evacuation, pedestrian movement, pedestrian flow, anthropometric data, human behaviour in fire, parametric analysis, biomechanics, roadmap, demographic change, Teknik, Samhällsbyggnadsteknik, Annan samhällsbyggnadsteknik, Engineering and Technology, Civil Engineering, and Other Civil Engineering
This report presents the final output from the project Crowd safety: prototyping for the future. The research includes a scoping study focusing on determining primary parameters for pedestrian movement and experimental results on movement in various conditions that focus on movement speed, contact distance and movement behaviour. A parametric model for predicting movement is presented based on this research and finally a road map is proposed that outlines the relevant steps for future research on pedestrian movement and human behaviour in a hazardous situation.
Ruvald, Ryan, Frank, Martin, Johansson, Christian, Larsson, Tobias, Professor, and Blekinge Tekniska Högskola, Fakulteten för teknikvetenskaper, Institutionen för maskinteknik
IFAC PAPERSONLINE. :1095-1100
Engineering and Technology, Mechanical Engineering, Other Mechanical Engineering, Teknik och teknologier, Maskinteknik, Annan maskinteknik, Product Service System, Data Mining, Experience Prototyping, and New Machine Development
The construction industry is ripe for disruption through innovative solutions that provide added productivity. Equipment manufacturers are attempting to disrupt their industry with investments in autonomy, electrification and product-service system business models. Designing solutions that will operate in completely new systems or modify an existing complex system require new approaches to address the uncertainty of system impacts. An iterative approach can help tackle ambiguity through cyclical validation of design decisions. Data mining in each cycle adds a quantitative dimension to the rationale of decision making, but data is sparse and difficult to collect in parallel with design of theoretical product-service systems operating in future scenarios. This can be combated using experiential prototyping techniques to design flexible infrastructure that supports contextualized data gathering in a variety of focused design sprints using Design, Build and Test approach. The intricacy of designing innovative solutions to increase productivity in the construction industry can be untangled by framing aspects of the problem in small sprints and testing them in a contextualized setting built to generate functional data to drive design.
Ruvald, Ryan, Bertoni, Alessandro, Johansson, Christian, PhD, and Blekinge Tekniska Högskola, Fakulteten för teknikvetenskaper, Institutionen för maskinteknik
Proceedia CIRP. :358-362
Engineering and Technology, Teknik och teknologier, Machinery, and Product design
Using a case study methodology to exploring an ambitious experimental combination of a construction equipment manufacturer’s products tailored to provide exponential increases in efficiency and reductions in CO2. The products and system represent a relevant example of new technology being the foundation upon which a functional offering IPSS can be designed. The researcher constructed a scaled down functional experiential prototype reflecting a full scale experimental all electric quarry site in under operation outside of Goteborg, Sweden. The prototype site represented the primary equipment and system functionality, to act as a boundary object around which relevant stakeholders both internal and external could share the vision of an electric autonomous future. This was confirmed via observation at an event where the scale site was used for this purpose and verified with follow up interviews to dig deeper into the impact this tangible representation could have in increasing the perceived viability of the full scale technology’s potential on display thousands of miles from the event.
Obaid, Mohammad, Baykal, Gökçe Elif, Yantaç, Asım Evren, Barendregt, Wolmet, Göteborgs universitet, IT-fakulteten, Institutionen för tillämpad informationsteknologi (GU), and Gothenburg University, IT Faculty, Department of Applied Information Technology (GU)
International Journal of Social Robotics. 10(2):279-291
Människa-datorinteraktion (interaktionsdesign), Human Computer Interaction, Robotteknik och automation, and Robotics
Including children in the design of technologies that will have an impact on their daily lives is one of the pillars of user-centered design. Educational robots are an example of such a technology where children’s involvement is important. However, the form in which this involvement should take place is still unclear. Children do not have a lot of experience with educational robots yet, while they do have some ideas of what robot could be like from popular media, such as BayMax from the Big Hero 6 movie. In this paper we describe two pilot studies to inform the development of an elicitation method focusing on form factors; a first study in which we have asked children between 8 and 15 years old to design their own classroom robot using a toolkit, the Robo2Box, and a second study where we have compared the use of the Robo2Box toolkit and clay as elicitation methods. We present the results of the two studies, and discuss the implications of the outcomes to inform further development of the Robo2Box for prototyping classroom robots by children.
Gehry, Deleuze, architecture, philosophy, diagram, architectural design process, rhizome, painting, architectural design action, virtual, Humaniora och konst, Konst, Arkitektur, Humanities, Arts, Architecture, Filosofi, etik och religion, Philosophy, Ethics and Religion, Bildkonst, and Visual Arts
This thesis attempts to describe and interpret the design practice of an American architect, Frank O. Gehry through concepts developed by French philosopher Gilles Deleuze and his collaborator, French psychotherapist, philosopher and activist, Félix Guattari. At the same time, prototyping a website-based interactive project called PLATEAU GEHRY_CONNECTIVES, it explores an alternative form for the Doctoral thesis. In addition to connections with visual arts, such as painting and cinema, the experimental project PLATEAU GEHRY_CONNECTIVES includes references to concepts and phenomena from various areas of knowledge revealing distinctive, unusual qualities of Gehry’s creative approach in the production of design artefacts. The thesis documents and discusses means of representation in architectural design fused into the specific creative culture of Frank O. Gehry. It notices that the discourse in architectural theory and practice, often neglects what occurs on a particular molecular level of the architectural design process. It shows that elements of micro-level of design procedures render Gehry’s idiosyncratic design phenomena intelligible and perceptible in a new way. It claims that it has been possible because Deleuze and Guattari’s concepts become perceptibly operational in the interpretation of such phenomena, at the level of elementary units of Gehry’s design procedures. Moreover, through this close-up perspective, the thesis’ investigations identify certain similarities in the operational modes of the architect and the painter. It demonstrates how Gehry, who has anchored his interest in painting, and specifically in what he defined as ‘immediacy in painting,’ was able to transform the practice of architectural drawing from projective to a cognitive one. It also shows, how the architect re-defines the commonly applied projective geometries from passive, arbitrary role to an active agent, and how the architect links drawing practice with the construction process on a new, almost palpable level. While stressing its the manual character, the thesis demonstrates that Gehry’s explorative culture of challenging means of representation employed in architectural design production facilitates the re-disciplining of architecture culminating in the integration of the CATIA system in the design procedures. This study of Gehry’s design actions and strategies can help the reader to understand the significance of experimental and intuitive design practices. The thesis proposes the Deleuzian interpretation of Gehry’s experiments in the aesthetics of design thinking and acting. It renders perceptions of patterns, according to which, other design practices can operate.
International Journal of Virtual Worlds and Human Computer Interaction. 3:18-28
User Interaction, Prototyping, Augmented Reality, Virtual Reality, Naturvetenskap, Data- och informationsvetenskap (Datateknik), Människa-datorinteraktion (interaktionsdesign), Natural Sciences, Computer and Information Science, and Human Computer Interaction
Recently, we have seen an intensified development of head mounted displays (HMD). Some observers believe that the HMD form factor facilitates Augmented Reality (AR) technology, a technology that mixes virtual content with the users' view of the world around them. One of many interesting use cases that illustrate this is a smart home in which a user can interact with consumer electronic devices through a wearable AR system. Building prototypes of such wearable AR systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. The ideal prototyping method for this should offer high fidelity at a relatively low cost and the ability to simulate a wide range of wearable AR use cases. This paper presents a proposed method, called IVAR (Immersive Virtual AR), for prototyping wearable AR interaction in a virtual environment (VE). IVAR was developed in an iterative design process that resulted in a testable setup in terms of hardware and software. Additionally, a basic pilot experiment was conducted to explore what it means to collect quantitative and qualitative data with the proposed prototyping method. The main contribution is that IVAR shows potential to become a useful wearable AR prototyping method, but that several challenges remain before meaningful data can be produced in controlled experiments. In particular, tracking technology needs to improve, both with regards to intrusiveness and precision.
Mugisha, Alice, Babic, Ankica, Wakholi, Peter, and Tylleskär, Thorkild
JMIR Human Factors. 6(1)
Natural Sciences, Computer and Information Sciences, Human Computer Interaction, Naturvetenskap, Data- och informationsvetenskap, Människa-datorinteraktion (interaktionsdesign), group user testing, high-fidelity prototype, mobile electronic data collection forms, and usability evaluation
Mobile data collection systems are often difficult to use for nontechnical or novice users. This can be attributed to the fact that developers of such tools do not adequately involve end users in the design and development of product features and functions, which often creates interaction challenges.