An experiment was carried out on supermarket cashiers to evaluate the time, kinematic and electromyographic changes, in both sitting and standing positions, following the redesign of a checkout counter. The novelty of the prototype checkout counter is a disk wheel placed in the bagging area, which is designed to avoid the cashier having to manually push products along the bagging area. The kinematic evaluation was based on the upper limb and trunk range of motions (RoM). The electromyographic parameters assessed were mean and maximum muscular activations. Three factors were taken into account: design (before and after redesign), posture (standing or sitting) and bagging area (anterior or posterior). The results show that the RoM values are lowest after the intervention and in the standing position. Mean and maximum muscular activation patterns are similar. Differences related to the bagging area in which the goods were released also emerged. The disk wheel represents a valid aid for reducing biomechanical overload in cashiers; the standing position is biomechanically more advantageous. Practitioner Summary: EMG and optoelectronic motion analysis systems are useful for the quantitative assessment of the effects of the redesign of the workplace biomechanical risk. Our results suggest that a disk wheel positioned in the bagging area reduces the biomechanical risk for cashiers and increases time spent resting.
With the rapid digital developments, the practice and study of VR/AR technologies reached almost all the design disciplines by considering different applications. Therefore, there is continuous pressure on design education, where course programs in graphic design, media design, fashion design, and product design must promptly incorporate these new technologies and create complete unity between the various design professions. This paper provides a careful examination of case studies in literature and consideration of utility for the profession through a curriculum of virtual and augmented reality technologies with specifications that suit multiple areas of design (product and graphic design). This approach demystifies these new technologies from the design process to product marketing. Interviews and discussions were conducted with a sample of approximately 100 participants (60% students, 30% design educators, 10% designers, and employers). The study included different universities from UAE, Egypt, and Italy. During the academic year 2020/2021. Furthermore, the results of this research were applied to design the Virtual Reality and its Derivatives course within the new study plan of the Graphic Design Department, College of Mass Communication at Ajman University in the United Arab Emirates.
Abstract:Mental imagery is a familiar aspect of most individuals' mental lives, considered as an experience which occurs in the absence of actual stirrings for relevant perceptions. The primary importance of mental imagery has been demonstrated in several domains: learning and memory, reasoning and problem solving, inventive or creative thought and rehab. The project primarily refers to the analysis of infant visual impairment for a first scientific and social approach, with specific references to significant figures who have worked on these issues for years. Research is enriched by the contribution of educators working with children with these diseases. Thus, the proposal of a freehand illustrated tactile book, originally conceived for sighted and then reworked for blind and visually impaired, through the humanization of fantastic creatures designed to facilitate imaginative faculties, allowing the child to project his to an inanimate model.
Community Design is the result of a natural and healthy evolution in the broader sphere of design. While on the one hand design today still directs significant attention, care and resources to the design of objects, services and consumer products, sometimes useful and sustainable, sometimes neither useful nor ethical, on the other hand youngest designers invest in virtuous cultural, environmental and social processes of mediation, reconfiguration and interaction between communities and the territories they belong to, with a more humanistic than technocratic approach. A field in which the designer cooperates closely with local residents in multidisciplinary groups, enriched with new experts in the humanities such as philosophers, geographers, anthropologists and ethnographers. Through some comparative case studies of projects run in Lebanon and Italy, the paper wants to discuss the importance for designers to use an experiential and anthropological approach for the development of new items, using the narrative tool to embrace the entire symbolic and rhetorical form of rural traditions in their projects. Man as part of the ecosystem, man understood as an organism within organisms, immersed in a continuous and swirling morphing that can shape our work in a reciprocal relational interaction with the things themselves.
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