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"Addressing Human Factors and Ergonomics in Design Process, Product Life Cycle and Innovation: Trends in Consumer Product Design"

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Abstract

Globalization, technological complexity, the growth of more mature markets demanding differentiated or high-quality products, and the pressure of competition to reduce time and cut development costs have been leading to a broader application of methods and techniques that address human factors in different ways. As a result, a large number of methods and techniques have been developed, each offering different and complementary approaches that enhance the understanding of design requirements relating to people. In line with this, the aim of this chapter is to present an overall view of current trends addressing ergonomic and human factors in consumer product design, so that the advantages, disadvantages, and challenges facing researchers and practitioners can be understood. A further goal is to locate the pertinent application of methods and techniques over the whole product life cycle (PLC), with respect to design and innovation processes.
Addressinghumanfactorsandergonomicsindesignprocess,product
lifecycleandinnovation:Trendsinconsumerproductdesign
GabrielGarcíaAcosta,KarenLangeMorales,DavidErnestoPuentesLagos,
ManuelRicardoRuizOrtiz
UniversidadNacionaldeColombia,SchoolofIndustrialDesign,MIMAPROResearch
Group,Carrera30No.4503Edificio303Of.316,Bogotá,Colombia
UniversitatPolitècnicadeCatalunya,CentredeDissenyd'EquipsIndustrials‐CDEI,LlorensArtigas4,EdificiU,
08028,Barcelona,Spain
ggarciaa@unal.edu.co;klangem@unal.edu.co;depuentesl@unal.edu.co;mrruizo@unal.edu.co
1.Introduction
Globalisation,technologicalcomplexity,thegrowth
ofmorematuremarketsdemandingdifferentiated
orhighqualityproducts,andthepressureof
competitionforreducingtimeandcutting
developmentcostshavebeenleadingtoabroader
applicationofmethodsandtechniqueswhich
addresshumanfactorsindifferentways.Asaresult,
alargenumberofmethodsandtechniqueshave
beendeveloped,eachofferingdifferentand
complementaryapproachesthatenhancethe
understandingofdesignrequirementsrelatingto
people.Inlinewiththis,theaimofthischapteristo
presentanoverallviewofcurrenttrendsaddressing
ergonomicandhumanfactorsinconsumerproduct
design,sothattheadvantages,disadvantages,and
challengesfacingresearchersandpractitionerscan
beunderstood.Afurthergoalistolocatethe
pertinentapplicationofmethodsandtechniques
overthewholeproductlifecycle,withrespectto
designandinnovationprocesses.
2.TechnologyofConsumerProductDesignand
Development
Consumerproductdesignanddevelopmentisafield
thatinvolvesmanydisciplines,becauseofthe
diverseknowledgethatisrequiredthroughoutthe
wholeprocesschain.Thedisciplinesthatmakea
majorcontributiontothisknowledgeincludedesign,
engineering,management,marketing,and
ergonomics.Eachdisciplineusesinformation,
methodsandtechniquessometimesdevelopedin
otherfieldsorsciences,andthiswaynewknowledge
isobtained.Asaresultofenhancing,integrating,and
applyingnewknowledge,newmethodsand
techniquesaregenerated.Althoughthedifferent
disciplinescanbequitedifferent,mostofthemhave
commonobjectives,namelyreducingdesignand
developmenttime,avoidingorreducinghuman
error,improvingperformanceduringproductlife
span,fosteringpeople’sparticipationinthedefining
ofdesignrequirements,improvingthequalityof
people’slife,andbuildingsoliduserknowledge.
Thistechnologyisgettingstronger,asa
resultofthecommonpurposesidentifiedinthe
disciplinesinvolvedandimprovedmethodsand
techniquesachievedthroughresearchby
practitionersinthisfield(PuentesLagos2009).These
methodsandtechniquesarethususednotonlyby
theprofessionalswhodevelopedthembutalsoby
professionalsinotherdisciplinesthatplayarole
throughoutthewholedesignanddevelopment
process.Consequently,toolsandknowledgeare
generatedandspread,nourishedandconsolidated,
bynewresearchandinnovationsinthegoodsand
servicesmarket.Twodimensionsinthischanging,
dynamicconsumerproductdesignanddevelopment
technologyplayadecisiverole:peopleandproject.
2.1.People
Bothergonomicsanddesignhavean
anthropocentricfocus.AccordingtoJaneFultonSuri
(2007),peoplehavealwaysbeeninvolvedinthe
designprocess.However,thekeypointsarehow
designersunderstandhumanbeings,andwhatrole
humanbeingsplayinthedesignprocess.People
assumedifferentroleswhenusingtechnicalartefacts
tomeettheirneeds.AsstatedbyKroes,technical
artefactsareatthesametimeaphysical
constructionandasocialconstruction:theyhavea
dualontologicalnature(Kroes2001).Similarly,
designersandergonomistscanapproachpeople
fromdifferentperspectives,namelytoobserve
people(or“designfor”),toparticipatewithpeople
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
GarcíaAcosta,G;LangeMorales,K;PuentesLagos,D.E.;RuizOrtiz,M.R.
Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
(or“designwith”),andtoempowerpeople(or
“designby”)(FultonSuri2007),andthese
perspectivesshouldbetakenonboardconsciously
bydesignersandergonomists,recognisingpeople’s
needsasintentionalactions‐use‐(Kroes2001),in
ordertotackleconsumerproductdesignand
development.
2.1.1Toobserve
Underthisperspective,designersandergonomists
workobservingpeople,inordertocapturetheir
needsandrequirements.Here,peopleactasa
source,andtheirneedsareinferredbydesignersand
ergonomists(FultonSuri2007).Manyobservation
techniquesandmethodsareusedforacquiring
input,processandverificationdata.Designersand
ergonomistsusethisdataastheyweretheexperts
ontheactivity,makingdecisionstoconfigurethe
products.Thegenerateddatashouldbehandledin
anefficientandintegratedway,soitcanbeusedin
thedifferentconsumerproductdesignand
developmentphases.
2.1.2Toparticipatewith
Here,people,alongwiththedesignerandthe
ergonomist,areconsideredtobemembersofthe
workteaminaparticipativeapproach(Noroand
Imada1991).Withthisapproach,designerslearn
withpeopleandhelptotranslatetheirneeds(Fulton
Suri2007).Thisperspectiveaimstobuildfirsthand
knowledgewithpeopleabouttheirneeds,andhow
thesecanbemetwithproducts.Pointsliketheir
desires,feelingsandknowledgeresultingreater
reliabilityintheconsumerproductdesignand
developmentprocess.
2.1.3.Togetinvolved
Thethirdperspectivereferstoempoweringpeople
sotheycanrecogniseandmeettheirownneeds.Itis
assumedherethatpeoplealwaysaimtomeettheir
needs,andthattheyshouldthereforebeintegrated
intoandplayaleadingroleinthedesignteam
(FultonSuri2007).Theroleofthedesignerandthe
ergonomistbecomesoneofcooperatinginpeople’s
creativeprocess.Withthislatterperspective,people
areempoweredtomeettheirneedsandconceive
alternativesolutionsthroughoutthewholedesign
process.

2.2.Project
Thenumerousdisciplinesinvolvedinconsumer
productdesignanddevelopment(i.e.engineering,
design,management,etc.)sharethecommon
featureoffuturethought.Consequently,and
especiallyinthecaseofengineeringanddesign,they
buildasetofrepresentationsofpossibleconsumer
productfutures,usingthoughtmodelsfedbymany
symbols,meaningsandformalrepresentations(Goel
andPirolli1992).Inlinewiththis,allsharethe
featureofworkingwithmethodologiesthatallow
themtodefinehowthevariablesanalysedwill
possiblybehaveinthefuture.Basedonthese
variables,maindecisionscanbemadethatdefine
productcharacteristics.
However,disciplinesworkingonconsumer
productdesigncanhavedifferentinterests,andtheir
visionofthefuturewillthereforedependoneach
particularinterest.Threeperspectivesarepresented
inthefollowingparagraphs:productlifecycle,design
process,andinnovationtocashcycle.
2.2.1.ProductLifeCycle
Thisisacommonconceptusedinconcurrent
engineering,anditreferstoallthestagesthata
product(consideredasanindividualobject)hasto
gothroughfromcreationtotheendofitslife.
ProductLifeCycle(henceforthPLC)coverstheinitial
stagesinorganisationsthatproducetheartefacts
(i.e.definition,designanddevelopment,production,
packagingandtransport),untiltheyaresoldor
transferredtotheuserthroughdistributionand
marketingchannels.Italsoincludespostsalestages
thatconcerntheuserorcollectives,suchasuse,
maintenance,reuse,recycling,dismantlingandfinal
disposal(RibaRomeva2002).
2.2.2DesignProcess
DesignProcess(henceforthDP)isafuturethought
structureaimedatsolvingaproblem(Cross2003).
Therearemanydifferentapproachestodealingwith
adesignprocess,althoughfundamentalstages
includeplanning,inordertoidentifyprioritiesand
drawupaplanofaction,analysing,forstructuring
requirements,conceptdesign,relatingtodeveloping
problemsolvingconcepts,detaildesign,where
productspecificationsareestablished,simulation/
testing,andpreseriesevaluation,inordertoassess
technicalandhumanrequirements.
2.2.3TheInnovationtoCashCycle(henceforthICC)
ThismodelwasdevelopedbytheBostonConsulting
Group.Capitalinvestmentreturntimeintheproduct
designprocessisanotherwayofviewingthefuture.
Itsinterestliesinidentifyingproductmaturity,taking
marketinsertionandacceptanceintoconsideration.
Thisvisionmakesitpossibletodifferentiatebetween
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
GarcíaAcosta,G;LangeMorales,K;PuentesLagos,D.E.;RuizOrtiz,M.R.
Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
thevariousstagesinaproduct'slife,sothat
decisionsthatwillextendproductmaturitytimeon
themarketcanbemade.Moreover,itallows
productportfoliostobelocatedonthebasisoftheir
lifeasabusinessstrategy(AndrewandDalens2004)
Inlinewiththeseapproaches,Figure1
showstasksontheverticalaxisandtimeonthe
horizontalaxis.Itthusallowsacomparisontobe
madebetweenthedifferentfuturevisionsofeach
approach.However,itisimportanttomentionthat
whilethethreeperspectivesgivealinear
representationoftheaforementionedprocesses,
theyalsoacknowledgetheexistenceofdeep
implicationswithrespecttocircularanditerative
thought(JimenezNarváez2000).
Figure1.PLC/DP/ICCscheme.Adaptedfrom:RibaRomevaProductLifeCycle(2002)andAndrewandDalens
InnovationtocashcycleBCG(2004)
3.GeneralTrendsinDesignforPeople
Theimportanceofinvolvingpeopleinthedesign
processinordertounderstandtheirneedsand
valueshasbeenpointedoutbymanyauthorsandin
manyfields.Manyresearcharticlesandpractical
experienceshavebeenpublished,dealingwith
anthropocentricdesignusedforproductsand
servicesdesignanddevelopment.Inlinewiththis,a
systematicreviewofstateoftheartpublications
wasundertaken(GarcíaAcosta2009).Thisreview
formedthebasisforestablishingthetrendsdetailed
below.Aftereachtrendwasdefined,abrief
historicalreviewwascarriedout,inordertogaina
betterunderstandingofthecoredimensionsofeach
trend.
Fivemaintrendswereestablished,namely
collaborativedesign,usercentreddesign,usability,
universaldesign,andexperiencebaseddesign.
Transversetothesemaintrends,otherapproaches,
methodsortechniqueswererecognised,suchas
participatorydesign,ethnography,andscenario
building.Theseapproachescouldnotbeclassifiedas
belongingtoaparticulartrend,sincetheycouldbe
foundinmanyofthem.Thisiswhytheywereplaced
inaseparategroup,forexplanationpurposesonly,
sinceinpracticetheycontributetomanyofthe
particulardesigntrends.
Finally,itshouldbestressedthatthetrends
complementeachotherinmanycasesandtheir
bordersoverlap.Eachparticularprojectisbuiltusing
oneormoretrends,sometimesinaseamless
combination.However,itisimportanttounderstand
theconcepts,advantagesanddisadvantagesofeach
trend,inordertoimprovethemethodological
assembly(GarcíaAcostaetal.,2009)thattypically
arisesineachparticularproject.
Introduction
Expansion Maturity Decline
Product in development Product in market
Planning
Analysis
Concept
Detail design
Simulation
Pre-series
Planning
Analysis
Concept
Detail design
Simulation
Pre-series
Study Development Prototype&
Production Marketing
Use and maintenance
Design & DevelopementDecision & Definition
Production
Distribution &
marketing
Reuse
Recycling
Disassembly
Final disposal
PRODUCT LIFE CYCLE - ENGINEERING
PRODUCT DESIGN PROCESS
PRODUCT LIFE CYCLE - MANAGEMENT
Product Launch
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
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Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
3.1.CollaborativeDesign
3.1.1.Aims,Concepts,andFocus
Thistrendisgrowingveryfast,duetocircumstances
likegreatercomplexityinproductsystemssuchas
vehicles(i.e.morecomponents,morefunctions,and
moreassociatedtechnologies)andthediversification
andglobalisationofproductionsystems.Another
aspectthatcontributestothisgrowthisthechange
ofperspective,accordingtowhicheveryproductis
conceivedasaservice,becauseaccordingtothis
approach,acompanyhastosupportitscustomers
throughoutthePLC.Inlinewiththis,collaborative
designaimstoa)increasevariableconvergence,so
thatrobustdecisionscanbemadeindefinition
phases,b)adddisciplinaryeffortssupportedby
communicationandprototypetechnologies,inorder
toobtaindesignsanddevelopmentswithmore
qualityandfunctionalintegration,c)achievebetter
productionprocessesandtechnologyselection,in
ordertoreduceproductiontimeandcostsandto
enhanceproductivity,andtherefore
competitiveness,d)buildupdistributionand
marketingnetworks,therebypromotingamore
activeparticipationinproductconceptionand
innovationprocesses,ande)integratewithother
fieldsorapproachessuchasusability,usercentred
designorexperiencebaseddesign,(Nietersand
Williams2007)inordertoencouragepermanent
feedbackwithrespecttonewneedsor
improvementsmadebyusers,including
maintenance,reuse,recycling,andfinaldisposal.
Onefeatureofthistrendistheuseofan
interdisciplinaryandmultidisciplinaryapproach,
whichintegratesqualitativeandquantitative
methodologiesinproductdevelopment.
Collaborativedesignapplicationisboosted
byinformationandcomputertechnologies
(henceforthICTs).Theseallowfornetworkinginreal
timeandinaubiquitousmanner,andatthesame
timemeanthateffortscanbecombinedforsolving
designproblemsandmakingproductionprocesses
moreefficient.Threemainworkingenvironments
arerecognised,namelyoutsourcing,peertopeer
work,andclusters.Thismakesdesigningthedesign
processesmorecomplicated,somethingthatshould
beconsideredwhenitcomestosimplifyingdynamic
decisionmaking(FathianathanandPanchal2009).
Collaborativedesigncanbeviewedfrom
threeinterdependentperspectives:emerging
scenarios,thestakeholders’role,anddecision
making.Fivescenarioscanbeidentified,namely
workbetweencompanies,universitystate
relationship,statecommunityrelationship,work
withinmultinationalcompanies(headquarters),and
universityprivatesectorrelationship(Vogel,2008).
Stakeholderscanplayseveralroles,suchas
developer,supplier,producer,distributor,vendor,
consumer,oruser.Allroles,includingtheir
respectiveknowledgeandinformation,havetobe
takenintoaccountindecisionmakingprocesses
throughoutthewholedesignprocesses.
Oneofthemainconceptualdiscussion
pointsistheneedtobaseongoingworkonnew
principlesandparadigms,somethingwhichis
necessaryinaglobaliseddesignscheme.Another
importantdiscussiontopiciscreatingarespectful
environment,onewherealltypesofknowledgeare
valued.Acooperationenvironmentshouldstimulate
interaction,integration,anddistributiontasks,and
facilitatecoordination,negotiation,anddiscussion.
Aspectsthatcanbestressedincludethesynergic
combinationoftechnologies,engineeringand
management,andtheroleofexperts.
3.1.2.MethodsandApproaches
Manystudiesproposedeveloping,enhancing,
improvingorvalidatingmethods,models,platforms
orsoftware.Theseprogrammes,modelsorplatforms
havethecommonpurposeofmakingcollaborative
networkingeasierwithrespecttocommunication,
decisionmaking,verification,simulation,
disseminatingdocumentationandknowledge,
distributingandintegratingtasks,andforming
intranetworkteams.Otherconcernsincludea)
buildingmethodswithareferenceframeworkfor
analysis,design,andproductdevelopment,suchas
knowledgebasedfiniteelementanalysis,
informationmapsandroutesforsupportingdecision
makingandproductinformationmodelsthatallow
forthecooperativeestablishmentofdesign
parametersandrequirementsalongwithadefinition
ofproductcomponents,b)integratingknowledge
managementanddesignonthebasisofanaxiomatic
breakdownandanontologybasedknowledgemodel
(Hou,Su,andWang2008),andc)developing
behaviourbasedmodelsthatimprovedesign
planning.Inshort,themainconcernistouseand
boostICTsinordertoreducedesignprocesstime
andstrengthenmultidisciplinaryworkthroughout
thePLC(Shen,Hao,andLi2008).
Consideringhowtimeishandled,two
approachescanbeidentified,namelyan
asynchronousapproach,whichreferstosequential
informationanddecisionmaking,andasynchronous
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
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Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
approach,conceivedassimultaneousworkaimedat
reducingtime(Engetal.2008).
Asfarastheparticipationscaleof
collaborativeworkprocessisconcerned,one
classificationidentifiesthreelevels:among
individuals(alsoknownascodesign),collectivelevel,
andcorporatelevel.Otherauthorshavebuilta
taxonomicstructurebasedonsixfactors,namely
teammakeup,communication,distribution,nature
oftheproblem,information,anddesignapproach
(OstergaardandSummers2009).
3.1.3.Advantages,DisadvantagesandChallenges
CollaborativeDesignallowsexperience,information
andknowledgetobeaddedtoallproductlifecycle
phases,andthisinturnpermitsamultidisciplinary
constructionofrequirements.Atthesametime,it
strengthensrealtimenetworkingandtherefore
enhancesinnovationopportunitiesthroughoutthe
productlifecycle.Similarly,thisapproachhelps
enhanceandimprovedocumentationprocesses,and
thereforesupportsknowledgemanagement.
However,teamsfollowingthistrendhaveto
faceandsolvevariouschallenges.Ontheonehand,
theinterdisciplinaryandmultidisciplinaryapproach
thattypifiescollaborativedesignestablishesnew
communication,agreementandconsensus
challengesforprofessionalswithdifferenteducation
andtraining(vanToorenandLaRocca2008).Onthe
otherhand,despiteitspurposeofmakingdecision
makingeasierincomplexdesignsituations,one
potentialpitfallisthatitcomplicatesorprolongs
decisionmaking,duetothingslikecoordination
problemsordisciplinarylanguagedifferences.In
ordertoovercomethis,timeisthereforeneededto
generateanappropriateworkingenvironment
betweenworkinggroups.Inlinewiththis,much
workisdoneonsoftwaredevelopmentand
adaptationforinterchanginginformationbetween
workteams(SivakumarandNakata2003):
compatibility,flexibility,scalability,sustainabilityand
efficiencyseemtobetheguidelinesinthisprocess.
3.1.4ApplicationtoConsumerProductDesign
CollaborativeDesignhasaverybroadsphereof
application,andcanbeunderstoodintwomain
domains,namelythebusinessdomainandthe
projectdomain.Furthermore,boththesedomains
canberelatedtothreeprinciples,(i)applying
processmanagement,(ii)adoptingsupplychain
management,and(iii)establishingvalue
frameworks.Thistrendisbeingextendedfrom
collaborativenetworkingbetweensectorsthatform
localclusters(YuandJing2008)toindustrialmacro
projectsapplyingthelatesttechnology,where
differentcompanies,withtheirworldwidebases,
worktogether(Goldin,Venneri,andNoor1999).
Anotherimportantapplicationisinnetworking
betweenacademicresearchgroupsorinstitutesand
industrialsectorsorcompanies(Fanuccietal.2007).
Urbanspacetransformation,publictransport,and
newcitizeninformationservicesareother
applicationswerethistrendisprovingveryuseful.
4.UserCentredDesign
4.1Aims,ConceptsandFocus
Historically,someauthorshavesuggested,from
differentperspectives,theimportanceofinvolving
theuserinthedesignprocess:(Damodaran1983),
(Pejtersen1984),and(BrownandNewman1985).
NormanandDraperdefinedthenotionofUser
CentredSystemDesigndirectlylinkedtotheuser
computersysteminterface,therebyconsolidatinga
trendpreviouslyexploredfromthehumanfactor
andergonomicsviewpointcalledHumanComputer
InteractionHCI(NormanandDraper1986).
Subsequently,NormanexpandedtheUserCentred
Design(henceforthUCD)concepttoeveryday
objects,whichhasresultedinawiderangeof
approachesandapplications(Norman1988).Other
authorshaveintroducedfurtherapplicationsofUCD,
suchasHumanCentredDesign(HCD),recognisedin
diversefieldsofproductdesign.
Thistrendisadesignandproduct
engineeringstreamthatfocusesitseffortson
generatingknowledgeabouthumanfactorsand
usingitforproductdevelopment.AccordingtoISO
13407,HumanCentredDesignisdefinedas“the
activeinvolvementofusersandaclear
understandingofuserandtaskrequirements;an
appropriateallocationoffunctionsbetweenusers
andtechnology;theiterationofdesignsolutions;
multidisciplinarydesign”.
Accordingtohowthetrendhassofarbeen
recognised,UCDcancurrentlybesaidtobethe
genericwaytoidentifyallstudiesderivedfrom
humanfactorsandergonomics,basedonphysiology,
experimentalpsychology(experimentationand
simulation),cognitivescience,andanthropology
(anthropometrics),orientatedtowardproduct/
servicedesign.Quiteapartfromtheseelements,
UCDgoesfurtherinthatitbreaksintoandfinds
supportinotherfieldsofknowledge,suchassocial
science(ethnology),newtechnologies,ICTs(virtual
reality),andparadigmssuchasparticipatory
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
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Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
paradigmandconstructivism(GubaandLincoln
2005).
Eason(1995)introducedtwodesign
approaches,namelydesignfortheuser,anddesign
bytheuser.JaneFultonSuri(2007)introducedthree
designapproaches,namelydesignfortheuser,
referringtotheprocesswherethedesigner
interpretswhattheuserwants,designwiththeuser,
wheredesignersandusersareengagedina
permanentdialogueandfeedbackduringthedesign
process,anddesignbytheuser,wherethewhole
designprocessiscarriedoutbytheuser,whoisan
expertinthissubject,asinsomeveryspecialised
sportsdevicesandaccessories.
InthePLC,usercentreddesignisusedfor
generatingusefulinformation,sothatobjective
decisionscanbemadeanddesignspecifications
definedwithoutthedesigner’sprejudicesinterfering
(Kwonetal.1999).
Itsoriginsarerelatedtoergonomics,from
whichithastakentheinitialsimulationandinterface
trialsstructure(human‐machine),basedon
activities,tasks,anduses.Theinitialsimulation
protocolswerecentredonanadequateandsafe
performance,theaimbeingtoavoiderrorsorrisks.
Someconsumerproductcasestudiesshow
simulationprocesseswithvirtualhumansevaluating
thecomplexityoftheusers’anthropometric
variability,safety,andproductergonomics.
Currently,theapplicationhasbeenextendedtothe
developmentofhapticuserinterfaces(Bjellandand
Tangeland2007).
UCDisworkingonadeepunderstandingof
userneeds,goalsandsensations,withaviewto
ensuringtotalsatisfaction,bybringingusersinfrom
theearlydesignstages,inaccordancewithusability
principles(Ames2001).Otherstudiesshow
prospectivehelpingrelationships,mainlytothink
aboutnewproductconcepts,accordingtosocial
trendsandcompanystrategies(Salovaaraand
Mannonen2005).
Inshort,UCDattemptstofindoutusers'
needsbasedonbehaviouralscienceandsocial
science,unlikeTechnologyCentredDesign,which
startswiththeartefactandaimstoadvancefromthe
basisofappliedscienceslikecyberneticsand
engineering(Krippendorff2007).
4.2.MethodsandApproaches
ThecurrentUCDfocushasgraduallychangedthe
laboratoryandexperimentalatmosphere(isolated
andcontrolled)intofieldwork(Greeneetal.2003)
basedonsocialsciencessuchasethologyand
ethnology,withscenarioconstructionmethodologies
usedforcapturingproductrequirements.
UCDcontinuestobefocusedonmodelsand
prototypesaswaystodevelopknowledgeabout
interaction,notonlyfromthephysicaldimensionbut
alsoconsideringcognitiveinteraction:virtualmodels
andprototypesandaugmentedreality,forinstance,
ortheunderstandingofspatialallocations,going
fromstatictomultidimensionalmodelswhich
improvevisualisationbynonexpertusers.
Withregardtousercentredmethodologies,
threerelevantonesusedinsomecompaniescanbe
recognised:designereducationandtraining,process
standardisationandamendments,anduserinterface
evaluationbyexperts(Kobayashi,Miyamoto,and
Komatsu2009).Thesetechniquesarecomplemented
attheproductionstagebyfastmultilayer
prototypingsystems.Atthedistributionand
marketingstage,somefocusestakecustomerneeds
intoaccountbycomparingthemwiththeuser’s
visions,basedonsimulationtechniquessuchas
renderingsoftheproduct’sfeatures.
4.3Advantages,DisadvantagesandChallenges
Someauthorstalkofthebenefitsandchallengesof
involvingusersfromearlystagesinthedesignand
developmentprocessandtakingthemasaprimary
sourceofreliableinformation(Kujala2003;Kujala
andMantyla2000).Likewise,theseauthorspointout
thatthroughconstantsimulationandverification
usingtechniqueslikevirtualrealityimmersion(CAVE)
andvirtualprototyping(VP),relatedtothe
traditionalCAD,productdesignanddevelopment
timeandcostcanbeconsiderablyreducedbecause
thedesignprocessisprovidedwithfeedbackinthe
earlystagesofconception,intheformof
informationaboutusers'experiencewithvirtual
devicesandenvironments(Liukkunenetal.2008).
UCDisconsideredbysomeauthorstobea
businessstrategythatcouldformpartofcompanies'
topmanagement,aslongasthegoalsexpectedby
consumerscanbemadeexplicit.Morethanasimple
practicefocusedondesignteams,UCDshouldbe
partofcompanies’organisationalculture.UCDcan
beregardedevenasariskmanagementtool,sinceif
theproductcanbeevaluatedandvalidatedinthe
earlystagesofconception,itminimisestherisksof
designanddevelopmentcosts(Skeltonand
Thamhain2005).
Theconsumerproductdesignprocessis
complex,sinceithastomakeusers'requirements
andabilitiescompatible,intermsofuseand
function,withthequalitiesattributabletoproducts.
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
GarcíaAcosta,G;LangeMorales,K;PuentesLagos,D.E.;RuizOrtiz,M.R.
Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
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Thissetsachallengefordesignteamsandimplies
cooperationbetweenvariousdisciplinesthroughout
thedesignprocess.Onethingthatisbotha
disadvantageandachallengeatthesametimeis
maintainingacommonbasisforcommunication,
evenallowingforthedifferencesinperceptionofuse
andmanipulationofproductsbetweenusersand
designers.
4.4Applicationstoconsumerproductdesign
Themainapplicationistogenerateprompt
knowledgeforestablishingthediverseuser
requirementsandperceptions,basedonamixtureof
qualitativeandquantitativetechniques(Karapanos
andMartens2007),anditisatthispointthatthe
relationshipwithusabilityknowledgetakesplace,
formingabasisforparticipativedesign.Alongwith
usabilityandotherfields,UCDispartofwhatsome
authorscallthefuturescienceofservice(Hirataand
Yamaoka2007).
5.Usability
5.1.Aims,ConceptsandFocus
TheconceptofusabilitywasintroducedbyShackelin
theearlyeighties.Severalresearchers,suchasMiller
andBennett(Miller1971)(Bennett1979)inthefield
ofcomputersystemdesignandinterfaceswith
humans,backedShackel'swork,whichattemptedto
changefromtraditionallydesignprocesscentredon
theITrelatedformofoperation(i.e.computers),to
thedesignforusability(i.e.people)(Shackel1986).
ThisnotionspreadintheninetiesafterJakobNielsen
launchedhisconceptualproposals(Nielsen1993).
Nielsenproposedthatusabilitybedevelopedonthe
basisoffiveprinciples:easytolearn,efficienttouse,
easytoremember,fewerrors,andsubjectively
pleasing.Meanwhile,amodelwasdeveloped
consistingofthreecomponents,toaddressthe
changeinperformanceonthebasisofrepetition.
Thiswaslaterexpandedtohavefivecomponents
(Jordan1994).
Usabilityimpliesknowingtheuser,his
characteristics,tasksandenvironments(March
1994).Initsbroadestsense,itisafieldofknowledge
whichattemptstoidentifyinteractionproblems
whenproductsordigitalplatformsarebeingused,
principallyinthefieldsofICTs,withaviewtomaking
themeasiertouse.AccordingtoISO9241‐11,
usabilitydiagnosesproblemsintechnologies,their
languages,users'knowledgeandvaluesanduse
contexts,inordertopredictlevelsofeffectiveness,
efficiency,andsatisfaction.
Theimportanceofthisdimensionof
consumerproductdesignwasfirstconsideredinthe
earlyninetiesatcompanieslikeThomsonConsumer
Electronics,AppleComputer,andNorthernTelecom
(March1994).Nowadays,theimportanceofits
applicationformakingproductseasiertouse,more
comprehensible,accessibleandmorecomfortableis
recognisedingeneral,andindifferentcontexts.
Currently,usabilityisnolongerrestrictedto
HCIorICTs,andisappliedinawiderangeofproduct
developmentfields.Usabilityencompassesawide
bodyofknowledgeinsomethingthathasbeencalled
'usabilityengineering',lookingforsolvinguser
interactionproblems,productriskmanagementand
qualitymanagement(Ketola2000).
AsfarapplicationinPLCisconcerned,
usabilitymakesakeycontributionintheinitialstage
whenfactors,variables,anddesignrequirementsare
beingdecidedanddefined.Iftheusabilitycriteria
thatcomefromtheuser’srequirementsfor
performingtasksoractivitiesaretakeninto
consideration,designanddevelopmenttimewillbe
reduced.Inaddition,costswillbereduced,mainly
thoserelatingtoverification.However,the
utilisationofusabilityshouldbereflectedintesting
protocolsthroughouttheproductdesignand
developmentstages.Now,ifweadherestrictlyto
theconceptionthatthemorequalityaproduct
offers,themoreusableitis,weneedtoenterthe
debateaboutagreaterproductutilityparticipation;
inotherwords,lifespan,obsolescence,andendof
lifecycle(Babbar,Behara,andWhite2002).
Anotherimportantconceptualcriterionis
thatthestructuringofvariablesandtheconceptof
usabilityitselfdependontheproductthatistobe
assessed.Forinstance,ifwerefertofootwear,akey
dimensioninusersatisfactioniscomfort,whileifa
websiteinterfaceisbeingdesigned,keydimensions
includeaccessibilityandinformationlegibility.
Thisrelativeconditioncausesproblems
whenitcomestogeneralisingaboutevaluation
criteriaandnotdependingonexperts'opinions,as
someresearchershavetriedtodo.Forthisreason,
onlynowaremoregenericcriteriabeingestablished
basedoninteractioncategoriesandeaseofuseand
usersatisfactiondemands,butreachingauniversal
consensusisverydifficult.Moreover,somestudies
showinterculturaldifferencesintheunderstanding
ofandconcernforusevariables,whichmakesthe
attempttouniversalisethemdifficult(Frandsen
Thorlaciusetal.2009).
Althoughthereareinterculturaldifferences
thatmakecertainaspectsofuniversalitydifficult,
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oneviewoftheuniversalityofusabilityhasbeen
structuredfromanotherperspective,thenotionof
inclusion.TheconceptofUniversalUsabilityhas
beenproposed.Itcomesfromtheworkof
VanderheidenandStephanidis,andfocusesonthree
areas:userdiversity,technologydiversity,and
bridgingthegapbetweenwhatusersknowandwhat
theyneedtoknow(Lazar2007).
Thefundamentalfocuscontinuestobeease
ofusewheninteractingwithanydevice,objector
information.Thisfacilitycanbeaddressedfroman
understandingofuserneedsandrequirementsinthe
physical,cognitive,andemotionaldimensions,which
aretobeunderstoodascomplementaryand
interdependent.
Finally,itisimportanttomentionthat
companiesinaglobalisedmarket,withcomplex
consumerrequirementsandhightechnology
development,identifydaybydayusabilityasbeinga
strategicelementincompetitiveness,efficiency,
differentiationandgoodpracticebyintegratingit
throughoutthedifferentprocessesintheproduct
lifecycle,includingitsinfluenceinthecreationof
values,brandfidelity,andinnovation(LinandLuh
2009).
5.2.MethodsandApproaches
Manymethodsandtechniquesareemployedin
usability,someofwhichhavebeentakendirectly
fromotherdisciplinesorareadaptations,while
othershavebeendevelopedfromspecific
instrumentsinordertodealwiththefieldof
usability.Especiallyinthesoftwareintensivesystem
andproductfield,theimportanceandimplicationsof
usabilitycapabilitymodels(UCM)havebeen
analysed,basedonacomprehensiveapproachusing
elevendifferentmodels(Jokelaetal.2006).Another
importantfocushasbeenheuristicdesignand
evaluationmethods(Kamper2002).
Asfarasfocusisconcerned,theempirical
focuspredominates,buttherearealsoqualitative
andquantitativemethods.Studiesthatreferto
qualitativeapproachesincludeInsiderAction
Research(IAR),whichallowstheresearchertobe
presentandplayanactiveroleduringmostofthe
projectdevelopmenttime,eitherasleader,as
memberofthedesignteam,orasobserver(Bjork
andOttosson2007).Thereisagrowingconcern
aboutquantitativeapproaches,asawayofmaking
thisfieldamore'objective'one:forexample,
statisticalmethodsforthescreeningofvariablesas
wellasarelationshipwithtechniquessuchasQFD
andgenerationofusabilityindices.
Somestudiesshowthataprocesshas
startedtoestablish,underanumberof
classifications,groupsoftechniquesandmethodsfor
recognisingusabilityapplicationsinaparticularpart
ofaproduct'slifecycle.Theresultingprocessisa
modelwhichtakestheformofasequenceof
differentcycles,called“TheWheelProcessModel”,
asausabilityengineeringmanagementsystem
(Helmsetal.2006).
Newmethodsandtechniquesare
appearing,aswellastherefiningofolderonesor
transferringfromotherfields,especiallyfromsocial
sciences,examplebeingdemographyfocused
questionnaires,usabilityquestionnairescomparing
theunderstandingofthewholeandofindividual
components,theperceptualcontroltheory,the
visualrepresentationsmethod,orthinkaloud
protocols(George2008).
5.3.Advantages,DisadvantagesandChallenges
Forcompanies,usabilityhastogobeyondthemere
technicalexcellenceoftheirproducts,anda
fundamentaldirectiveisthatproductsshouldbe
easytouse.Thisexplainswhyusabilityisnow
recognisedasacriticaldimensionofproductquality.
Theuser’sphysical,cognitive,andemotionalneeds
canbegatheredandcorrelatedthroughaffinity
mapsordiagrams,inordertohelpproductdesign
directorstofindoutandmeetuserneeds(Babbar,
Behara,andWhite2002).
Thecontradictionthathasbeendetectedis
thatwhenattemptsaremadetogeneralise,
systematiseanduniversallyapplyprocesses,
techniques,andmethods,theylosetheirflexibility,
adaptationorcustomisationcapability,coverage,
andthequalityofbeingcomplete.Thecurrent
discussionwithregardtothediversityofmethodsis
thereforethateachproducttyperequirestailored
usabilityengineering.However,theaimistodrawup
ageneralframeworkwhereproductengineersand
designerscanfindspecifictechniquesandexistingor
newmethodsandactivitiestoapplyinthePLCunder
'goodusabilitypractice'criteria.
Themainconceptualconcernabout
usabilitythathasexistedfortwentyyearsistodefine
itexplicitlyandmeasureitobjectively,sothat
improvementscanbemadetointerfacedesign,
whileobservingandevaluatingthedifferentpartsas
componentsofawhole.Tothisend,thefollowing
pointsshouldalsobetakenintoconsideration:user
knowledgeandexperience,characteristics,tasksor
activities,andtheuseenvironmentandcontext.
Oneofthemainchallengesishowtoraise
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awarenessoftheroleofthedesignerinaprocess
thatisparticipativeandincludestheunderstanding
ofusabilityinrelationtohisknowledge,experience,
abilities,andcontext.Inthisrespect,certainstudies
pointtothecrossculturaldifferencesinapplying
usabilityanditsimplications.Anotherchallengethat
arisesfromthenewdesignpracticesandopen,free
developmentistonotoverlooktheimportanceof
includingusabilityinthedevelopmentofFLOSS
software,inordertobalancethedevelopmentby
privatecompanies(Paul2009).
Finally,theinterdependenceofhow
matureanorganisationisandtheapplicationof
usabilityinthewholeconcurrentengineeringcycle
shouldbepointedout,asthisleadstoaseriesof
challengesthathaveyettoberesolvedifaproduct
developmentcultureistobegeneratedwithin
organisations(Ketola2000).
5.4.ApplicationstoConsumerProductDesign
Threemajorapplicationdimensionscanbe
identified.Thefirstisthecomputational,from
traditionalhumancomputerinteractionandthe
developmentofInternetbrowsingsystemstovirtual
realityandaugmentedreality.Usabilityhasalways
beenmoreapplicabletoICTs,privilegingmainlythe
interfaceandvisualandauralfeedback,tosoftware
devicesandcommunicationgadgets,andintheweb.
However,augmentedrealityisguidingstudies
towardsmultisensory,includingtactile,interaction.
(Ha,Chang,andWoo2007).
Thesecondreferstoproductusewith
respecttomanipulationefficiencyandeffectiveness,
andanalysingandsolvingphysical(operative)or
cognitive(perceptive)interfaceproblems,taking
agedependentabilityandcognitiondifferencesinto
account.Inlinewiththis,cellphones,or
communicationandinformationdevices,will
continuetokeepresearchers'attention.
Anotherrecentsphereofusability
applicationinproducts/servicesisinformation
search,comprehensionofmessages,andthe
communicationprocess.Thedesignpurposeof
documentationanddatabasemanagementisrelated
directlytotheeffectivenessandefficiencyofthe
understandingandmanagementofdata,andbythe
satisfactionoftheuserinthecontrolofthesearched
information.
6.UniversalDesign
6.1Aims,ConceptsandFocus
Thisfocusencompasseswhatisknownasuniversal
design,designforall,andinclusivedesign,andits
fundamentalpurposeisthedesignofsystems,
products,services,andenvironmentsthatcanbe
usedbythemajorityofpeople,withoutadaptations
orspecialdesigns.Morethanatrend,itisconsidered
tobeanenduringdesignfocus,onethatassumesthe
rangeofhumanabilitiesassomethingordinary,not
special(Ostroff2001).Universaldesignhasitsorigins
inaseriesoflegislativemovementsinfavourof
socialinclusion,aswellasindemographicchanges
(i.e.anincreaseinpopulationlongevity).
Ofallthetrendsanalysed,universaldesign
isundoubtedlyoneofmajorimportancethathasa
bigsocialimpact,becausesocialinclusionisinits
coreproposal(i.e.socialequality).PerhapsRicardo
BecerraSáenz'sphrases'itisnormaltobedifferent'
and'itisabnormaltobeindifferent'(LangeMorales
andBecerraSáenz2007)substantiallysummarisethe
fundamentalsofthisphilosophy.Itstartsoutby
acceptingthathumanvariabilityisanormal
characteristicofthehumanbeingandendsupby
adoptinganethicalposturetowardsthebarriersand
exclusiongeneratedbythedesignofpolicies,
systems,spaces,productsandservicesthatdonot
takesuchnormalhumanvariabilityintoaccount.
TheNorthernCarolinaUniversity'Centerfor
UniversalDesign'formulatedsevenprinciples
(Connelletal.1997),inordertoguidebothproduct
evaluationandthedesignprocess,andtherefore
educatedesignersandconsumersinthe
characteristicsofmoreusableproductsand
environments.Theseprinciplesareequitableuse,
flexibilityinuse,simpleandintuitiveuse,perceptible
information,toleranceforerror,lowphysicaleffort,
andsizeandspaceforapproachanduse.Usability
andsafetycriteriaarethusincludedtoagreat
extent,theaimbeingtoimprovequalityoflifeand
utilityforeverybody.
Muchofuniversaldesignpracticeisinspired
bythesituationofpeoplewithdisabilities,aswellas
bypeoplewithspecialneeds,andtakingaspects
suchasage,physicalandemotionalfragility,
limitationsanddisabilities,socialrole,andautonomy
intoconsideration.Participationbyandthe
experiencesofsuchusersarethereforefavoured
whendesignrequirementsandspecificationsare
beingdefined,andthroughouttheresearchand
developmentprocess.
Onemajorissueaddressedreferstothe
conceptsofinclusionandexclusion.Inthisrespect,
the'InclusiveDesignCube'(Clarksonetal.2000)isa
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modelthatenablesnotonlythosewhoarebeing
includedbutalsothosewhoarebeingexcludedtobe
visualised.Moreover,inclusionandexclusioncriteria
occuratdifferentlevels,suchasphysical,cognitive,
social,etc.
Anotheraspectofgreatinterestisstigma,
anditsrelationshiptoproductandservicedesign.
Mostproductsthataredesignedtocorrecta
disabilityprovidearesponsethatisasdiscreteas
possibleandtendtocamouflagethe'different'
condition.Thistrendthusgetsawayfromconcepts
suchasfashion,whichcouldenrichproductsfrom
theaestheticpointofviewandhelptransform
prejudiceandovercomethestigma(Pullin,2007).
Accessibilityhasbeenaddressedwidely,and
significantprogresshasbeenmadeinit,inlegislative
terms.Accessibilityrelatestobeingabletogo
somewhereortogetsomething.Thefirstsense
referstofreedomofmovementandtheelimination
ofphysicalbarriers,whilethesecondonerefersto
beingabletolearnandusesomeproduct.
Environmentalbarriersarerecognisedas
constitutingagreaterimpedimenttoparticipationin
societythanfunctionallimitations.Thishighlightsthe
underlyingimportanceofthedesignand
developmentoftechnologicalproductsandservices,
sincedesignwilldeterminewhethercertaingroups,
suchasdisabledpeople,canusethemornot
(Marincek2007).Inlinewiththis,assistive
technologieshaveplayedandwillcontinuetoplaya
leadingroleinthesearchforimprovingaccessibility
andusability,andprovidingpeoplewithcertain
disabilitieswithgreaterautonomyandfreedom.
Muchresearchinthisfieldhasconcentrated
onphysicalaspects,butmoreresearchisbeing
conductedinthecognitiveandculturaldimensions.
Thisisafieldofknowledgethatis
consolidatingandinfluencingthedevelopmentof
complexurbansystemsandprojectslikepublic
transportsystemsandpublicutilities,whichare
directlyrelatedtothedrawingupofregulationsand
legislationonaccessibilityandtherighttoequality.
6.2.MethodsandApproaches
Aswellasusercentreddesign,thistrendmakesuse
ofusabilitymethodsandtools,andisbasedalsoon
transversemethodssuchasscenarios,participative
design,andethnography.Inaddition,specifictools
havebeendevelopedforapplyingorevaluatingthe
extenttowhichuniversaldesignprinciplesarebeing
met,methodstounderstanduserneeds,andmodels
forevaluatingthecurrentandpotentialproduct
market,asinthecaseofthe'InclusiveDesignCube'
(Clarksonetal.2000).Computerbasedtoolshave
alsobeenconstructed,suchas'DigitalHuman
Modelling'(DHM)RAMSIS,tomakeiteasierto
manageandconsidertheanthropometricdiversityof
users,orHADRIAN(HumanAnthropometricData
RequirementsInvestigationandAnalysis),an
inclusivedesigntoolthatprovidesaccessibleand
applicabledataforthevirtualevaluationoftasks,
andinthiswaysimulatesarealworldusertrial
(Marshalletal.2010;Porteretal.2004).Since
includingpeoplewithdisabilityinthedesignprocess
isaprimedirective,thestudyofmoreinclusive
methodsisafurtherareaofinterestforresearch.
6.3.Advantages,DisadvantagesandChallenges
Besidescontributingtosocialinclusion(i.e.tosocial
equality),whichisundoubtedlythebiggest
advantageofthisfocus,universaldesigncanbring
economicadvantagesforacountry'shealthcareand
welfaresystems.Somestudieshaveshownthatthe
developmentofhome‐andcommunitybased
systemsforfrailelderlypeoplehasledtoareduction
inlongtermcareexpenditure(StuartandWeinrich
2001).Ontheotherhand,inlinewiththeinclusion
achievedthroughuniversaldesign,thepotential
marketforthisworldwidegrowingpopulationis
expanding.
Elderlypopulationcontinuestobeoneof
themajorchallenges,demandingfurtherresearch
(CrewsandZavotka2006).Anotherchallengethat
needstobeovercomeisthedichotomybetween
individualisationandstandardisation.Thehuman
beingisunique,sowhyshouldheusestandard
products?(LangeMorales1997)Becauseproduct
andserviceproductionsystemsrespondtoconcepts
ofstandardisation,thisisoneofthemainqualities
thathaspermittedtheserialandmassproductionof
goodsandservices.However,itisthis
standardisationthathas,inmanycases,excluded
thosewhodonotfitthe'standard'.Inthisrespect,
thefactthataproductorserviceisaccessibleand
usablebythelargestnumberofusersshouldnotbe
deemedauniversalandstandardisedresponse:the
challengeliesingivingauniquedesignresponsefor
uniquebeings,onethatisatthesametime
accessibletoandsuitableforeverybody.
6.4.ConsumerProductDesignApplications
Universaldesigncanbeappliedtoallconsumer
productsthroughoutthelifecycleoftheproduct,
withspecialemphasisonalltechnologiesgearedto
theelderlypopulation,whoselifeexpectancyis
increasing,duetothequalityoflife.Greatinterest
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canbeseenintheapplicationofuniversaldesignin
education.Therearealsoseveralexamplesofit
beingappliedinmobilitysystems.ICTsandinterface
designareotherfieldswhereuniversaldesignhas
beenapplied,especiallyinproductssuchascell
phones.Automatedmachines,digitalsetupboxes,
packaging,bathroomproductsandwastereceptacles
areotherpublishedexamplesofitsapplication.
Itisappliedessentiallyintheearlystagesof
thePLC,whendesignspecificationsarebeing
decidedanddefined.Themaincriterioniseaseof
use,sothatanyuserindifferentphysicaland
cognitiveconditionscaninteractwiththeartefact.
Testprotocolsatthedesignanddevelopmentstage
aimtoensurethatthephilosophyandtheprinciples
ofuniversaldesignareadheredto.Iftheseprinciples
havebeenfollowedrigorously,lessworkwillneedto
bedoneattheproductionstage.However,therecan
beprotocolstocheckthatwhatwasspecifiedand
determinedthroughouttheseriesofverification
stagesisattainedinthefinalproduct.Again,the
inclusivedesignfocusplaysakeyroleinutilisation
andmaintenance,becauseitisintherealworld,
withthefinalproducts,thattheextenttowhicha
productisinclusivecanbeverifiedandvalidated.
Likewise,atthereuse,reutilisationorevenextension
oflifecyclestage,theuniversaldesignfocushas
madecontributionsandopenedupnewfieldsof
research,sincetherealorprogrammed
obsolescenceofaproductisatopicofinterestinthis
field,especiallyduetotheimplicationsonthesocial
aspectofthetechnologydynamicandtheefforts
neededbytheuserstolearnandgainafastand
efficientcommandofthesetechnologies.
7.ExperienceBasedDesign
7.1.Aims,ConceptsandFocus
Industrialdesignhasalwaystakencareofaesthetic
experience,beauty,thepleasureofusing,enjoying,
contemplatingorhavingaconsumerproduct
(Dorfles,Mora,andCirici1968).Thispioneeringand
permanentapproachtoexperiencehasbeenbased
onphilosophyandthearts.Butinthefieldof
ergonomicsandhumanfactors,theemotional
dimensionandexperiencewereissuesthatwere
overlookedforseveralyears,aswasthecasewith
psychologyuntilVictorFrank’sworks,andlaterthose
ofGolemanandGarner(Goleman1995),(Gardner
1999).Today,experiencebaseddesign(EBD)is
gainingstrengthandcanalsobefoundinliterature
referredtoasemotionaldesign(ED)(Norman2004),
conceptuallybasedonsocialscienceswhichare
payingmoreattentioneverydaytothestudyof
emotionsandsocalledemotionalintelligence(EI).
Asabriefreviewofbackgroundstudiesof
emotions,theworkbyLeuner,Kleinginnaand
Kleinginna,andPayne,shouldberecognised(Leuner
1966),(KleinginnaandKleinginna1981),(Payne
1985).Theconceptofemotioncanbeunderstoodas
acomplexsetofinteractionsbetweensubjectiveand
objectivefactors,mediatedthroughbiological
systems.Theseinteractionscanprovokeaffective
experiences(feelings,pleasure/displeasure),bring
forthcognitiveprocesses,initiatephysiological
adjustmentstochangingconditions;andfrequently
leadtoexpressive,adaptativeandpurposive
behaviours(KleinginnaandKleinginna1981).
AnotheressentialfocusisthatofKansei
engineering,developedbyMitsuoNagamachiinthe
seventiesinJapan.Thisapproachincorporatesthe
workonthesemanticdifferentialtechniqueby
Osgoodin1969(Schutteetal.2004),andseeksto
incorporatethedimensionoftheconsumer’s
feelingsintothefunctionanddesignofproducts
(Nagamachi2002).
Later,PeterSaloveyandJohnD.Mayer
establishedthefundamentalsofEI,definingitasthe
abilitytoperceiveandexpressemotion,assimilate
emotioninthought,understandandreasonwith
emotion,andregulateemotionintheselfandothers
(SaloveyandMayer1990).Subsequently,Daniel
Golemanfurtherconsolidatedtheconceptsand
principlestheoreticallyinhisbook'Emotional
Intelligence'(Goleman1995).
Inthefieldofconsumerproductdesign,
threestreamscanbeidentified.Onereferstothe
authorstalkingaboutpleasurableproducts(Jordan
2000),hedonicdesign(Bonapace1999)oraffective
design(Khalid2006).Anotherstreamiscalled
emotionaldesign(Norman2004),andthethirdone
isknownasexperiencebaseddesign(Margolin
1997).Althoughsomeauthorsuseemotionaldesign,
affectivedesignandhedonicdesignassynonyms,
thedistinctionismadehere,sincethebasic
postulatesforeachofthemareconsideredtobe
different.
Forsomeauthors,emotionaldesigncanbe
understoodtobeanextensionofusability,butfor
others,usabilityisinsufficient;thenotionof
satisfactionhasthusprogressedfromthefunctional
levelthroughtheusabilityleveltothepleasurelevel
(Jordan2000).
Emotionaldesignisunderstoodasbeingthe
frameworkforanalysingproductsinaholisticway,
throughthreelevelsatwhichpeopleact:visceral,or
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theinitialimpactoftheobject’sappearance,
behavioural,whichreferstothetotalexperience
(whathe/sheseesandfeels)whenusingthe
product,andreflective,orhowapersonthinksand
feelsafterusingtheproduct,andtheimageand
messageitcommunicatestoothersabouthislikes
(Norman,2004).
AsstatedbyMargolin,theexperiencebased
focusiswiderthanthetwofocusesmentioned
previously.Theideaofexperiencecontributestoa
moreholisticunderstandingoftheideaofuse.
Previousexperienceisfundamentaltofaceuse;for
thisreason,learninghowtouseanobject,andthe
timeneededtodothisaredependentonprevious
experience.Atwowaybenefitcanthusbegained
fromexperience.Ontheonehandasknowledge,
andontheotherhandassatisfaction(Margolin
1997).Furthermore,experienceismoreinclusiveand
integrating,asitimplieseliminatingtheCartesian
bodymindseparationandunderstandinga
symbiosisbetweentheuser,hisbody,movement,
theproduct,andthecontext(Rompayetal.2005).
Thispreviousconceptionisbeingappliedinresearch
inordertounderstandhowhumanexperience
influencespeople'sunderstandingofproduct
usability(ChamorroKoc,Popovic,andEmmison
2009).
Themainunderlyingconceptinthistrendis
thatpeoplecancontributetheirexperience(either
pastorcurrent)totheuseoforinteractionwith
products.Theaimistogobeyondtraditionalsurveys
throughanintimate,close,andspontaneous
relationshipwhichallowstheessentialand
experientialaspectsofthepersontobeexpressedin
amultidimensionalandmultifacetedway.Inline
withthis,thereisaneedforthevisionoftheroleof
userstobepermanentlyintegratedonthebasisof
threeinterdependentpremises:thebuildingof
collectiveandindividualknowledge,thecontextof
useanditsculturalheritage,andconceivinghuman
experienceasanunderstandingoftheuseandits
emotionalstates.Thistrioofconceptsenablesboth
socialsubjectivityandindividualsubjectivitytobe
captured.
Finally,withrespecttoPCL,someauthors
proposeincludinganemotionalneedsdimensionas
inputintheearlystagesoftheproductdesignand
developmentprocess.Ingeneral,andaccordingto
theconceptualvastnessstated,designfor
experiencecanbeassimilatedandbeuseful
throughouttheproductlifecycle(Khalidand
Helander2006).
7.2.MethodsandApproaches
Therearesubjectiveandobjectiveapproaches,but
theaffectivedimensionisevenmoredifficultto
objectify,sinceawiderangeofvariablesare
integratedand,atthesametime,manyofthe
methodsformeasuringandevaluatingemotionsare
notdirectlyapplicabletoconsumerproduct
development(KhalidandHelander2006).
Someauthorspointoutlimitationsin
psychologicalmeasurementmethodsandsuggest
usingphysiologicalmeasurementmethodsasamore
objectivewaytomeasureuseremotions(Jeong
2007).However,acommonfeatureistounderstand
whattheuserexperienceis,measureit,anddirect
thisexperiencetowardsthedesignanddevelopment
oftheproduct.
OtherICTbasedtoolshavebeenformulated
forintegratinguserexperienceusingamethodthat
takestheuser’spointsofview,environmentalpoints
ofview,andlifecyclepointsofviewintoaccount
(YamazakiandFuruta2007).
Anemergingconceptfoundinrecent
studieswhichwillhavenewmethodological
implicationsistheuseofhermeneuticsfor
understandingexperience.Inotherwords,being
abletoreveal,interpretandclarifysubjects'actions
andvalues,thusleadingpeople’ssubjective
experienceintoobjectiveunderstanding.Itis
importanttoeliminate‐oratleastreduceand
delimit‐ambiguityintheinterpretationofhuman
actionsorcommunications.Culturalknowledge
shouldbeadeductiveinterpretativeprocessof
individualsandcollectivesheritage.
7.3.Advantages,DisadvantagesandChallenges
Therearetwoconceptswhichconstituteachallenge
toapproachingexperiencebaseddesignholistically.
Ontheonehandarethecustomer’semotions,the
aestheticappearanceoftheproduct,andthe
pleasureofusingit.Ontheotherhandare
expressionsofconduct,knowledge,thoughts,and
feelings,whichgotogetherandareverydifficultto
separate.Theseconceptsgobeyondtheideaof
creatingmethodsortechniquesformeasuring
emotionsinan'objective'way,andreducea
complexandrichfieldtoaconcernforthedominant
positivistparadigminthefieldofscience(Jeong
2007).
'Experiencebaseddesign'isoneofthe
lateststreamstohaveappearedinthedesignand
productdevelopmentworldwhichsetoutto
understandtheuserfromtheemotionaldimension.
Emotionaldesign,orthedesignofexperience,
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
GarcíaAcosta,G;LangeMorales,K;PuentesLagos,D.E.;RuizOrtiz,M.R.
Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
establishesconnotationswhichleadtoconceptual
andepistemologicaldifficulties,sincestrictlyand
rigorouslyspeaking,neitheremotionsnorexperience
aredesigned;whatiscreatedordesignedarethe
conditions(environmentsorproducts)tostimulate
andgenerateemotionsandexperiences.Viewed
fromthisperspective,theconceptualdifferencesin
thistrendhavenotbeenmadeexplicit,norhave
theybeenrigorouslyaddressed.Thisiswhythereisa
needtomakeroomfordebate,sothatthe
epistemologicalandethicalaspectscanbeclarified.
Theprecisionanddefinitionofconcepts
suchasexperience,needs,andemotionshavebeen
questioned.Inthisrespect,someauthors(Kaygan
2008)havestartedadebatethatbecomes
fundamentalandraisesquestionslikewhetherwe
aremovingtowardsthecommercialisationof
emotions,orwhethertherightwayistoapproachor
captureexperiencesfromanethicofuseandthe
user,orwhatsatisfactionisorhowweunderstandit.
Itisafactthatemotionshaveaninfluenceonhow
weinteractwithaproduct,butarethereuserneeds
thatgotrulybeyondfunctionalityandutility,related
toemotions?Orisitanextremeaspectofthe
consumerfocustodelvemoredeeplyintheintimacy
ofconsumers,torevealaspectsthatkeepthemas
customers?
7.4.ConsumerProductDesignApplications
Thefocusofthistrendiscentredontwoaspects.The
firstreferstoknowingtheuser’sexperience(i.e.the
perceptions,feelings,sensations,emotionalchanges,
pleasure,enjoyment,andwishesthatpeoplehave
andshareinacollective).Thesecondismanaging
theuser’sexperience,basedonusercentreddesign,
usability,andcollaborativedesign.Itcanbededuced
thatitisimportanttotransferuserexperiencein
ordertoboostproduct/serviceinnovation
processes(BateandRobert2006).
Fieldsofexperiencebaseddesign
applicationincludehumancomputerinteraction
integrationatphysicalandcognitivelevel,virtual
reality,augmentedreality,ICTs,increased'good
practice'culture,fastadoptionofusabilitystandards,
prototypeswithenrichedinformationfromlow
fidelitypaperprototype,andproductallocation,
understoodasbeingtheprocessofmodifying
applicationsorproductsbasedontherequirements
ofaparticularscenario.
8.TransverseApproaches,MethodsandTechniques
Focuses,methodsandtechniquescommontoa
numberoftrendswerefound.Someofthese
approachesareintroducedinthissection,namely
participatorydesign,ethnography,andscenarios/
personas.
8.1ParticipatoryDesign
Participatorydesigngoesagainstthetraditional
designprocess,wherethedesigner‐duetohis
expertise‐tookcareofdefiningandcontrollingthe
formulationofuserrequirements.SincetheFirst
ParticipatoryDesignConferenceinSeattle(1990),
whichconcentratedoncomputersystems,thisfocus
hasgrowntowardsthedesignanddevelopmentof
productsandservicesingeneral.Participatorydesign
practicehasdiversefocuses,andisnotunifiedbya
singletheoreticalcorpus,andforthisreasonsome
practitionersconfuseitwiththecollaborativedesign
trend,includingcodesign,asaddressedabove.
Therearediverseexperiencesand
applications.However,thesamedirectionand
distinctivespirit,whichischaracterisedbyaconcern
foramorehumane,creative,andeffective
relationshipamongthoseinvolvedintechnology
designanduse,arerecognisedinthediversityof
focuses.
8.2.EthnographicStudies
Ethnographyisaninterpretativeanthropology
techniquethatisgearedtounderstandingthe
ethnicalculturalandgeographicalcultural
differencesbetweenpeopleorsocialgroups,not
fromasilentorneutralobservation(monologue)but
asadialogicpractice,onethatprivileges'discourse'
over'text'(GeertzandClifford1991).Itisconsidered
tobeatoolthatbacksuptheculturalrelativism
paradigmandconstructionistperspectivefocusin
socialscience.
Theethnographerisinterestedin
understandinghumanbehaviourasreflectedinthe
waysoflifeofdifferentcommunities.Thedesigneris
interestedindesigningartefactsthatwillsupportthe
activitiesofthesecommunities(Blombergetal.
1993).Ethnographyisthusamethodological
alternativeforthedesignanddevelopmentof
consumerproducts,sinceitaccessespeople’s
everydaypracticesasmembersofasocialgroup.
Someauthorsmentionadvertisingand
marketingasfocalpointsofapplicationfor
understandingacquisitiontrendsbygroupsand
thereforeestablishingdifferentiatedmarketing
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
GarcíaAcosta,G;LangeMorales,K;PuentesLagos,D.E.;RuizOrtiz,M.R.
Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
strategies,alongwiththedesignofcomplex
interfaces,especiallyonesrelatingtoverbaland
visuallanguages,theculturalperceptionofthe
formalaestheticqualitiesofproducts,usability
evaluation,knowingthevaluejudgmentsof
consumersandidentifyinghowusersperceiveand
enjoyproducts,andincludinginnovationinthe
productcycleforidentifyinguserexperiencesas
opportunitiesforinnovation.
Theinformationobtainedthrough
ethnographicstudiesisusedbyvarious
anthropocentricdesigntrends,especiallyatthePLC
decisionanddefinitionstage,forgainingaless
hypotheticalspecificationoffinaluserneedsand
requirements.
8.3.ScenarioBuilding
Scenariobuildingisasetofmethodsandtechniques
thatareusedinprospectivestructuringprocessesfor
foreseeingthebestpaththatcanbefollowedina
specifictechnologicalorsocialdevelopment.In
design,itisapowerfulexploration,prototypingand
communicationtool(FultonSuriandMarsh2000).It
isusedforunderstandingtheuser’sroleduring
productdesignanddevelopment,andforthisreason
itiswidelyusedindifferenttrends.
Scenariobuildingenablestheenvironment
tobemodelledandsimulatedasaframeworkthat
containsfactorsrelatedtomarket,technology,
suppliers,distributionlogisticsandsalesystems,
economicconditions,andenvironmental
requirements.Characters,contextsandgroupsof
activitiesareinterlinked,thusmakingiteasierto
understandsystemcomplexityanddynamics,aswell
asthe'useexperience'.
Thismethodiscomplementedbythe
constructionofpersonas,whichprovidescontextual
modelsthatenrichtheconstructionofrequirements
(Aoyama2005).
Scenariobuildingenablesuserneedstobe
characterisedandlookedintomoredeeplythan
purelyfunctionalneeds.Successusingthistechnique
reliesontheabilitytomakeascriptasrichas
possible,takingvariousfeaturesofthephysical,
social,andculturalenvironmentinwhichthe
charactersperformintoaccount.
ThismethodisusedinPLCespeciallyatthe
decisionanddefinition,designanddevelopment,
andutilisationandmaintenancestages.However,
thistoolcouldbeusedinanyofPLCstage,sinceit
stimulatescreativityandthegenerationofconcepts
onaplatformthatallassistantsandcreatorsshare.
9.Conclusions
Thediversetrendscanbedifferentiatedand
understoodintheconsumerproductdesignand
developmentframeworkinthelightoftheir
respectivepurposes.Collaborativedesignthusaims
tocoordinate,addto,share,andboostknowledge
forsolvingmorecomplexproblems.Usercentred
designaimstounderstandhumanbehaviouras
individualsandcollectives,soastomakethe
functionsofproductsmorecompatiblewithhuman
actions.Usabilityseekstogobeyondthefunctional
dimensionandtogenerateproductsthatareeasier
touseandthusincreaseusersatisfaction.Universal
designsetsouttoprovideinclusiveandequitable
accesstoproducts.Andexperiencebaseddesign
aimstogobeyondproductfunctionalityandusability
andtogenerateemotionsthroughtheuseof
objects.Transversefocusesandmethods(i.e.
participativedesign,ethnographyandscenarios)
strengthenpeople'sunderstandingofeachofthe
trends.
Intermsoftherelationshipofeachtrend
withintheDP/PLC/ICCscheme,Figure2locateseach
trendanalysedontheaxisoftheproject,identifying
theprincipalpointsatwhicheachtrendcanbe
involved.
Beyondthefocusesanddifferencesofeach
trend,allofthemshareacommonthread,namely
thewelfareofthehumanbeingandthechangefrom
technocentricdesigntoananthropocentricdesign.
Thedifferentandsometimesopposingpositions
amongtrendsarethususefulforcomplementingour
understandingofthecomplexhumannatureand
empoweringproductdesign.
Finally,althoughawidevarietyoffocuses,
methods,tools,andapplications,aswellas
differentiatedpurposes,canbedistinguishedin
practice,intheoreticaltermsthereisnoclarityon
ontologicalandepistemologicalaspects.
Addressinghumanfactorsandergonomicsindesignprocess,productlifecycleandinnovation:Trendsinconsumerproductdesign
GarcíaAcosta,G;LangeMorales,K;PuentesLagos,D.E.;RuizOrtiz,M.R.
Authors’Copy/Publishedin:Karwowski,W.,SoaresM.M.,Stanton,N.(2011)HandbookofHumanFactors
andErgonomicsinConsumerProductDesign:MethodsandTechniques(Chapter9)
Figure2.LocationofanthropocentricdesigntrendsontheprojectaxisinthePLC/DP/ICCscheme.
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