Understanding the needs and aspirations of a suitable range of users during the product design process is an extremely difficult task. Methods such as ethnographic studies can be used to gain a better understanding of users needs, but they are inherently time consuming and expensive. The time pressures that are evident in the work performed by design consultancies often make these techniques impractical. This paper contains a discussion about the use of 'personas', a method used by designers to overcome these issues. Personas are descriptive models of archetypal users derived from user research. The discussion focuses on two case studies, the first of which examines the use of personas in the car design process. The second examines the use of personas in the field of 'inclusive design', as demonstrated by the HADRIAN system. These case studies exemplify the benefits 'data rich' personas contribute as opposed to 'assumption based' personas.
With advances in technology it is now possible to collect a wide range of anthropometric data, to a high degree of accuracy, using 3D light-based body scanners. This gives the potential to speed up the collection of anthropometric data for design purposes, to decrease processing time and data input required, and to reduce error due to inaccuracy of measurements taken using more traditional methods and equipment (anthropometer, stadiometer and sitting height table). However, when the data collection concerns older and/or physically impaired people there are serious issues for consideration when deciding on the best method to collect anthropometry. This paper discusses the issues arising when collecting data using both traditional methods of data collection and a first use by the experimental team of the TC 2 3D body scanner, when faced with a 'non-standard' sample, during an EPSRC funded research project into issues surrounding transport usage by older and physically impaired people.
This paper presents an empirical comparison of idea generation within the context of reducing the number of single occupancy car journeys to and from a UK university campus. Separate co-design and consultative groups were matched with respect to 1) creativity when problem solving, 2) normal commuting mode and 3) intention to adopt sustainable behaviours. The co-design group generated a significantly greater number of innovative ideas than the consultative group (using an email based methodology); however this was due to the greater number of total ideas (rather than the higher proportion of innovative ideas) generated by this group. The co-design group was able to think more systemically about potential solutions and generate proposals that were not either linked to their own commute mode, or aligned with any one specific mode of transport. The findings suggest that co-design offers benefits as a process for idea generation within the sustainable travel context as it promotes idea generation and a more holistic perspective on the problem and potential solutions
'Design for all' is an approach to product, environment or service design that aims to maximize the usability of a particular design. However, a key concept of this approach is not to tailor designs to the user in a bespoke fashion, but rather to provide a single solution that accommodates the needs of all users, including those who are older or are disabled.In order to support the designer/design team in 'design for all' a computer aided design and analysis tool has been developed. The tool, known as HADRIAN, has been developed to address two critical factors. The first factor is the provision of accurate and applicable data on the target users, including a broad spectrum of size, shape, age and ability. The second factor is an efficient and effective means of utilizing the data for ergonomics evaluations during the concept stages of design. HADRIAN's database and task analysis tool work in combination with the existing human modelling system SAMMIE. The system as a whole allows assessment of a design against the population in the database, providing a means to elicit some of the feedback that might be gained by real user trials at a stage in the design process when physical mock-ups and user group selection would be prohibitively time consuming and expensive.
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