Download full chapter Advances In Industrial Design Proceedings Of The Ahfe 2020 Virtual Conferences On Design For Inclusion Affective And Pleasurable Design Interdisciplinary Practice In Industrial Design Kansei Engin pdf docx
Download full chapter Advances In Industrial Design Proceedings Of The Ahfe 2020 Virtual Conferences On Design For Inclusion Affective And Pleasurable Design Interdisciplinary Practice In Industrial Design Kansei Engin pdf docx
Download full chapter Advances In Industrial Design Proceedings Of The Ahfe 2020 Virtual Conferences On Design For Inclusion Affective And Pleasurable Design Interdisciplinary Practice In Industrial Design Kansei Engin pdf docx
Giuseppe Di Bucchianico ·
Cliff Sungsoo Shin · Scott Shim ·
Shuichi Fukuda · Gianni Montagna ·
Cristina Carvalho Editors
Advances in
Industrial Design
Proceedings of the AHFE 2020 Virtual
Conferences on Design for Inclusion,
Affective and Pleasurable Design,
Interdisciplinary Practice in Industrial
Design, Kansei Engineering, and
Human Factors for Apparel and Textile
Engineering, July 16–20, 2020, USA
Advances in Intelligent Systems and Computing
Volume 1202
Series Editor
Janusz Kacprzyk, Systems Research Institute, Polish Academy of Sciences,
Warsaw, Poland
Advisory Editors
Nikhil R. Pal, Indian Statistical Institute, Kolkata, India
Rafael Bello Perez, Faculty of Mathematics, Physics and Computing,
Universidad Central de Las Villas, Santa Clara, Cuba
Emilio S. Corchado, University of Salamanca, Salamanca, Spain
Hani Hagras, School of Computer Science and Electronic Engineering,
University of Essex, Colchester, UK
László T. Kóczy, Department of Automation, Széchenyi István University,
Gyor, Hungary
Vladik Kreinovich, Department of Computer Science, University of Texas
at El Paso, El Paso, TX, USA
Chin-Teng Lin, Department of Electrical Engineering, National Chiao
Tung University, Hsinchu, Taiwan
Jie Lu, Faculty of Engineering and Information Technology,
University of Technology Sydney, Sydney, NSW, Australia
Patricia Melin, Graduate Program of Computer Science, Tijuana Institute
of Technology, Tijuana, Mexico
Nadia Nedjah, Department of Electronics Engineering, University of Rio de Janeiro,
Rio de Janeiro, Brazil
Ngoc Thanh Nguyen , Faculty of Computer Science and Management,
Wrocław University of Technology, Wrocław, Poland
Jun Wang, Department of Mechanical and Automation Engineering,
The Chinese University of Hong Kong, Shatin, Hong Kong
The series “Advances in Intelligent Systems and Computing” contains publications
on theory, applications, and design methods of Intelligent Systems and Intelligent
Computing. Virtually all disciplines such as engineering, natural sciences, computer
and information science, ICT, economics, business, e-commerce, environment,
healthcare, life science are covered. The list of topics spans all the areas of modern
intelligent systems and computing such as: computational intelligence, soft comput-
ing including neural networks, fuzzy systems, evolutionary computing and the fusion
of these paradigms, social intelligence, ambient intelligence, computational neuro-
science, artificial life, virtual worlds and society, cognitive science and systems,
Perception and Vision, DNA and immune based systems, self-organizing and
adaptive systems, e-Learning and teaching, human-centered and human-centric
computing, recommender systems, intelligent control, robotics and mechatronics
including human-machine teaming, knowledge-based paradigms, learning para-
digms, machine ethics, intelligent data analysis, knowledge management, intelligent
agents, intelligent decision making and support, intelligent network security, trust
management, interactive entertainment, Web intelligence and multimedia.
The publications within “Advances in Intelligent Systems and Computing” are
primarily proceedings of important conferences, symposia and congresses. They
cover significant recent developments in the field, both of a foundational and
applicable character. An important characteristic feature of the series is the short
publication time and world-wide distribution. This permits a rapid and broad
dissemination of research results.
** Indexing: The books of this series are submitted to ISI Proceedings,
EI-Compendex, DBLP, SCOPUS, Google Scholar and Springerlink **
Cristina Carvalho
Editors
Advances in Industrial
Design
Proceedings of the AHFE 2020 Virtual
Conferences on Design for Inclusion, Affective
and Pleasurable Design, Interdisciplinary
Practice in Industrial Design, Kansei
Engineering, and Human Factors for Apparel
and Textile Engineering, July 16–20, 2020, USA
123
Editors
Giuseppe Di Bucchianico Cliff Sungsoo Shin
Dipartimento di Architettura Department of Industrial Design
Università degli Studi “G.d’Annunzio” University of Illinois at Urbana Champaign
Pescara, Pescara, Italy Champaign, IL, USA
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Advances in Human Factors
and Ergonomics 2020
11th International Conference on Applied Human Factors and Ergonomics and the
Affiliated Conferences
v
vi Advances in Human Factors and Ergonomics 2020
(continued)
Advances in Human Factors in Training, Salman Nazir, Tareq Ahram and
Education, and Learning Sciences Waldemar Karwowski
Advances in Human Aspects of Transportation Neville Stanton
Advances in Artificial Intelligence, Software and Tareq Ahram
Systems Engineering
Advances in Human Factors in Architecture, Jerzy Charytonowicz
Sustainable Urban Planning and Infrastructure
Advances in Physical, Social & Occupational Waldemar Karwowski, Ravindra S.
Ergonomics Goonetilleke, Shuping Xiong,
Richard H.M. Goossens and Atsuo
Murata
Advances in Manufacturing, Production Beata Mrugalska, Stefan Trzcielinski,
Management and Process Control Waldemar Karwowski, Massimo Di
Nicolantonio and Emilio Rossi
Advances in Usability, User Experience, Wearable Tareq Ahram and Christianne Falcão
and Assistive Technology
Advances in Creativity, Innovation, Evangelos Markopoulos, Ravindra S.
Entrepreneurship and Communication of Design Goonetilleke, Amic G. Ho and Yan
Luximon
Preface
Industrial design has been one of the fastest growing and demanding areas which
made significant contributions to our lives and societies. Traditionally, industrial
designers focus on the aesthetics of products’ form and style as well as ergonomics.
This tradition has expanded its boundary to other subject matters such as service
design, human–computer interaction and user experience design, sustainable design
and virtual & augment reality. This is a strong indication that interdisciplinary
collaboration across disciplines became an essential and critical practice in design.
This book covers five unique but overlapping design topics, namely: design for
inclusion, interdisciplinary practice in industrial design, affective and pleasurable
design, Kansei engineering and human factors for apparel and textile engineering.
This book has two underlying messages, the emerging importance of the social
issue of inclusion and human diversity in contemporary society, and the increasing
awareness that there is no such thing as a ‘standard human being.’ The first question
has to do with inequality and social disparity as a necessary milestone toward
economic revival, among other things, while a vital role in the strategies adopted by
the European Union’s Horizon 2020 Framework Program is played by the ones that
focus on strengthening equality, participation and accessibility for all to goods,
services and what Dahrendorf called ‘life chances.’ What this means is that the
issue of social inclusion of diversity and for equality is firmly on political agendas
all over the world, not least because of increasing awareness that new visions, new
strategies, new tools and new approaches are needed, if we are to tackle the
challenges arising from recent phenomena of economic and cultural globalization,
demographic change, economic migration from poorer countries and an aging
population in wealthier countries, phenomena that are destined to upset the entire
planet’s micro- and macroeconomic and social structures in years to come. The
second issue tackled in this book is more technical in nature, since the paradigm
change from ‘designing for standards’ and ‘inclusive products and service design’
to the enlightened awareness that there are no such concepts to fit the standard
human being, this has immediate, direct repercussions on the specialized dimension
of designing. The realization is at last taking hold not only that those individuals are
physically, psychologically and culturally ‘diverse,’ but they also have widely
vii
viii Preface
diversified skills, abilities, aspirations and desires that make each one of us unique
and not at all replicable. Since the diversity of individuals is the rule, not the
exception, it makes sense to consider it as a resource, not as a limiting factor or a
restriction on design, while equality between individuals, communities and peoples
should be treated as fundamental strategic inputs to the sustainable development of
contemporary society, where everybody should have the same opportunities to
experience places, products and services. Numerous design approaches have been
adopted to facilitate social and cultural inclusion in recent decades: design for
disability, universal design, inclusive design and design for all. All of these
philosophies, approaches and methodologies aim to build value on all aspects of
human diversity, from psychophysical to cultural issues, and to offer equal
opportunity to everyone in order to experience places, products, services and sys-
tems. With this in mind, this book sets out to forge a climate conducive to dis-
cussion and comparison between these approaches, without any prejudice in favor
or against any one of them, but attempting to identify the elements they hold in
common and to build each one’s heritage of originality, because we are convinced
that the true resource of design for inclusion may well be found in this very
diversity of opinions.
The Interdisciplinary Practice in Industrial Design (IPID) aims at exploring and
broadening the practice in industrial Interdisciplinary design process. The confer-
ence includes discussions on 1) a theoretical investigation as well as professional
practice to foster interdisciplinary collaboration across disciplines, 2) design pro-
jects through interdisciplinary collaboration, 3) design process with external public
and private sector partners with a solid record of interdisciplinary development
experience and 4) design methods and techniques to investigate productive and
effective interdisciplinary collaboration in design.
This book also focuses on an apparel and textile engineering along with positive
emotional approach in product, service and system design and emphasizes aes-
thetics and enjoyment in user experience. This book provides dissemination and
exchange of scientific information on the theoretical and practical areas of affective
and pleasurable design for research experts and industry practitioners from multi-
disciplinary backgrounds, including industrial designers, emotion designers,
ethnographers, human–computer interaction researchers, human factors engineers,
interaction designers, mobile product designers and vehicle system designers.
A total of seventeen sections are presented in this book:
Section 1 Products and Services for an Inclusive Society
Section 2 Design for Inclusion: Future Strategies and Challenges
Section 3 Design for Disability and Social Inclusion
Section 4 Designing for Inclusion in the Information Society
Section 5 Design for Inclusion in the Living Environment
Section 6 Interdisciplinary Design Education
Section 7 Interdisciplinary Approach to Industrial Design
Section 8 Interdisciplinary Approach to Digital Design
Section 9 Interdisciplinary Approach to Design Innovation
Preface ix
We hope that this book, which is the international state of the art in the industrial
design, will be a valuable source of theoretical and applied knowledge enabling
human-centered design of variety of products, services and systems for global
markets.
xiii
xiv Contents
Kansei Engineering
Pilot Study of Kansei Human Machine Interface for Prevention
System of Unintended Acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . . 615
Toshio Tsuchiya, Kanon Watanabe, Mizuki Hirano, Kotaro Kuma,
and Shintaro Wakamatsu
Meaning and Approach of New Product Designing Through
Kansei Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 621
Yuuki Shigemoto
Real, Augmented, Virtual, and Robotic Animals in Smart
and Playable Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 627
Anton Nijholt
On the Role of “Muscle Memory” in Interaction Design . . . . . . . . . . . . 634
Miao Liu and Xingchun Yang
UX Design for Mobile Application of E-Commerce Site
by Using Kansei Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 641
Yuiko Mimura, Toshio Tsuchiya, Kaho Moriyama, Kanna Murata,
and Sana Takasuka
Research on the Color of Physiotherapy Equipment - Example
of the Lower Limb Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 648
Peng Jyun Liu
Young Chinese Consumers’ Perception of Passenger Car Form
in Side View Analyzed with Quantitative and Qualitative Methods . . . . 662
Chunrong Liu, Kui Gao, and Qichang He
Examining the Incidence of Intuitiveness and Cognitive-Affective
States in the Kansei and Rating of Mobile Apps . . . . . . . . . . . . . . . . . . 669
Sandrine Fischer
Research on Hospital Self-service Machine Interaction Design Based
on Kansei Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 676
Zhengyu Shi, Huifang Shang, Chuanshun Wang, Zhengyu Wang,
and Meiyu Zhou
Contents xxi
1 Introduction
“…physical inactivity is worldwide the fourth most important mortality risk factor and
causes 6% of all deaths. About 3.2 million people die each year because they are not
active enough. Insufficiently active people have a mortality risk of 20% to 30% higher
than those engaged in at least half an hour of moderate-intensity physical activity in
most days of the week” [1].
Above an extract of the data transmitted by the World Health Organization. The data
are worrying and constantly growing [2]. According to the WHO, the decrease in
physical activity is due to several factors: some caused by the individual behavior of the
person and others caused by the – real and/or perceived – context where we live. The
latter is perceived as unsafe and with widespread violence (especially in the
evening/night hours), with a massive presence of vehicular traffic that brings bad air
quality; lastly, it is perceived as not very accessible and inclusive with regard to primary
infrastructures such as, for example, sidewalks, sports and recreational facilities.
© The Editor(s) (if applicable) and The Author(s), under exclusive license
to Springer Nature Switzerland AG 2020
G. Di Bucchianico et al. (Eds.): AHFE 2020, AISC 1202, pp. 3–9, 2020.
https://doi.org/10.1007/978-3-030-51194-4_1
4 G. Mincolelli et al.
Unfortunately, even at national level, in Italy, the data do not change significantly.
According to the latest ISTAT data [3] in the two-year period 2017–2018, in Italy an
estimated 2 million and 130 thousand children and adolescents are overweight, equal to
25.2% of the population aged 3–17 years (28.5% in 2010–2011). Although registering
a drop on the number of overweight children compared to the previous two-year period,
the data concerning the lack of physical activity in children and adolescents remains
worrisome.
Among the different options and solutions that the WHO proposes, 3 priorities out
of 5 [4] identify the promotion of physical activity as a primary element. Specifically,
the Priority area 2 is focused on children, the Priority area 3 on adults and the Priority
area 4 on the elderly. Therefore, the mission that the WHO [4] proposes is to promote
physical activity with the consequent reduction of sedentary behaviors, to create and
develop inclusive environments for people of different ages, cultures, sex and dis-
abilities, that support physical activity in public and private spaces.
In this scenario, a scientific-industrial research team has developed the PLEINAIR
project. The research is underway and will end in July 2021. The project is addressed to
multigenerational users with the goal of setting up outdoor recreational and ludic
environments that allow the synergistic use by people with skills and characteristics
even very different from each other. The objective is to encourage physical activity
with customized and profiled motivational strategies based on the specific character-
istics and peculiarities of each person who will want to freely enjoy the park and its
equipment. This objective will be possible thanks to the Outdoor Smart Objects (OSOs)
project: sensors/actuators to be integrated with existing equipment or to be realized
from scratch. The OSOs will also be able to monitor (thanks to IA and IoTM tech-
nologies) a series of useful parameters for assessing people’s motor well-being and to
trigger new and innovative ways of socio-recreational interaction between people and
ludic equipment with the aim of improving people’s quality of life (physical and
emotional).
2 Methodology
The research project is complex since the objectives are broad and cross-cutting.
Indeed, the research team has set both the real planning of the OSOs (to reach a
Technological Maturity Level equal to 6 [5]) and the research of innovative virtuous
dynamics that can arise in urban areas among users with very different characteristics
(age, sex, culture, ability/disability, etc.) from each other. The goal is also to understand
the deep and latent needs that lead different people to enjoy an outdoor park; under-
standing what are the possible transversal activities between the different users in order
to be able to develop profiled motivational strategies based on their emotional, func-
tional and social needs.
To achieve the goal, a highly trained and specialized scientific-industrial research
team has been created.
The research group includes: the partners DataRiver, CIRI SDV, Future Technol-
ogy Lab, TekneHub and A.I.A.S. The latter two have a specific expertise regarding
Human Centered Design approaches to conceive and design inclusive and accessible
Human Centered Design Methodologies 5
services, environments and interfaces. Moreover, TekneHub also manages the specific
aspects of OSOs design and interfaces, in terms of appearance, interactivity, inclu-
siveness and ergonomics. A.I.A.S, thanks to their experience gained over the years, has
great skills in terms of both Assistive Technologies and vulnerable users, with specific
reference to people with disabilities and the elderly, thanks to the management and
coordination – through agreements – of day care centers or residential buildings.
DataRiver, CIRI SDV and Future Technology Lab have an expertise in the fields of
IoT/IoMT, sensors, as well as data management, Machine Learning/Artificial Intelli-
gence, neuro-biomechanics of movement and analysis and development of motor
behavior. The industrial partners, that are important for their real experience of
industrial and experimental operations are: Ergotek s.r.l. (specialized in the production
of wooden seats and furniture), Sarba s.p.a (producer of playground equipment and
urban furniture), mHealth Technologies S.r.l (healthcare furniture sector). The
methodology that is applied to the research is aimed at satisfying people’s needs; they
are the main actors of the project. Therefore, design research tools are adopted together
with the Human Centered Design (HCD) approach. One of the biggest problems when
working within a complex multidisciplinary team as in the PLEINAIR project, may be
the one concerning a problem of language and communication between different
expertise. As verified and confirmed by positive results within the Habitat project [6]
(composed by some scientific-industrial partners that are also part of PLEINAIR),
following HCD approaches [7] and employing application tools such as Quality
Function Deployment [8] (QFD) or co-design [9, 10], can simplify the communication
between partners and make the various planning phases more fluid and clear.
The PLEINAIR project is underway and some research workshops have already
been carried out. The first saw the participation of the entire research partnership
(academic and industrial) and had as objective, the focalization of project objectives
and the beginning of the production of the common and shared material for the sub-
sequent research phases (Fig. 1).
The day had a playful-experimental but very structured nature. The event was
divided into two distinct parts; within the first part, through tools such as brainstorming
and cart-sorting [11], some graphic cards were distributed which represented national
and international best practices regarding auxiliary objects and equipment that can be
found in outdoor parks. For convenience of discussion, the audience was divided into
groups of maximum 5–6 units. Each group was composed by at least one reference
person belonging to one of the scientific partners in order to have widespread cross-
cutting and sectorial competences. The goal was to carry out a competitive bench-
marking between the different solutions, being able to gather the strengths and
weaknesses in a PLEINAIR perspective. In the second part, we discussed which
activities could be multi-generational, examining their weak and virtuous points and the
possible changes to be made/integrated. The other two workshops were structured
differently from the first one; in addition to the presence of some scientific partners,
those workshops had the active participation of some Public Administrations of the
Emilia Romagna Region (Bologna, Castenaso, Modena) through the components of the
Municipal Offices responsible for the management of urban garden areas. The days
were useful to understand stakeholders’ needs and expectations regarding the topics
covered by PLEINAIR. An active debate with the PAs was essential in order to
understand the real existing problems concerning playgrounds and to know the virtuous
(or not) ongoing activities. These events were also divided into two distinct parts.
The first part was focused on the state of the art of parks; in fact, considerations
were expressed on the outdoor park environment (accessibility, maintenance, man-
agement,…), the equipment and auxiliary objects (seats, games, carousels,…) and any
existing technologies such as, for example, IoT or monitoring of biomedical data on
motor exercises. The second part was structured on the basis of the conclusions
resulting from the first workshop. Taking into account the best practices, we observed
the spill-over effects in terms of management, maintenance, inclusiveness, identity and
affiliation with regard to the local communities. All with the help of graphic synoptic
tables, gradually completed thanks to the contribution of all the participants. Each
participant had the opportunity to monitor the progress of the work; this resulted in two
immediate advantages (Fig. 2).