sur l’utilisateur afin de rester compétitives. Pour pouvoir mettre en place ces méthodologies, les différents acteurs impliqués dans le processus de conception de produits, provenant de différents métiers, ont besoin d’outils p...
The very competitive industrial context compels the companies to fasten every new product design and underestimate the integration of the human factor. In order to keep designing user satisfactory products, a human centered collaborative design methodology has been proposed [11]. The setting up of this methodology is complicated by the difficulties...
Une meilleure connaissance des relations entre les facteurs de risque professionnels, de nature biomécanique, organisationnelle ou pyschosociale, impliqués dans la survenue d’un trouble musculosquelettique en fonction des situations et des postes de travail (par exemple, risque de survenue du syndrome du canal carpien en fonction du temps d’autonom...
Nowadays, companies need to use cross-disciplinary collaborative and human centered design methodologies for product design to remain competitive. In order to achieve this kind of methodology, cross-disciplinary actors need tools to understand each other. Virtual Reality and 3D User Interaction tools are good solutions to provide these intermediate...
Nowadays firms need to use concurrent design to survive. A multidisciplinary approach of product design process has become essential. Immersive Virtual Reality is a tool permitting cooperation between various trades, of remote natures (from engineering to the humanities). This study presents a tool dedicated to mechanical designers to enable them t...
Suite à la loi du 11 février 2005 sur l’égalité des chances, tous les projets de conception architecturaux sont tenus de respecter les règles d’accessibilité du cadre bâti. Si, par cette loi et les arrêtés qui en découlent [1], les obligations en matière d’accessibilité des établissements recevant du public sont clairement définies, la mise en plac...
In France, all projects of building design must comply with the accessibility rules of the built environment fixed by the law of February 11th, 2005. The immersive virtual reality showed its relevance in the process of buildings design. Nevertheless, its use in specific issues related to handicap is not yet widespread. This study demonstrates that...
facteurs environnementaux (matériels et sociaux). En France, la loi de 2005 sur « l’égalité des droits et des chances, la participation et la citoyenneté des personnes handicapées » à permis une avancée majeure dans le regard de la société sur la personne handicapée et la place qui est la sienne. Aujourd’hui, la participation à la vie sociale dépen...
architecturale sont tenus de respecter les règles d’accessibilité du cadre bâti. La réalité virtuelle immersive a montré sa pertinence dans le processus de conception des bâtiments, par contre son utilisation pour l’intégration des aspects liés aux situations de handicap n’en est encore qu’à ses prémisses. Cette étude démontre que la réalité virtue...
This human centered collaborative design methodology aims to help companies to innovate by integrating human factors in the design of products and the associated production means. The objective is to help the actors involved in a design process to make design choices during the decision-making process, which respect the needs and characteristics of...
The increase of virtual reality application and its use into new fields (training, entertainment and health) point up the difficulty for users to be efficient with this new technology. In order to understand these inter-individual differences, we have studied the impact of the task, the interface and the users' characteristics on this performance....
A better understanding of how users perform virtual reality (VR) tasks may help build better VR interfaces. In this study, we concentrated on the compensatory behavior in VR depending on the tasks and users' characteristics. The tasks characteristics considered were display size (large display vs. desktop monitor) and tasks types (manipulation and...
Standard input devices for mobile phones are directional keys and discrete thumb-joysticks. These devices are ded- icated to the discrete GUIs of the phones (eg. scroll lists and small icons arrays). Today, new mobile applications are aris- ing and require adapted interfaces. In particular, the wide- spread of 3D applications will be favored if use...
The increase of virtual reality application and its use into new fields (training, entertainment and health) point up the difficulty for users to be efficient with this new technology. In order to understand these inter-individual differences, we have studied the impact of the task, the interface and the users' characteristics on this performance....
In virtual reality, to adapt interfaces to users, two dimensions must be studied: the task and the user.
The first dimension deals with interaction tasks in virtual reality, more precisely manipulation and locomotion. The study and the comparison of spatial properties of virtual and real environments allow us to propose tasks hierarchical models,...
This paper presents some experimental results on the comparison of users performance for different kinds of D interaction tasks (travel, manipulation), when using either a standard desktop display or a large immersive display. The main results of our experimentation are the following: first, not all users benefit similarly from the use of large dis...
A better understanding of how users perform virtual relaity tasks may help to build better virtual reality interfaces. In this study, we concentrate on the impact of large displays in virtual reality depending on the tasks and users' characteristics. The two virtual reality tasks studied are the objects manipulation and the navigation in an environ...
We present the CAT (Control Action Table), a 6 degrees of freedom freestanding input device designed for interaction with Virtual Environments displayed on huge screens. Both isotonic and isometric sensing modes allow the user to easily and efficiently perform 3D interaction techniques. A 2D tablet fixed on the tabletop allows them to perform accur...
We present the CAT (Control Action Table), a 6 degrees of freedom freestanding input device designed for interaction with Virtual Environments displayed on huge screens. Both isotonic and isometric sensing modes allow the user to easily and efficiently perform 3D interaction techniques. A 2D tablet fixed on the tabletop allows them to perform accur...
RØsumØ : Notre objectif est d'identier les facteurs humains qui in- uencent la performance lors des t‚ches de manipulation et de locomotion en environnement virtuel an d'adap- ter les interfaces aux utilisateurs. L'Øtude des modles IHM et de l'interaction en rØalitØ virtuelle montre la per- tinence des modles de Card et al. (5) et de Fuchs (11) pou...