
Advances in Interdisciplinary Practice in Industrial Design
Description
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This book provides readers with a snapshot of cutting-edge methods and procedures in industrial design, with a particular focus on human-centered and user-experience design, service design, sustainable design and applications of virtual & augmented reality. Reporting on both theoretical and practical investigations aimed at improving industrial design through interdisciplinary collaboration, it covers a wide range of topics - from design strategies to product research and planning, exhibit design, as well as new materials and color research.
Based on the AHFE 2019 International Conference on Interdisciplinary Practice in Industrial Design, held on July 24-28, 2019, Washington D.C., USA, the book offers a timely guide for industrial designers, production engineers and computer scientists.
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Content
2 - Preface [Seite 8]
3 - Contents [Seite 10]
4 - Emotional Evidence [Seite 14]
5 - How Creative Mindset Is Involved in Positive Emotions and Attitude that Affects Creative Design Process [Seite 15]
5.1 - Abstract [Seite 15]
5.2 - 1 Introduction [Seite 15]
5.3 - 2 Method [Seite 17]
5.3.1 - 2.1 Participants and Setting [Seite 17]
5.3.2 - 2.2 The Implicit Belief Test Regarding Creativity [Seite 18]
5.3.3 - 2.3 In-Depth Interview [Seite 18]
5.3.4 - 2.4 Observations [Seite 19]
5.4 - 3 Results [Seite 19]
5.5 - 4 Discussion [Seite 21]
5.6 - 5 Conclusion [Seite 23]
5.7 - References [Seite 24]
6 - Happiness on Instagram - Content Analysis and Engagement Based on Attention Theory [Seite 25]
6.1 - Abstract [Seite 25]
6.2 - 1 Introduction [Seite 26]
6.3 - 2 Method [Seite 28]
6.3.1 - 2.1 Procedure [Seite 28]
6.3.2 - 2.2 Variables [Seite 28]
6.4 - 3 Results [Seite 29]
6.5 - 4 Discussion [Seite 30]
6.6 - 5 Limitations [Seite 30]
6.7 - 6 Future Directions [Seite 31]
6.8 - References [Seite 31]
7 - A Journey of Taking Industrial Design Students into Uncharted Territories. Designing Crowd-Sourced Playful Interactions for a Public Art Event [Seite 33]
7.1 - Abstract [Seite 33]
7.2 - 1 Is Design a Noun or a Verb? [Seite 34]
7.3 - 2 Designing for Process and Research [Seite 35]
7.4 - 3 Context: Scottsdale, Scottsdale Public Arts Commission, and the Canal Convergence Event [Seite 37]
7.5 - 4 Cross Disciplinary Collaboration [Seite 37]
7.5.1 - 4.1 Crowd Sourced Research [Seite 38]
7.5.2 - 4.2 Research and Design of Playful Interactions [Seite 39]
7.5.3 - 4.3 Final Steps and Preparation for Public Display [Seite 40]
7.6 - 5 The Finale: Canal Convergence 2018 [Seite 40]
7.7 - References [Seite 40]
8 - Teaching Industrial Design Through Real World Markets and Manufacturing [Seite 42]
8.1 - Abstract [Seite 42]
8.2 - 1 Introduction [Seite 42]
8.3 - 2 The Dallas Market [Seite 42]
8.4 - 3 Project Brief [Seite 43]
8.5 - 4 Process [Seite 44]
8.5.1 - 4.1 Research [Seite 44]
8.5.2 - 4.2 Ideation [Seite 45]
8.5.3 - 4.3 Validation [Seite 45]
8.5.4 - 4.4 Production [Seite 45]
8.5.5 - 4.5 Selection [Seite 46]
8.6 - 5 Results [Seite 47]
8.6.1 - 5.1 Media Coverage [Seite 47]
8.6.2 - 5.2 At the Dallas Market [Seite 47]
8.6.3 - 5.3 After the Dallas Market [Seite 48]
8.7 - 6 Analysis of Results [Seite 49]
8.8 - 7 Conclusion [Seite 50]
8.9 - References [Seite 50]
9 - How Color Coding Encourages Emotional Interactions While Using Smartphones [Seite 51]
9.1 - Abstract [Seite 51]
9.2 - 1 Introduction [Seite 51]
9.3 - 2 Attention, Color and Memory [Seite 52]
9.4 - 3 Emotional Design and Effective Color Coding [Seite 56]
9.5 - 4 Discussion [Seite 59]
9.6 - References [Seite 60]
10 - Design for Health and Wellness [Seite 62]
11 - Experiencing Momentum Through an Effective Use of Technology in Museums [Seite 63]
11.1 - Abstract [Seite 63]
11.2 - 1 Introduction [Seite 63]
11.3 - 2 Background [Seite 64]
11.4 - 3 Current Studies [Seite 64]
11.5 - 4 Discussion [Seite 66]
11.6 - 5 Conclusion [Seite 67]
12 - Better Mental Healthcare Through the Built Environment [Seite 69]
12.1 - Abstract [Seite 69]
12.2 - 1 Introduction [Seite 69]
12.3 - 2 Causes of Mental Illness [Seite 70]
12.4 - 3 Healthcare Facility Design [Seite 70]
12.5 - 4 Qualities of the Built Environment that Affect Mental Health [Seite 71]
12.5.1 - 4.1 Light and Circadian Rhythm [Seite 71]
12.5.2 - 4.2 Interior Design and Visual Aspects [Seite 72]
12.5.3 - 4.3 Noise [Seite 72]
12.6 - 5 Interdisciplinarity [Seite 73]
12.7 - 6 Interdisciplinary Design Team [Seite 73]
12.7.1 - 6.1 Behavioral-Healthcare Design [Seite 74]
12.7.2 - 6.2 Smart Environment Architecture for Emotion Detection and Regulation [Seite 74]
12.8 - 7 Conclusions [Seite 75]
12.9 - References [Seite 75]
13 - Leveraging Disciplinary and Cultural Diversity in the Conceptualization Stages of Design [Seite 77]
13.1 - Abstract [Seite 77]
13.2 - 1 Introduction [Seite 77]
13.3 - 2 Background [Seite 78]
13.4 - 3 Communication Challenges [Seite 78]
13.4.1 - 3.1 Diversity Within Design Teams [Seite 79]
13.5 - 4 Design Approaches [Seite 79]
13.5.1 - 4.1 Traditional Design Approaches [Seite 79]
13.5.2 - 4.2 Collaboration [Seite 80]
13.6 - 5 Designer and User Interaction [Seite 81]
13.6.1 - 5.1 User Experience [Seite 81]
13.6.2 - 5.2 Embodiment and Storytelling [Seite 81]
13.7 - 6 Discussion [Seite 82]
13.7.1 - 6.1 Future Research [Seite 83]
13.8 - 7 Conclusion [Seite 83]
13.9 - References [Seite 83]
14 - Interdisciplinary Approach of the Design Process for the Application of New Materials in Wheelchair Design [Seite 85]
14.1 - Abstract [Seite 85]
14.2 - 1 Introduction [Seite 85]
14.3 - 2 Methodology [Seite 86]
14.3.1 - 2.1 Interdisciplinary Team [Seite 86]
14.3.2 - 2.2 Design Process [Seite 87]
14.3.3 - 2.3 Project Management [Seite 88]
14.3.4 - 2.4 Ethics [Seite 88]
14.4 - 3 Results [Seite 88]
14.4.1 - 3.1 Knowledge Integration [Seite 88]
14.4.2 - 3.2 Product Design [Seite 89]
14.4.3 - 3.3 Project Impact [Seite 91]
14.5 - 4 Conclusion [Seite 91]
14.6 - Funding [Seite 92]
14.7 - References [Seite 92]
15 - Importance of Involving Children in Designing Recycling Facilities: A Case Study of Hong Kong Children Collecting and Recycling Recyclables [Seite 93]
15.1 - Abstract [Seite 93]
15.2 - 1 Introduction [Seite 93]
15.3 - 2 Method [Seite 94]
15.3.1 - 2.1 Participants [Seite 94]
15.3.2 - 2.2 Instruments [Seite 94]
15.3.3 - 2.3 Procedures [Seite 95]
15.4 - 3 Findings [Seite 95]
15.4.1 - 3.1 Survey [Seite 95]
15.4.2 - 3.2 Workshops [Seite 96]
15.4.3 - 3.3 Photo Diary [Seite 97]
15.5 - 4 Children's Involvement and Value Creation [Seite 99]
15.6 - 5 Conclusions [Seite 99]
15.7 - Acknowledgements [Seite 100]
15.8 - References [Seite 100]
16 - The Role of Affective Design in Sustainability [Seite 101]
16.1 - Abstract [Seite 101]
16.2 - 1 Introduction [Seite 101]
16.3 - 2 Background [Seite 102]
16.3.1 - 2.1 Sustainable Design [Seite 102]
16.3.2 - 2.2 Affective Design [Seite 102]
16.3.3 - 2.3 Semantics [Seite 103]
16.3.4 - 2.4 Hedonistic Sustainability [Seite 103]
16.4 - 3 Discussion [Seite 104]
16.5 - 4 Conclusion [Seite 104]
16.6 - References [Seite 105]
17 - Using Gamified Solutions in Pediatric Diabetes Self-management: A Literature Review [Seite 106]
17.1 - Abstract [Seite 106]
17.2 - 1 Introduction [Seite 106]
17.3 - 2 Background [Seite 107]
17.3.1 - 2.1 Gamification [Seite 107]
17.3.2 - 2.2 Gamification in Healthcare [Seite 107]
17.4 - 3 Gamified Solutions in Diabetes Self-management [Seite 108]
17.5 - 4 Proposal for a Game to Promote Adherence to Treatment for Children with Diabetes [Seite 109]
17.6 - 5 Discussion [Seite 110]
17.7 - 6 Conclusion [Seite 111]
17.8 - References [Seite 111]
18 - Application of 3D Scanning to Product Design [Seite 113]
19 - The Application of the Performance Hand Wear and Tools Innovation Approach: Road Cycling Gloves [Seite 114]
19.1 - Abstract [Seite 114]
19.2 - 1 Introduction [Seite 114]
19.3 - 2 Performance Hand Wear and Tools Innovation Approach [Seite 115]
19.3.1 - 2.1 Understanding the Hand Wear and Tool Project Background [Seite 115]
19.3.2 - 2.2 Defining the User's 3D and 2D Hand [Seite 116]
19.3.3 - 2.3 Hand Wear and Tool Product Innovation [Seite 116]
19.4 - 3 Case Study: Road Cycling Glove Innovation [Seite 116]
19.4.1 - 3.1 Understanding the Hand Wear and Tool Project Background [Seite 116]
19.4.2 - 3.2 Defining the User's 3D and 2D Hand [Seite 117]
19.4.3 - 3.3 Hand Wear and Tool Product Innovation [Seite 118]
19.5 - 4 Summary and Conclusion [Seite 120]
19.6 - References [Seite 120]
20 - 3D Hand Scanning to Digital Draping for Glove Design [Seite 121]
20.1 - Abstract [Seite 121]
20.2 - 1 Introduction [Seite 121]
20.3 - 2 Method [Seite 123]
20.4 - 3 Results [Seite 126]
20.5 - 4 Discussion [Seite 129]
20.5.1 - 4.1 Optitex [Seite 129]
20.5.2 - 4.2 Tremblay-Lutter et al. [10] Fit Survey [Seite 130]
20.6 - 5 Conclusion [Seite 131]
20.7 - Acknowledgement [Seite 131]
20.8 - References [Seite 131]
21 - The Variability of U.S. Women's Plus Size Product Sizing and Self-Identified Size 18 Bodies [Seite 133]
21.1 - Abstract [Seite 133]
21.2 - 1 Introduction [Seite 133]
21.3 - 2 Literature Review [Seite 136]
21.4 - 3 Methodology [Seite 137]
21.5 - 4 Results [Seite 137]
21.6 - 5 Summary and Conclusion [Seite 141]
21.7 - Acknowledgments [Seite 141]
21.8 - References [Seite 141]
22 - Interdisciplinary Practice for Automobile Design [Seite 143]
23 - Extracting Contour Shape of Passenger Car Form in Rear View Based on Form Similarity Judgement by Young Chinese Consumers [Seite 144]
23.1 - Abstract [Seite 144]
23.2 - 1 Introduction [Seite 144]
23.3 - 2 Methods [Seite 145]
23.3.1 - 2.1 Form Similarity Judgement and Cluster Analysis [Seite 145]
23.3.2 - 2.2 Definition of Character Lines [Seite 146]
23.3.3 - 2.3 Coordinate Values of Edit Points [Seite 148]
23.3.4 - 2.4 Slope Values of Segments [Seite 148]
23.3.5 - 2.5 Factor Analysis and the Extracted Contour Shape [Seite 149]
23.4 - 3 Conclusion [Seite 151]
23.5 - Acknowledgement [Seite 152]
23.6 - References [Seite 152]
24 - Research on Evaluation of CMF Based on Vision in Automobile Seat Design [Seite 153]
24.1 - Abstract [Seite 153]
24.2 - 1 Introduction [Seite 153]
24.3 - 2 CMF Element Analysis of Automobile Seats [Seite 154]
24.3.1 - 2.1 Color Elements of CMF for Automobile Seat [Seite 154]
24.3.2 - 2.2 Material Elements of CMF for Automobile Seats [Seite 156]
24.3.3 - 2.3 Surface Processing Elements of CMF for Automobile Seats [Seite 156]
24.4 - 3 Comprehensive Evaluation and Analysis of CMF Elements of Automobile Seat Based on Vision [Seite 159]
24.4.1 - 3.1 Selection and Determination of CMF Combination Scheme [Seite 159]
24.4.2 - 3.2 Comprehensive Evaluation of Representative CMF Combination Schemes [Seite 160]
24.5 - 4 Conclusion [Seite 164]
24.6 - References [Seite 164]
25 - Study on the Design Elements of Shape and Interface of Modern Agricultural Machinery [Seite 166]
25.1 - Abstract [Seite 166]
25.2 - 1 Introduction [Seite 166]
25.3 - 2 Analysis of Main Design Elements of Agricultural Machinery Equipment [Seite 167]
25.4 - 3 Shape Design Method of Agricultural Machinery Equipment [Seite 167]
25.4.1 - 3.1 Harmony and Unity of the Overall Shape of the Product [Seite 167]
25.4.2 - 3.2 The Philosophy of Establishing and Breaking the Product Model [Seite 169]
25.4.3 - 3.3 Relationship Between the Virtual and the Real Shows the Modeling Level [Seite 169]
25.4.4 - 3.4 The Application of the Contrast and Harmony Between the Big and the Small [Seite 170]
25.4.5 - 3.5 The Application of Analytic Hierarchy Process in the Summary of Design Methods [Seite 171]
25.5 - 4 Color and Decorative Design of Agricultural Machinery [Seite 173]
25.5.1 - 4.1 Color Application in Agricultural Machinery Equipment [Seite 173]
25.5.2 - 4.2 Decorative Design of Agricultural Machinery [Seite 175]
25.6 - 5 Enterprise VI Design [Seite 175]
25.7 - 6 Conclusion [Seite 176]
25.8 - References [Seite 177]
26 - Interdisciplinary Design and Education [Seite 178]
27 - Exploring a New Future in Collaborative Design Processes in Education [Seite 179]
27.1 - Abstract [Seite 179]
27.2 - 1 Introduction [Seite 179]
27.3 - 2 Design Process Background [Seite 180]
27.4 - 3 Undergraduate Industrial Design Process at Auburn University [Seite 181]
27.4.1 - 3.1 Discovery [Seite 181]
27.4.2 - 3.2 Life-Enhancing Research, Design Opportunities and Evaluation [Seite 182]
27.4.3 - 3.3 Human-Centered Research [Seite 182]
27.4.4 - 3.4 Empathy Modeling [Seite 183]
27.4.5 - 3.5 Concept Generation and Client-User Feedback [Seite 183]
27.4.6 - 3.6 Refinement and Delivery [Seite 184]
27.5 - 4 MFA Industrial Design Process at University of Illinois at Urbana-Champaign (UIUC) [Seite 184]
27.5.1 - 4.1 Observation [Seite 185]
27.5.2 - 4.2 Forming Ideas [Seite 186]
27.5.3 - 4.3 Reasoning [Seite 186]
27.5.4 - 4.4 Exploration [Seite 187]
27.5.5 - 4.5 Prototyping [Seite 187]
27.6 - 5 Discussion [Seite 188]
27.7 - 6 Conclusion [Seite 189]
27.8 - References [Seite 189]
28 - Industrial Design Participation in Project/Matrix Management [Seite 191]
28.1 - Abstract [Seite 191]
28.2 - 1 Introduction [Seite 191]
28.3 - 2 History [Seite 192]
28.4 - 3 Team Work-Based [Seite 193]
28.5 - 4 Project vs. Product [Seite 194]
28.6 - 5 Industrial Design Participation [Seite 195]
28.7 - 6 Design Awareness [Seite 196]
28.8 - 7 Conclusion [Seite 197]
28.9 - References [Seite 198]
29 - Moving from Dependency, Wastefulness and Risk Toward Sustainability and Resilience Through Designed Systems [Seite 199]
29.1 - Abstract [Seite 199]
29.2 - 1 Introduction [Seite 199]
29.3 - 2 Drivers of Dependency and Lack of Resiliency [Seite 200]
29.4 - 3 Our Dependencies [Seite 201]
29.5 - 4 How Should We then Live? [Seite 203]
29.6 - 5 Specific Systems of Convenience and Their Risks [Seite 204]
29.7 - 6 The Influence of Electricity [Seite 207]
29.8 - 7 A Design Studio Opportunity [Seite 208]
29.9 - References [Seite 209]
30 - Designing Under the Influence: Exploring the Motivations and Obstacles of Young Design Students [Seite 211]
30.1 - Abstract [Seite 211]
30.2 - 1 Introduction [Seite 211]
30.3 - 2 People [Seite 212]
30.3.1 - 2.1 The Individual [Seite 212]
30.3.2 - 2.2 The Family [Seite 213]
30.3.3 - 2.3 The Instructor [Seite 213]
30.3.4 - 2.4 Friends [Seite 214]
30.3.5 - 2.5 Social Media [Seite 214]
30.4 - 3 Systems [Seite 215]
30.4.1 - 3.1 High Schools [Seite 215]
30.4.2 - 3.2 Professional Domains [Seite 216]
30.4.3 - 3.3 Design Employers' Tendencies [Seite 216]
30.4.4 - 3.4 Awarding Bodies [Seite 216]
30.5 - 4 Conclusions [Seite 217]
30.5.1 - 4.1 Destigmatize Failure [Seite 217]
30.5.2 - 4.2 Team Selection [Seite 217]
30.5.3 - 4.3 Develop Grit [Seite 218]
30.6 - References [Seite 218]
31 - Lessons from the Archive: Still Relevant 50 Years Later [Seite 220]
31.1 - Abstract [Seite 220]
31.2 - 1 Introduction [Seite 220]
31.3 - 2 Recent Examples [Seite 221]
31.4 - 3 Aging Voices [Seite 222]
31.5 - 4 Lessons from the Archive [Seite 223]
31.6 - 5 Conclusion [Seite 224]
31.7 - References [Seite 225]
32 - Collaboration Models for Teaching Design Within Specialized Contexts [Seite 226]
32.1 - Abstract [Seite 226]
32.2 - 1 Teaching Design: Collaboration with Specialization [Seite 226]
32.3 - 2 Designer Collaboration Roles.Three Models [Seite 227]
32.3.1 - 2.1 Merging Viewpoints: Designer as Integrated Team Member [Seite 227]
32.3.2 - 2.2 Gatekeeper Access: Designer as Explorer/Observer [Seite 230]
32.3.3 - 2.3 Revision Two: Designer as Human-Centered Phase [Seite 232]
32.4 - 3 Designing Through a Diverse Set of Collaborations [Seite 234]
32.5 - References [Seite 235]
33 - Design Embracing Information Science, Intention and Experience [Seite 236]
34 - Should the Environment Be a Human Factor? [Seite 237]
34.1 - Abstract [Seite 237]
34.2 - 1 Introduction [Seite 237]
34.3 - 2 Three Models of the Future [Seite 238]
34.4 - 3 Using the Environment as a Human Factor [Seite 239]
34.4.1 - 3.1 Other People (Natural or AI), Whether Individually or in Groups [Seite 239]
34.4.2 - 3.2 Creatures Who Are Not People [Seite 239]
34.4.3 - 3.3 Inanimate or Static Objects [Seite 240]
34.4.4 - 3.4 Kinetic and Repetitive Processes (Moving Without the Application of Additional Forces) [Seite 240]
34.4.5 - 3.5 Dynamic Processes (Accelerating or Decelerating Under Force) [Seite 240]
34.5 - 4 But Is It Arrogance? [Seite 241]
34.6 - 5 Example of a Pen [Seite 241]
34.7 - 6 Conclusions [Seite 243]
34.8 - References [Seite 243]
35 - Quantitative Research on the Relationship Between Design Elements and Kansei Image of Electric Vehicle Styling [Seite 244]
35.1 - Abstract [Seite 244]
35.2 - 1 Introduction [Seite 244]
35.3 - 2 Method [Seite 245]
35.3.1 - 2.1 Image Circumplex [Seite 245]
35.3.2 - 2.2 Morphological Analysis and Protocol Analysis [Seite 246]
35.3.3 - 2.3 Quantification Theory Type I [Seite 246]
35.4 - 3 Case Study [Seite 247]
35.4.1 - 3.1 Selecting Product Samples and Kansei Words [Seite 247]
35.4.2 - 3.2 Measuring Kansei Image [Seite 248]
35.4.3 - 3.3 Extracting Form Design Elements [Seite 250]
35.4.4 - 3.4 Model Building [Seite 252]
35.4.5 - 3.5 Contrast and Verification [Seite 253]
35.5 - 4 Conclusions [Seite 253]
35.6 - Acknowledgments [Seite 254]
35.7 - References [Seite 254]
36 - Research on Modeling Design of Modern Agricultural Machinery Based on Soft System Methodology [Seite 255]
36.1 - Abstract [Seite 255]
36.2 - 1 Introduction [Seite 256]
36.3 - 2 SSM Theory [Seite 256]
36.4 - 3 Application Ideas of SSM [Seite 257]
36.5 - 4 Analysis of Modern Agricultural Machinery Model Design Based on SSM [Seite 257]
36.5.1 - 4.1 Perceive the Problem Situation of Modern Agricultural Machinery Design [Seite 257]
36.5.2 - 4.2 Clear Root Definition [Seite 258]
36.6 - 5 Establishing a Conceptual Model of Modern Agricultural Machinery Modeling Innovation Design [Seite 260]
36.6.1 - 5.1 Ways to Enhance the Aesthetics of the Shape [Seite 260]
36.7 - 6 Innovative Design of Crawler Self-propelled Rotary Tiller [Seite 263]
36.8 - 7 Comparison of the Current Status of Crawler Self-propelled Rotary Tiller with Conceptual Model [Seite 264]
36.8.1 - 7.1 Comparison [Seite 264]
36.9 - 8 Conclusion [Seite 266]
36.10 - References [Seite 266]
37 - Research-Driven Design [Seite 267]
38 - A Critical Usability Problem-Solving Case of MazeCube Through Design Exploration Based on Scientific Experiments [Seite 268]
38.1 - Abstract [Seite 268]
38.2 - 1 Introduction [Seite 268]
38.3 - 2 A Critical Usability Problem of MazeCube [Seite 270]
38.4 - 3 Solution Exploration [Seite 271]
38.4.1 - 3.1 Investigation of Potential Solutions [Seite 271]
38.4.2 - 3.2 Experiments Design [Seite 272]
38.5 - 4 Discussion and Conclusions [Seite 276]
38.6 - Acknowledgments [Seite 276]
38.7 - References [Seite 276]
39 - Project Pilot Run: A Sewn Collaboration [Seite 277]
39.1 - Abstract [Seite 277]
39.2 - 1 Introduction [Seite 277]
39.3 - 2 Primary Source [Seite 278]
39.4 - 3 Refinement [Seite 279]
39.5 - 4 Final Presentation/Contest [Seite 281]
39.6 - 5 Summer Work [Seite 282]
39.7 - 6 Reflections [Seite 284]
40 - Discomfort with Low-back Pain Relief Exercise Training for Older Adult Women [Seite 286]
40.1 - Abstract [Seite 286]
40.2 - 1 Introduction [Seite 286]
40.3 - 2 Methods [Seite 287]
40.3.1 - 2.1 Subjects [Seite 287]
40.3.2 - 2.2 Apparatus and Exercise Training [Seite 288]
40.3.3 - 2.3 Design and Procedure [Seite 289]
40.4 - 3 Results [Seite 289]
40.5 - 4 Discussion and Conclusions [Seite 290]
40.6 - Acknowledgments [Seite 291]
40.7 - References [Seite 291]
41 - From Digital to Analogue: An Interdisciplinary Case Study to Enhance the Communication of Design Products Through Physical Constraints [Seite 292]
41.1 - Abstract [Seite 292]
41.2 - 1 Introduction [Seite 292]
41.3 - 2 Background [Seite 294]
41.3.1 - 2.1 Ergonomics of Products in the Frame of User Centered Design [Seite 294]
41.3.2 - 2.2 Metaphorical Thinking to Connect with Human's Cognition [Seite 295]
41.4 - 3 Method [Seite 297]
41.5 - 4 Results and Discussions [Seite 298]
41.6 - 5 Conclusion [Seite 301]
41.7 - References [Seite 302]
42 - Innovative Product Design for Hand-muscle Weakness Therapy in the Elderly People [Seite 305]
42.1 - Abstract [Seite 305]
42.2 - 1 Introduction [Seite 306]
42.3 - 2 Research Method and Procedure [Seite 307]
42.3.1 - 2.1 Related Information Study [Seite 307]
42.3.2 - 2.2 Requirements Interviews [Seite 307]
42.3.3 - 2.3 Attribute Data Analysis [Seite 308]
42.4 - 3 Finding Concept Design [Seite 311]
42.4.1 - 3.1 Product to Practice Occupational Therapy for the Elderly [Seite 311]
42.4.2 - 3.2 Image of Product [Seite 311]
42.4.3 - 3.3 Design Concept [Seite 312]
42.4.4 - 3.4 Setting the Design [Seite 314]
42.5 - 4 Results and Discussion [Seite 315]
42.6 - 5 Conclusion [Seite 317]
42.7 - Acknowledgments [Seite 318]
42.8 - References [Seite 318]
43 - Author Index [Seite 319]
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