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Anthropometrics
The aspect of ergonomics that deals with body measurements.
Ergonomics
The application of scientific information concerning the relationship between human beings and the design of products systems and environments.
Adjustability
The ability of a product to be changed in size commonly used to increase the range of percentiles for which a product is appropriate.
Clearance
The physical space between two objects.
Percentile
A term that describes how a data point compares to all data in that set divided into 100 equal parts.
Range of sizes
A selection of sizes a product is made in that caters for the majority of a market.
Static data
Human body measurements when the subject is still.
Dynamic data
Human body measurements taken when the subject is in motion.
Reach
The range that a person can stretch to touch or grasp an object from a specified position.
Biomechanics
Research and analysis of the mechanics of the human body.
Workspace envelope
A 3D space that is typically physical and/or virtual that needs to have defined permissible boundaries of movement and operation.
Ergonomics
Ergonomics is the relationship and interaction between people and the products systems and environments they use.
1.1.2 Anthropometrics
Anthropometrics involves the measurement of human physical dimensions expressed in the percentile range.
Static Measurements
measurements of length between points on a body.
Dynamic Measurements
measurements of reach movement or strength.
5th Percentile
Represents the smallest 5% of the population.
50th Percentile
Represents the median value or the middle point of the population.
95th Percentile
Represents the largest 5% of the population.
Work Envelopes
The area within which a user can comfortably reach and work.
Reach
The distance a user can extend their arms to reach objects.
Clearance
The space required for movement or objects.
Adjustability
The ability to customize a product to fit different users.
Range of Sizes
Offering multiple size options to accommodate various body types.
Physiology
Physiology is the study of how living organisms function.
Biomechanics
Biomechanics is the study of how the body moves using principles from physics.
Comfort
A person’s sense of physical or psychological ease.
Fatigue
A person’s sense of physical or psychological tiredness.
Force
The amount of compression pushing twisting pulling etc. that a person can exert.
Repetition
How frequently a task is repeated.
Posture
The position the body is in whether standing sitting or lying down.
Duration
How long the task is performed or repeated.
Muscular control
The ability to coordinate and control muscle movements.
Strength
Strength refers to the physical power and endurance of the human body in different positions and tasks.
Hearing thresholds
The sensitivity of the human ear to sound at different frequencies and intensities.
Colour perception
Color perception involves the ability to distinguish different colors and shades.
Visual accuracy
Visual accuracy is the ability to see clearly and accurately under various lighting conditions distinguishing fine details and patterns.
Psychology
Psychology is concerned with the study of the human mind and involves the study of all the human senses which may be involved in sending information to the brain.
User-centred design (UCD)
A design process that pays particular attention to the needs of potential users by involving them in all stages of the design process.
Advantage of user centred design (UCD)
The design will be more intuitive to meet the needs of the user.
Disadvantages of user centred design (UCD)
Expensive difficulty interpreting different types of data into the initial design takes more time.
Five stages of user centred design (UCD)
Research concept design implementation and launch.
Population stereotype
Responses that are widespread in a user population.
Primary persona
A profile of the primary user for a product experiencing a challenge in a process that presents a design opportunity.
Field research
A first-hand observation of users conducted in their real environment.
Research question
A type of question that focuses research to find the required answers.
Research stage
Shadowing diary studies interviews focus groups benchmarking usability testing.
Secondary research
Research undertaken by someone other than the user.
Scenario
An imagined sequence of events in the daily life of a persona based on assumptions.
Task analysis
The process of learning about a user by observing them carry out an action to understand how they perform it.
Target user
A particular group of customers or potential customers for whom a product system or environment is designed.
User observation
A research activity where the user is observed interacting with a product or completing a task to find pain points in the process or interaction.
User population
The range of users for a particular product or system.
User requirements
The essential requirements that a product system or environment must satisfy in relation to the user.
User-Centered Design (UCD)
A design process that prioritizes the needs wants and limitations of end-users throughout the design process.
5 stages of UCD
Research stage Concept Design Implementation Launch.
Inclusive design
Inclusive design ensures products that address the needs of the widest possible audience regardless of their age or ability.
Aesthetic prototype
A physical model developed to look and feel like the final product but that does not function.
Augmented reality (AR)
A technology that uses a device to superimpose a computer-generated image onto a user’s view of the real world.
Assembled drawings
A high-fidelity drawing technique typically presented in an isometric view that shows a product as it appears when fully assembled.
Computer-aided design (CAD)
The use of computer software to aid the design process.
Exploded drawing
A formal drawing technique that depicts components of a product apart but in a relative position to how they would be fitted together.
Digital Human
Digital simulation of a variety of mechanical and biological aspects of the human body.
Functional prototype
Also referred to as a physical working prototype it works in the same way as a final product and simulates real-world functionality.
Fused deposition modelling (FDM)
A 3D rapid prototyping printing methodology that deposits melted layers of material on a bed to build up a 3D model.
Finite element analysis (FEA)
Digital model calculation and simulation of unknown factors in products using computer-aided design systems.
Free-hand sketching
Graphical drawing model created without the use of instruments such as a ruler or compass.
Generative design
An artificial intelligence driven software used as an ideation technique to generate a range of digital model solutions based on prompts and constraints provided by the designer.
Haptic technology
A technology that enables the user to interface with simulated touch sense via a haptic device or glove.
Isometric drawing
A graphic representation of 3D objects where two axes are angled at 60° from the vertical axes.
High-fidelity prototype
A physical or virtual model of a design concept that is highly functional and interactive.
Low-fidelity prototype
A simplified physical or virtual prototype typically created to test a few aspects of a design idea and provide feedback for further design development.
Motion capture
The recording of human and animal movement by any means.
Orthographic projection
A formal modelling technique used to depict a 3D object in 2D typically showing the top side and front views of an object.
Physical prototype
The creation of a full-size smaller or larger tangible version of an object that can be physically interacted with.
Prototype
A physical or virtual prototype created to test samples or models built to test a concept or process.
Rapid prototyping
A group of manufacturing techniques used to manufacture a physical object quickly for testing aspects of a product.
Scale prototype
Physical models that are bigger or smaller than the real product but are exactly in proportion with the product.
Selective laser sintering (SLS)
An additive manufacturing technique that uses a laser to fuse small particles of material into a mass that has a desired 3D rapid prototyping shape.
Solid model
Virtual digital models are clear representations of the final part.
Stereolithography (SLA)
An additive manufacturing technique that creates 3D physical prototypes layer by layer by hardening molecules of a photosensitive liquid polymer using a laser beam.
Surface model
A virtual digital model presenting the outer appearance and form offering some machining data.
Virtual prototype
Photorealistic digital computer-aided design based interactive models that use surface and solid modelling.
Virtual reality
The ability to simulate a real situation on the screen and interact with it in a near-natural way.
Aesthetic characteristics
Refers to the visual and sensory qualities of an object or design that contribute to its overall appearance.
Iterative design
Act of repeating a process with the aim of approaching a desired goal target or result.
Advantages of prototyping
Test and validate design concepts Gather user feedback Iterate and refine designs Communicate design ideas.
Low fidelity prototypes advantages
Quick and inexpensive to produce Encourages experimentation and iteration Facilitates early user testing and feedback.
Low fidelity prototypes disadvantages
Limited representation of final aesthetics and materials May not accurately represent weight or ergonomics.
High fidelity prototypes advantages
Accurate representation of the final product Allows for precise ergonomic and usability testing Effective for presenting to stakeholders and potential customers.
High fidelity prototypes disadvantages
Time-consuming and expensive to produce May limit flexibility for major design changes.
Physical Prototyping
Physical prototypes are tangible representations of a product or feature often created using materials like cardboard plastic or 3D printing.
Virtual Prototyping
Virtual prototypes are digital representations of a product or feature often created using computer-aided design software or 3D modeling tools.
Low-fidelity models
Low-fidelity models are a conceptual representation analogous to an idea.
Mid-fidelity prototypes
communicate more about an idea or concept.
High-fidelity prototypes
High-fidelity prototypes attempt to represent as close as possible the functionality of the final product.
2.2.4 Physical prototypes
Physical prototypes are used to test ideas and gather insights that inform the development of a product.
Different types of physical prototypes
Scale Aesthetic Material Functional Performance.
2.2.5 CAD
CAD is used to create virtual prototypes to test ideas and gather insights that inform the development of a product.
Different types of virtual prototypes
Surface & Solid Generative Design Digital humans Motion capture Haptic technology Virtual reality & Augmented reality.
Importance of FEA
Risk Reduction Design Optimization Performance Prediction Cost Efficiency.