Product Design Showcase 2015

Page 1

2015 PRODUCT DESIGN

UNIVERSITY OF LEEDS


FOREWORD WELCOME TO OUR 2015 PRODUCT DESIGN BROCHURE This brochure includes work exhibited at this year’s final degree show by Level 3 and Level 4 students. The brochure provides a snapshot of both the students’ product design-related skills and knowledge, and ways in which they use them to deliver innovative solutions to real-world problems. As you will see, the projects span a range of thematic areas related to the University’s research activities and the students’ personal interests. All tackle societal problems and propose innovative responses with the potential to make positive impacts on people’s lives. Many are directed to consumers, for example, Anna’s project, aimed at teenagers and their parents, provides a solution that addresses the needs of teenagers to maintain healthy sleep patterns and Nicole’s project, aimed at older adults, helps support them to keep sewing as a hobby. Others are directed at societal challenges. For instance, James exploited the new trend for vaping to tackle the challenge many smokers face is stopping smoking and another student, who was unable to present in this brochure, addressed the problem of lorry drivers and cyclists sharing roads safely. One of the distinctive features of the Leeds Product Design programme lies in our undergraduate Masters level projects where students work in multi-disciplinary teams made up of mechanical engineers and product designers to address externally set design challenges. Every year a number of these remain confidential, usually because they are commercially sensitive to the external sponsor or to prevent disclosure of intellectual property arising from the project. However, you can see some examples of this year’s Level 4 MDes students’ team project work towards the end of the brochure. Our students and alumni are some of our greatest assets. We hope that you enjoy the brochure and will join us in both congratulating the students on their achievements and thanking the staff and our external partners who have supported the students so well. Our best wishes go with our new graduates as they begin the next stages of their careers and we hope that they will look back with pleasure on their time in Leeds. Dr Raymond Holt Programme Manager Prof Alison McKay Professor of Design Systems, Programme Director


INDIVIDUAL SKILLS The Product Design programme at the University of Leeds has been designed to produce creative designers who understand the role of aesthetics and technology in consumer products which are key attributes identified by many leading employers in the sector. The programme bridges the gap between visual arts and engineering giving Leeds graduates a significant advantage over other programmes by equipping them for a wider variety of employment opportunities. Students participate in project and workshop based learning giving them the opportunity to put knowledge into practice. Studio activities focus on the various stages in the design process from concept development, detail development, design definition, developing skills such as drawing and sketching through to model making, Computer Aided Design and rapid prototyping. Many of the projects are team based resulting in oral & multimedia presentations. Student experience develops an understanding of the value of team-working and builds confidence and presentation skills preparing them for today’s working environment.


CONTENTS Core learning areas Our students BSC PROJECTS S’HEALTH LIFE Tanja Quinn LAST E-CIGARETTE James Shale GLO STIC Anna Skaret-Ball ROMI Lizzie Greenwood AXIS James Higson DOTTIE Nicole Yates MDES PROJECTS MEDSIM SIMULATOR Rowena Madar & Satthaporn Barnes DEMENTIA REMINDER SYSTEM Chris Green & Kit McBride Acknowledgements

I III

1 9 17 25 33 41

51 59

68


CORE LEARNING AREAS CREATIVITY, INNOVATION & DESIGN

BUSINESS CONTEXT & MARKETING

TECHNOLOGY MANUFACTURING & MATERIALS

HUMAN FACTORS & ETHICS

In the context of this course we look at creativity as one of the key driving forces behind the generation of new ideas. Innovation is the term we use to describe the successful exploitation of those new ideas.

Knowledge of the business context, such as target markets and competitor analysis, is essential both to form a clear product specification prior to development and to exploit commercially the new product once realised.

All the features, benefits and costs in a product are designed in. Technology, manufacturing and materials each contribute to the cost and performance of a product during development, realisation and use.

Sustainability and ethical considerations are now key factors affecting the design and development of consumer products and services. As many of today’s products are technically complex, it is users who need to help inform key elements of a product’s definition and operation.

Design is the process that we use to shape, guide and evaluate those new ideas: linking creativity with innovation to produce new products.

Research, marketing and enterprise skills combine allowing our designers to create products which satisfy business models based around profit, sustainability and growth

It is essential in today’s technologically advanced world that our designers are technically and technologically literate.

UNIVERSITY OF LEEDS I PRODUCT DESIGN

The development of successful products is reliant on designers using processes which both incorporate and evaluate user preferences, ergonomics and interface design.


RESEARCH

PROCESS TECHNICAL DRAWINGS

COSTING

PROBLEM SO LVING

DOING

KANSEI ENGINEERIN G

THINKING

USER TESTING

DESIGN

PSYCHOLOGY

ERGONOMICS

MANUF ACTURING MANAGEMENT

MATERIALS SCIENC E

TEAM WORK

CAD

SUST AINABILITY

PROCESSES

SKETCHING GRAPHIC COMMUNICA TION

RENDERIN G

CONSUMER BEHA VIOUR

MIND MAPPING

MANUF ACTURING

PROGRAMMING

ELECTRONICS

INNO VATION

TECHNOLOGY

BUSINESS PLANNING

COSTIN G

LEADERSHI P

INTELLECTUAL PROPE RTY

STRA TEGIC

ECONOMICS

MANAGEMENT BRANDING

SOCIE TAL VALUES

HUMAN

FACTORS

ENTERPRISE

DESIGN ETHICS

UNIVERSITY OF LEEDS II PRODUCT DESIGN

MARKETIN G


OUR STUDENTS BSc

S’HEALTH LIFE Tanja Quinn

LAST E-CIGARETTE James Shale

GLO STIC

Anna Skaret-Ball

MDes

MEDSIM SIMULATOR

Rowena Madar & Satthaporn Barnes

UNIVERSITY OF LEEDS III PRODUCT DESIGN

DEMENTIA REMINDER S Chris Green & Kit McBride


ROMI

Lizzie Greenwood

AXIS

James Higson

DOTTIE

Nicole Yates

INDER SYSTEM

McBride

UNIVERSITY OF LEEDS IV PRODUCT DESIGN



BSc Projects



S’HEALTH LIFE Tanja Quinn T_quinn@live.com

PROBLEM SPACE AND RATIONALE

“Reducing food waste through behaviour change”

THE BRIEF To design a product that utilises behaviour change tools and strategies to help educate consumers about food waste sustainability issues and encourage them to reduce their amount of food waste. FRAMING THE PROBLEM

purchases. Due to the increase in consumer contributing to 17 million tonnes of CO2 a year, awareness this figure had reduced to 19% by equivalent to 1/4 of cars being taken off our 2012, reducing CO2 emissions by 4.4 million roads. In 2007 domestic food and drink waste tonnes, consequently saving the average UK was 8.3million tonnes, accounting for 22% of household £130 a year. Food waste in the UK is a growing concern,

Cooked, prepared or served too much £4.1

Personal preference £1.9 TOTAL UK FOOD AND DRINK WASTE

7 MILLION TONNES

Not used in time £5.6

HOW MUCH FOOD WE WASTE AND WHY

Tanja Quinn

Accidents and other £0.91

19%

17%

FRESH VEGETABLES AND SALADS

DRINKS

10%

10%

DAIRY AND EGGS

MEALS

11%

BAKERY

8%

FRESH FRUIT

7%

MEAT AND FISH

17%

OTHER

FOOD GROUP AS % OF FOOD WASTE

THE CHALLENGE

90% of the UK are willing to act and have YET ONLY 60%

of the UK are currently acting on reducing their food waste

UNIVERSITY OF LEEDS 1 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

the ability to reduce their food waste


DISCOVERY PHASE

DISCOVERY PHASE A report consisting of primary and secondary research was conducted into issues behind food waste and different behaviour change tools and strategies. The information gathered led me on to identify a gap in the market and begin to form a requirements specification.

This tool focuses on altering users’ actions towards sustainability issues. Theories such as The Theory of Planned Behaviour were also applied to the specification and researched into, understanding how human intentions can differ from their behaviours. Prompts

PROBLEM AND CHALLENGE ANALYSIS The 3% fall in food waste from 2007 to 2012 was helped by consumers altering the way they store food and their accuracy of the portions they serve, buy and reuse.

Commitment

Convenience

CBSM Behaviour Change Strategies

Feedback

The behaviour change tool I chose as a platform for the requirements is called CBSM.

Goal setting

McKenzie-Mohr and Wesley Schultz 2014

Social norms

Incentives Social diffusion

NARROWING THE PROBLEM Tanja Quinn

Storage, portion sizes, reusing leftovers and freezing Education and behaviour modification

Creating opportunities & resources through first hand experience

THE CONSUMER Socio 2 and 3 economic class

THE MARKET

Number of people per house

Gender of purchaser

Dieters - plan meals and calorie count Carers - prepare meals in advance Top percentile income group - for a gift Waste watchers

Household saving ratio

6

%

OTHER CONSUMER GROUPS • • • •

8

25 to 35 Age

4 2 0 -2 2006

2007

822,000

822,000

2008

2009

2010

6.85 £2,138 million

MARKET SIZE

6.85 million 2011

million

MARKET VALUE

1.6% of million the market £2,138

UNIVERSITY OF LEEDS 2 PRODUCT DESIGN

2012


DESIGN PHASE PROBLEM & RESEARCH

3 DESIGN DIRECTIONS FOCUS GROUP AND EVALUATION

27/10/14

SKETCHING & PROTOTYPING

12/1/15

T PROFILE CLIP

26/1/15

8/12/14

TESTING RACK IN FRIDGE FOR 2 MONTHS

2/3/15 23/2/15

TORSION SPRUNG CLIPS

Tanja Quinn

3X RACK DEVELOPMENT

14/3/15

20/3/15

USER TESTING & 2X FOCUS GROUPS

7/4/15

29/4/15

BUILT IN HAND PUMP

13/4/15

2X CLIP DEVELOPMENT 1/5/15

12/5/15

MANUFACTURING AWARENESS

UNIVERSITY OF LEEDS 3 PRODUCT DESIGN

DESIGN PHASE

FUN DESIGN (KANSEI)


DESIGN PHASE

3 DESIGN DIRECTIONS 1) S’HEALTH LIFE 92% (Storage rack) Food rotation prompts users to use food before the ‘use by’ date, so less food is thrown away because it ‘wasn’t used in time’. 2) REPLACE WHAT YOU WASTE 90% (Vermi-composter) Composting reuses daily leftovers, providing opportunities and resources to grow your own food, so to complete a sustainable food cycle. 3) GROWING KNOWLEDGE (Hydroponic growing)

72%

Tanja Quinn

Growing food can help us respect the food we eat, consequently we would produce less avoidable food waste. RACK DEVELOPMENT The concept scoring the highest against the requirements specification was S’Health Life, this design was then taken forward to develop. Prototypes of the rack were made using a laser cutter, creating the profile with different shaped layers. To test the rack, bulldog clips were attached to laser cut T shape profiles, so the clips wouldn’t fall out. TESTING

A 2 month test of the prototype system revealed a reduction of: 30% for vegetables and salads £31 a year 10% for overproduced meals 15% for fresh fruit

WATER BUILD UP IN ZIPLOC FOOD BAG

UNIVERSITY OF LEEDS 4 PRODUCT DESIGN

£42 million a year

£2.5 billion a year


VACUUM SEALING CLIP DEVELOPMENT T shape plunger

The idea of a vacuum sealing clip was later developed using 3D printing, providing rapid prototyping and development of the food clip.

Valve & Bottom of plunger Syringe rubber seal

Spring FIRST CLIP BASED ON A TORSION SPRING MECHANISM

Inner syringe tube

Body

Tanja Quinn

Clip sides

SECOND CLIP BASED ON THE LIVING HINGE FOOD BAG CLIP

Valve & Bottom of body

THIRD CLIP, DEVELOPMENT FROM THE SECOND CHANGING CLASP AND FORM

HAND PUMP INCORPORATED CLIP

FORTH CLIP, WITH A BUILT IN HAND PUMP UNIVERSITY OF LEEDS 5 PRODUCT DESIGN

DESIGN PHASE

Not all users asked like the idea of sucking air out of a bag containing food, however there are currently a range of freezer bags with external hand pumps on the market. The aim of this design was to incorporate the pump into the clip so there is not need for an external pump. Although the theory behind the mechanics is correct, due to the availability of materials the outcome of the prototype wasn’t as successful as hoped.


DESIGN PHASE VACUUM SEALING CLIP AND RACK MODEL THAT CAN BE MANUFACTURED

EARTHY

KANSEI The appearance of the clip up until this point was very mechanical. A Kansei questionnaire was developed around the shapes of different fruit and vegetables, revealing that the grapes and strawberries scored the highest. The design of the clip was developed further based on these results.

C

Tanja Quinn

NIC

Grapes

Marrow Avacado

FRESH

DRY

FUN

MOULDY

Pineapple Grapes

Grape

HEALTHY

Pineapple Marrow Avocado Grapes Avaca

Banana Pepper Strawberry Banana Peppe Tomatoe Tomato Carrot Pineapple Carrot

Marrow Marrow Mushroom Mushr Grapes Avacado Banana Tomatoe Pepper Carrot Marrow

Mushrooms Avacado Pepper Carrot

Mushrooms

FIFTH 3D PRINTED CLIP DEVELOPMENT BASED ON A GRAPE VINE AND A STRAWBERRY

UN

Mushrooms

Banan Strawberry Tomat

FUN FUN

Carrot

Pineap

FRESH

RESH

Pepper

Strawb

Strawberry

FRESH

Pineapple Banana Tomatoe

JUICY

PHOTOSHOP DEVELOPMENT

Strawberry

ORGANIC

UNIVERSITY OF LEEDS 6 PRODUCT DESIGN


SOLUTION SPACE

HOW DOES IT WORK?

THE LABELS Fruit and vegetables emit ethylene which causes them to ripen. The natural inserts within the labels absorb this ethylene and extend the life of your produce. Remove the backing of the labels and stick them inside any food bag. THE PADS These removable pads can be placed into any food bag, absorbing unwanted liquid or moisture that cause fruit and vegetables to deteriorate.

UNIVERSITY OF LEEDS 7 PRODUCT DESIGN

SOLUTION SPACE

THE CLIP Vacuum sealing fresh produce prolongs the shelf life by removing the oxygen in its immediate atmosphere. The vacuum sealing clips offer the opportunity to do this. Place the valve section inside a bag, clip around it and SUCK! (If you don’t like the idea of sucking you can use a hand pump instead)

Tanja Quinn

Attach the vacuum sealing clips into the rack by simply pushing them up and twisting, promise they won’t fall out! In the pack there are special bags to put your pre prepared or non prepared food into. The bags are held by your clips and if required you can include the ethylene and odour absorbing labels or moisture absorbing pads to see significant increase in the life of your food. Place your new food at the back of your rack and gradually your old food will make its way to the front, promoting you to THE BAGS use the food before it’s use by date. The film they are made from regulates the atmosphere inside the bags according to the temperature, creating the perfect balance of CO2 and O2 so to keep the produce fresher for longer. Never again will you have soggy lettuce!


SOLUTION SPACE

TIPS END OF LIFE • Use for fruit and vegetables • Throw the bags and pads straight onto your • Chop up your meals in advance and place compost and watch them decompose the contents in the bags (their taste and • The clips are designed to have the longest texture won’t worsen) life as possible, however if any do break • Label dates onto the clips with the dry wipe don’t worry as the material PP can be remarker cycled, you’ll probably end up driving over • Download the free App. for more ways to the road hump it was made into, the same use this product and save money goes for the rack.

Tanja Quinn

REQUIREMENT

SCORE

WEIGHT TEST METHOD

EVIDENCE

FINAL SCORE

Include several cbsm strategies

10

Ask user after testing if they experienced any of the CBSM strategies

Product provides: prompts, commitment, incentives and social diffusion

10

Consumer based product

10

User tests prototype system in fridge for 2 months

User can interact and use product successfully

10

Provides opportunities or resources

7

After using product for 2 months see if user has thrown away less food

Reduction of: Veg = 30% Fruit = 15% Meals = 10% Saving £2.60 a month

5.6

Overcomes barriers

9

Ask for opinions in focus group on the convenience and interaction time of the product

‘‘Not seen as barriers because the user buys the product knowing what interactions are required’’

8.1

8

Improves behaviours around food waste

10

Ask user after “Change in the way testing product if I purchase and store they will change any food” of their actions in the future

Product Enables users to reduce their food waste

10

Ask user after testing product how they think it helped them reduce their waste

‘‘Through systematic storage, meal planning, home shelf life extension and ease to freeze food’’

10

Sustainable materials selected where possible

8

Research (Internet and CES Edupack) sustainable materials that give the required properties.

Moisture pads and bio-polymer bags can go on home compost. PP and PET can be recycled

8

EVALUATION

59.7/64

UNIVERSITY OF LEEDS 8 PRODUCT DESIGN

93%


LAST E-CIGARETTE James Shale james.fa.shale@gmail.com

PROBLEM SPACE AND RATIONALE Product Description

PROBLEM SPACE AND RATIONALE

UNIVERSITY OF LEEDS 9 PRODUCT DESIGN

James Shale

‘LAST’ is an electronic nicotine delivery device, its purpose is to act as a quitting aid for smokers and electronic cigarette users. It works by heating a liquid solution with nicotine in, into a gaseous form which the user inhales to mimic smoking. ‘LAST’ connects wirelessly to a smartphone application, to give the user feedback about their daily nicotine intake. The app also provides the user with motivational statistics and material to psychologically sustain their process of quitting nicotine. The ‘LAST’ supports cessation by forcing the user to take longer and longer breaks between usage, which over time drops the nicotine levels in the user’s body and lessens the physical symptoms caused by nicotine dependency, the main cause of smoking addiction. The set programme can be overridden using the smartphone app to best suit the user’s lifestyle and needs, or followed directly for the quickest way to remove the user’s nicotine dependency. The aim of the ‘LAST’ electronic cigarette is to be the first electronic cigarette that fully supports smoking cessation as well as the first through the MHRA licencing system to be classed as an electronic medical delivery device. At present there are no electronic devices retailing in the UK that have a device or mechanism that support cessation, the closest method is using different strength liquids in conventional devices.

“LAST’ is an electronic nicotine delivery device, its purpose is to act as a quitting aid for smokers and electronic cigarette users. LAST forces the user to take longer breaks between nicotine hits as it is used, This helps the user to eventually end their nicotine Dependency.”


DISCOVERY PHASE

DISCOVERY PHASE NICOTINE PRODUCT USERS UK 2014

Tobbaco Smokers 10 Million

James Shale

E- Cig Vapers 2.1 Million

ASH are a governmental organisation that collect data and carry out research on Smoking and vaping in the UK. They were very useful in my secondary research for collecting data about the demographics of smoking, Market sizes and finding relevant scientific studies on health implications and smoking behavior.

‘People continue to smoke despite the adverse health impacts mainly due to the physical and psychological affects that Nicotine has on the body.’

NL Benowitz, 2008

•22% of Men Smoke •17% of Women Smoke •Worst age demographic for smoking (25-34) •Best age demographic for smoking (60+) Total Smokers UK 10 Million

69% Openly admit wanting to Quit

30-40% Attempt to quit each year

Nicotine has been clinically shown to affect an individual’s mood and performance levels and with no uncertainty has been implicated as the primary source of addiction to tobacco. Smoking is essentially a person’s attempt to reach a desired nicotine level in the body. Nicotine is absorbed through the pulmonary venous, and quickly reaches the brain in approximately 15 seconds. (NL Benowitz, 2008) Smoking is a behavior that is also affected by conditioning, triggers associated with the senses that are psychologically associated with the act of smoking can also be drivers creating an addictive urge. The taste and smell of tobacco, as well as mood changes and stress relief as well the social aspects of smoking are key examples of this. (J. Richard Eiser, 1985)

UNIVERSITY OF LEEDS 10 PRODUCT DESIGN


THE RISE OF THE ELECTRONIC CIGARETTE

James Shale

Smoking in general has seen a decline in market size, this is a possible explanation for the fall in people quitting using nicotine replacement products in general before the rise in popularity of the electronic cigarette. The number of people using electronic cigarettes has continued to rise since 2013. In 2015 the market was 3.4 times the size of the total NRT market.

USER INSIGHT ‘People will always cheat and have bad periods, a successful system will incorporate this and not shame the individual for it.’ ‘Reference systems are useful for quantifying scientific values and principles, using them helps to construct a programme anyone can follow. We use ProPlus points instead of Calories or KJ.’ Weight Watchers leader Sheila and her group in Camden shared tools they use to manage their food addictions, how individuals had motivated them selves to change and how they had maintained their behavioral changes.

UNIVERSITY OF LEEDS 11 PRODUCT DESIGN

DISCOVERY PHASE

‘We use positive and negative reinforcement to encourage behavior change. Educating people, public weigh ins and weekly reviews are all powerful tools.’


DESIGN PHASE

SOLUTION SPACE

INTRODUCING LAST D e l i v er y tine iN co

w Pr vie e R ss Ce

ogress

Tool ation

y E as p Sim

a le Ch

Refil

ling

rging

James Shale

‘LAST’ is an electronic nicotine delivery device, its purpose is to act as a quitting aid for smokers and electronic cigarette users. ‘LAST’ connects wirelessly to a smartphone application, to give the user feedback about their daily nicotine intake. The ‘LAST’ supports cessation by forcing the user to take longer and longer breaks between usage.

Nicotine Fluids Strengths 18-0mg /ml can be bought from OEM manufacturers. I decided to create my own labeling system to utilise the power of the placebo effect.

Programme 1 Blood Nicotine Level Vs Time Blood Nicotine Level (Cigarettes)

10 7.5 5

Smoking to Vaping Changeover

Nicotine Reduction Phase

Nicotine Placebo Phase

2.5 0

0

0.5

1

1.5

2

2.5

3

Time

UNIVERSITY OF LEEDS 12 PRODUCT DESIGN

There are four variations within the brand No.1 = 18mg /ml RRP £5.99 No.2 = 12mg /ml RRP £4.99 No.3 = 6mg /ml RRP £3.99 No.4 = 0 mg/ml RRP £2.99


EXPLODED VIEW

James Shale

Part Manufacture Number Method

Dimensions

Materials

Tooling Unit Cost Cost

1

Injection Moulding

14mm x14mm x 28mm

ABS

£9,927 £0.14

2

CNC Lathe

14mm x 14mm x 9mm

Stainless Steel N/A

3

Injection Moulded

7mm x 7mm x 15mm

ABS

£4,289 £0.06

4 5 6 7 8 9 10 11 12 13 14 15 16

Injection Moulded Extrusion Moulded Injection Moulded CNC Lathe Component Sourced CNC Lathe Injection Moulded Injection Moulded Injection Moulded Component Sourced Component Sourced Extrusion Moulded Injection Moulded

7mm x 7mm x10mm 6mm x 6mm x 30mm 14mm x 14mm x 23mm 14mm x 14mm x 13mm 8mm x 8mm x 30mm 14mm x 14mm x 16mm 12mm x 10mm x 15mm 12mm x 11mm x 15mm 7mm x 11mm x 5mm 13mm x 35mm x 1mm 13mm x 13mm x 50mm 14mm x 14mm x 85mm 14mm x 14mm x 5 mm

ABS Stainless Steel Clear ABS Stainless Steel Stainless Steel Stainless Steel Stainless Steel ABS ABS Silicone PCB LithiumBattery Stainless Steel ABS

£7,843 £500 £5202 N/A N/A N/A £4,112 £7,289 £5,443 N/A N/A £500 £4,060

£0.07 £0.08 £0.08 £0.26 £0.08 £0.15 £0.11 £0.14 £0.07 £1.24 £1.06 £0.26 £0.07

SOLUTION SPACE

UNIVERSITY OF LEEDS 13 PRODUCT DESIGN

£0.12


SOLUTIONS SPACE

ELECTRONICS AND CIRCUIT DESIGN

In its simplest form the circuit is a battery, that powers a micro controller, which intern controls the voltage to a heating element to vaporize the nicotine solution. Because the design needs to send and receive information a Controller with a Blue tooth module was used. An LED was added to give the user visual feedback, and a transistor was required to be able to turn the heating element on and off. REPLACING THE HEATING ELEMENT

James Shale

REFILLING THE FLUID

UNIVERSITY OF LEEDS 14 PRODUCT DESIGN


SMART PHONE APPLICATION DESIGN CONSUMPTION

OVERIDE

ONLINE SHOP

REINFORCEMENT

SPONSORS

UNIVERSITY OF LEEDS 15 PRODUCT DESIGN

SOLUTION SPACE

The app gives the user feedback on consumption so the user can view their progress, there are pages to allow users to add cheating when they have smoked actual cigarettes, the app tries to motivate the person attempting to quit by highlighting health impact the user should notice, as well as the total amount of financial savings. The app also links to social media so groups can quit together ior individuals can share progress.

James Shale

HOMESCREEN


SOLUTIONS SPACE

EVALUATION REQUIREMENT

SCORE

WEIGHT EVALUATION

NICOTINE DELIVERY The device must allow adjusted levels of nicotine available as a daily allowance

4

CONSUMPTION The device should

The design allows the user to override the set programme to their desires, perhaps this is too much freedom. But it seemed a better alternative to have them over using the cessation device than smoking tobacco

90%

4.5

The app allows the user to check their consumption daily as well as logging past data so progress can be measured

85%

3.5

The battery in the prototype is a 620mAh battery, With average usage the battery life should last 4 days, the fluid tank can store 3 ml of fluid, which is on average two days supply

65%

2.5

The RRP is ÂŁ39.99 this is the equivalent of just over five packs of cigarettes a 10 a day smoker would be saving money by day nine of usage, the fluid running costs are vastly smaller than cigarette prices

4

Quitting smoking is a behavioral change that is easily reversed a successful solution freezes this change. The app pages offer statistics and material to reinfoure the pshycological battle

give a visual representation of daily consumption

James Shale

FUNCTIONALITY

The solution should not require maintenance i.e. Re-filling, charging or replacement for a minimum of 48hrs COST

The device must be the same cost or less to the user than the cost of smoking cigarettes

SUSTAIN

The solution should reinforce the behavioral change of wuitting nicotine consumption

FINAL SCORE

EVALUATION

70%

75%

77%

UNIVERSITY OF LEEDS 16 PRODUCT DESIGN


GLO STIC Anna Skaret-Ball anna_skaret_ball@hotmail.co.uk

PROBLEM SPACE AND RATIONALE FRAMING THE PROBLEM

“Sleep is a required activity not an option”

‘Sleep is a required activity, not an option’ (National Institute of Health, 2003). From initial research, reading of literature, journal papers and books, it was clear that sleep is an important activity. Although the function of sleep is yet to be confirmed and are still only theories, what is definite is that it is required for our bodies and brains to function effectively. Although we recognise the importance of sleep and that good quality, uninterrupted rest each night is the ideal, this is often not experienced by many, with a recent growing concern of this in adolescents. Recent newspaper articles, journals and research papers can all be seen to document clear evidence that 21st century gadgets are consuming the lives of teenagers, with the main concern focused on the negative implications it can have on their sleep. Utilisation of such digital devices before bed has been evidenced to impact the bodys’ internal body clock, the circadian rhythym, potentially delaying it so the user doesn’t feel sleepy until later on in the night. Not only does this impact on the teenager, who, as a result, experiences less sleep which is also likely to be broken from device distractions, but it also has an impact on the parent. Although parents are usually aware of night time device use by their teen, due to the inability to relate to the excessive activity and sometimes unfamiliarity with the devices being used, it can be difficult to enforce rules on their use. The design process has been focused on looking at how these problems for both the primary user, the adolescent and secondary consumer, the parent, can be addressed through the creation of one product solution.

National Institute of Health

Anna Skaret-Ball

THE DESIGN BRIEF

UNIVERSITY OF LEEDS 17 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

When beginning the project, the initial brief set was to design a product which improves the quality of adolescent sleep, by reducing the need to use electronic devices. The brief was primarily focused on the adolescent needs and although the parent was recognised as a secondary user, it wasn’t until speaking to to them as research participants, that it was fully understood that their needs within the project were equally as important and thus equally influential on the designs. Having a better understanding of both users and the problem in more detail, the final brief which the solution, GloStic, addresses is: ‘To design a compact light therapy product which connects to devices, for use by the adolescent and implementation by the parent, to improve adolescent sleep quality by reducing device use before bed. Thus creating better sleep routines and improving the lighting environment for the adolescent.’


DISCOVERY PHASE Anna Skaret-Ball

DISCOVERY PHASE PROBLEM AND CHALLENGE ANALYSIS Initial research was broken down into 3 areas; understanding sleep, understanding adolescent technology use and finally understanding the parent, with these areas providing good foundations for the project. The results from this initial broad research provided necessary confirmation that a sleep product aimed at adolescents would be hugely beneficial, aiding them in being productive and alert during the day. Not only this but the product would also benefit those parents who can struggle with controlling and monitoring evening device use, due to increasing portability of devices and the unfamiliarity the older generation sometimes face with 21st century gadgets. These 3 research areas proved to be particularly useful in identifying more specific issues, which aided in providing design direction. The first was Zeitgebers, external factors which influence the circadian rhythm (the internal body clock) and thus have the potential to trigger phase delay of sleep. This initiated a focus on artificial light reduction, due to the impact this has on melatonin production, the hormone which induces the feeling of sleepiness. With adolescents experiencing bright light projected straight into the retina from device use, this does not make for an effective sleeping environment, expecially as blue light has been identified as being the most stimulating (with red the least). The second research was sleep association with the bed. With ‘internet connectivity increasingly moving off computers and into the mobile and wireless environment’ (Li et al, 2014), devices now invade the space which should only be reserved for sleep. This removes the association our brain should have with the bed as a place for winding down, not brain stimulation, meaning the teen can experience increased sleep latency, increased bed resistance and sleep disturbance. The final research area was parental education. Parent research participants all

expressed a concern that reducing evening device activity would be difficult for them to achieve. However there was consensus that they wanted education for their teenager to see how ‘their sleep and health becomes compromised by technology befor bed’ and they wanted to feel part of this somehow. Understanding the market is equally important to the design process as the user input. The product will sit within the sleep market, where there is currently little available for the sleep conscious adolescent consumer, especially when compared with the rest of the health and wellbeing industry, such as fitness. With a global sleep market estimated to be worth £20 billion, the sector experiencing an 8.8% value increase a year (Time, 2012) and Europe the sleep industries second biggest market, it is a exciting time to launch a fresh product into a stagnant market.

“I want to educate my teen, so they can see how their sleep & health is compromised by technology”

UNIVERSITY OF LEEDS 18 PRODUCT DESIGN

Parent A


USER INSIGHT

IMAGE: SheKnows,2011 Getting to know the teacher [Online]

PARENT PARTICIPATION HAS BEEN IMPORTANT FOR PROJECT PROGRESSION

GRAPH TO DISPLAY THE MOST POPULAR DEVICES INTERACTED WITH PRIOR TO SLEEPING (48 PARTICIPANTS)

UNIVERSITY OF LEEDS 19 PRODUCT DESIGN

Anna Skaret-Ball

Finally speaking directly to the parent, meant that the views and opinions of the other key stakeholder in the project were also considered. Although there was a clear desire amongst parents to reduce device use, actually implementing and enforcing rules regarding this is something they rated as being difficult (scored 7.5/10).

USER INSIGHT

Throughout the project, user insight has been required at key stages to aid in making key decisions, driving product development and simply for feedback. The objectives of the user research was broken down into two clear sections, initial primary research and user testing. Primary research was carried out at the beginning of the design process and involved understanding as much as possible about the users. With a handful of parent and adolescent participants involved, users surveys, sleep logs, questionnaires and interviews were all used in order to gather information on the target user. This research highlighted some key points, which were influential to the design process. The first was adolescent sleep routine insight, which the research provided key informtion for. Not only the confirmation of late bedtimes, teens require 8 to 10 hours a night and yet 50% of those surveyed went to sleep past 12pm, but also the confirmation that adolescents had little routine and lots of freedom in relation to when they went to bed. Research also provided evidence that multiple device use before bed was popular (as displayed in the graph opposite). When also asked to choose which they engage with the most, 54% chose mobile phones.


DESIGN PHASE Anna Skaret-Ball

DESIGN PHASE DESIGN PROCESS AND RATIONALE The design phase was an important project stage, when ideas providing possible solutions to the brief began to be generated. To achieve this, a clear design process allowed for fixed timelines, transparent project objectives, along with the main benefit of having a structured plan to follow. The design process involved continual ideation through sketching, low fidelity prototyping, user input for idea refinement, interim exhibition, more user input, and high fidelity prototyping for the final design. Rationale has also been included throughout the design process, utilising prototypes and user feedback such as interviews, surveys and prototype interaction. The design phase has followed a process from initial concepts through to final design development. This creative journey can thus be shown by being broken down into these two sections, concept and opportunity mapping and design development, documented below.

CONCEPT AND OPPORTUNITY MAPPING

1. MIND MAPPING AND SKETCH DEVELOPMENT OF INITIAL IDEAS FUNCTION 78% FORM 73%

68%

OVERALL 76%

71%

2. THE INTERIM DESIGN DIRECTIONS WITH THEIR EVALUATIONS. LEFT-RIGHT: An alarm clock removing devices from the bed, a lighting environment and device controller and a clicker for the parent to subtly encourage device switch off UNIVERSITY OF LEEDS 20 PRODUCT DESIGN


DESIGN DEVELOPMENT Developing the environment and device lighting controller, as identified as the most sucessful at the interim exhibition decision point.

1. SKETCH DEVELOPMENT A selection of sketches to show progression of the product shape, points of interaction and understanding how the components fit together

Anna Skaret-Ball

2. ELECTRONICS Using LabView and a myDAQ to prototype the electronics element of the product. The prototype represents the lighting of the main product and the connection to smart devices.

3. BRAND IDENTITY In order to bring the product to market, the commercial viability of the product needs consideration, along with how the product will be marketed to the consumers. This involved creating a brand, marketing collateral and exploring the online platforms the product would branch into to achieve different objectives (shown below).

1 Facebook- Attract 2 Amazon- Sell 3 The App & Website -Provide 1

3

2

DESIGN PHASE

UNIVERSITY OF LEEDS 21 PRODUCT DESIGN


SOLUTIONS SPACE

1 2

3

4

Anna Skaret-Ball

5

6 7

THE FINAL SOLUTION The product being presented to address the brief is GloStic. This is a bedside device for use within the adolescents room, with interaction from both the parent and the teen. At the heart of this product lies an alarm clock, utilising how an alarm clock provides routine and consistency to a working week. It is the features built into this alarm clock which distinguish this from other bedside assistive devices on the market. Firstly, to show the components within GloStic and how they all fit together, the visual above shows an exploded view of the product. The components have been highlighted as labelled opposite.

RRP: £54.99 COST: £37.27 PROFIT: £17.72 SALES: 26,000 COST AND PROFIT PER UNIT SALES BASED ON SECOND YEAR SALES

UNIVERSITY OF LEEDS 22 PRODUCT DESIGN


LCD 1 - This is the LCD display intended for parent interaction to set the GloTime. It is angled in order to ensure the parent can view the screen with ease BUTTONS - Tactile buttons were the interaction of choice by the parent. Therefore these have been included within the product, with the circuitry underneath to register the ‘clicks’ of the parent, done through click domes LCD 2 - This rectangular LCD display is for the adolescent to view the time and notifications

HOW IT WORKS The product is focused around the GloTime, committed to aiding the parent in reducing adolescent technology use, whilst aiding the adolescent in improving sleep. The product function can be broken down into night and morning functions. Night functions 1. The screen side of the product faces the teenager. The parent turns the device round, so the lighting side faces the adolescent. The parent and adolescent decide on the GloTime for that evening, this is input into the product, either directly or through the app. Whilst doing this, the morning alarm time is also set 2. The product begins to glow red, whilst the phone and tablet change colour. The light then dims, accompanied by dimming device lighting too. When the GloTime is all consumed, the devices completely turn off and although they can be charged, they cannot be used

1

2

3

UNIVERSITY OF LEEDS 23 PRODUCT DESIGN

4

SOLUTION SPACE

STORYBOARD TO VISUALLY DESCRIBE HOW GLOSTIC WORKS

Anna Skaret-Ball

MAIN FRAME & POWER CONNECTOR This frame has been designed so the other components can quickly and efficiently be ‘snapped’ into place, aiding in lean manufacture when assembling the product. At the base, the product utilises a connector similar to that of a kettle, allowing the product to rotate, whilst at the same time providing power. This features a clip mechanism so the product cannot be removed from the base Morning functions 3. As the time set by the parent and teenager OUTER CASING & LED STRIP - Translucent is reached, the product increases in blue light casing to emit LED lighting and house the 4. To turn the alarm off, the product must be internal components. Down the spine of the turned back around, with the screen facing the product is the LED strip, with a strip of plastic teen again. The front screen will display the which it fixes to, preventing LED movement social media, text and call notifications from the adolescents phone aiding in waking up BASE UNIT - The base unit consists of two halves which clip together with snapfits, GloStic comes with a control app, aimed for housing the battery and circuitry within use by the parent. This app allows for those parents with a smart phone to remotely set the GRIP - To ensure the product can be turned GloTime and as some parents don’t physically with ease on the surface it sits on, the product go in to say goodnight to their teenager, the app features an isoprene grip on the base is a way of interacting with the product without physical contact.


SOLUTIONS SPACE Anna Skaret-Ball

EVALUATION REQUIREMENT

SCORE

WEIGHT

TEST METHOD

EVIDENCE

FINAL SCORE

LIGHTING REDUCTION Must expose the adolescent to a more suitable lighting environment

5

Comparison with the current lighting environment and proof through the electronics included

Electronics will ensure lighting changes are gradual and colours appropriate for the time of day

90%

RESPONSIBILITY Must engage adolescents in starting to take responsibility for their own bedtime

4

Feedback from the parent and teenager research participants

Positive feedback from the parent and adolescent will acknowledge a responsibility shift

80%

COMFORT Must be comfortable to interact with (for both parent and teenager)

4

Interaction of the high fidelity prototype with the research participants

Positive feedback from prototype interaction

75%

SIMPLE GloTime should be easy to set and the product simple to install

4

Interaction with the prototype, app interface and research participants

Positive feedback from prototype interaction

95%

CONSISTENCY Must aid parents in setting regular and consistent bedtime routines

5

Surveys with the parent research participants, detailing how the product works

Parent feedback will confirm that their confidence in setting bedtime routines has improved

73%

GloStic sucessfully meets the needs of both the primary and secondary user, which were established at the beginning of the process, in relation to form and function.

83%

EVALUATION

UNIVERSITY OF LEEDS 24 PRODUCT DESIGN


ROMI

(Range Of Motion Indicator)

Lizzie Greenwood lizziegreenwood@hotmail.co.uk

PROBLEM SPACE AND RATIONALE FRAMING THE PROBLEM 1. Demand for physiotherapy vs staffing 30% of primary care consultation is accounted for by repeat consultations with GP’s for musculoskeletal disorders (CSP, 2012) 41% of Physiotherapy managers in the UK agree that there are “inadequate physiotherapy staffing levels” (CSP, 2012)

“Putting the ownership back on the patient is key” Physiotherapist, Leeds Lizzie Greenwood

2. Scheduling prescribed treatment with existing commitments 31% of people experience pain at work at least once a week (CSP, 2012).

A key part of prescribing treatment for patients involves a home exercise plan containing exercises for mobilising and strengthening joints. These plans contain repetitive exercises specific to the patient’s complaint and involve patients investing time into completing them regularly (up to hourly frequencies) and for the prescribed duration (up to a year) to enable full rehabilitation. = Low adherence rates to prescribed exercise plans (Ludwig & Adams: 44%, Slujis et al: 70%) WHY? SELF VARIABLES

SITUATIONAL VARIABLES

KEY

“I didn’t know how much pressure to apply”

“I had no way of measuring my progress”

Lack of fun

“If patients do their exercises wrong it can aggrevate the condition”

Despondancy: over long rehabilitation periods patients lose motivation

Finding time: pressures of working life take time priority

MONITORING ACCURACY

PHYSICAL PROGRESS TRACKING

GAMIFICATION/ SOCIAL INPUT

UNIVERSITY OF LEEDS 25 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

RESEARCH SUMMARY

DISCOVERY PHASE


USER INSIGHT

USER INSIGHT STAGE ONE: (UNDERSTANDING THE PROBLEM)

Lizzie Greenwood

3 participants who had previously had Actions: physiotherapy treatment of varying length - Development of 3 directions based on most were used. This was deliberate so that any common needs discussed. behavioural patterns could be cross-assessed to determine if severity had any impact. 3 local physiotherapists also agreed to take part in the project. In stage one they were asked for their expert opinion on the most common unmet patient needs. STAGE TWO: (TESTING OF 3 DESIGN DIRECTIONS) Aim: To gain feedback on the following 3 product directions at a very early stage from experts: - Monitoring accuracy - Tracking progress over time - Increasing “fun” (Gamification/social input) These were discussed with two experts. Insights: - Both practitioners questioned chose the “Progress Tracking” direction as the most promising. - Concerns were expressed around any product that would try to objectify personal goal setting. - Long term rehabilitation post joint replacement suggested as potential area of product need. - Product that is adaptable to several joints desirable

Actions: - “Progress tracking” chosen as final product direction (after evaluation against specification and stage 2 research) - Research into joint replacement/longer term rehabilitation carried out: flexion/extension motion rehabitation

STAGE THREE: (TESTING OF CHOSEN DIRECTION EMBODIMENTS) Aim To gain feedback on current embodiment forms from patient with experience of long term knee range of motion rehabilitation. Insights: - Patient liked the prototype where the main bulk of the product was away from the joint. - Patient felt weary of the prototype that sat Actions: away from skin as she thought it could be - Prototyping focused on moving the bulk of knocked easily. the system (the electronics hub) away from the - Patient weary of weight on vulnerable joint. joint. - A product which could be worn all day with - Mechanical requirement to make the device the electrical section added to record data as lightweight as possible prioritised. desired. UNIVERSITY OF LEEDS 26 PRODUCT DESIGN


STAGE FOUR: (TESTING OF ATTACHMENTS) Aim To understand how intuitive different styles of attachment are to naive consumers in order to select the option which gives the patient the easiest experience of using the product as possible. Two naive consumers were encouraged to play with the 4 different mechanisms unprompted and to voice opinions of them. They were then asked which option they found easiest to use. Insights: - Users found the luggage clip option difficult to use as it was stiff to open and close. - Users liked the idea of an “SD Card” style click-in mechanism. - All options required movement back into the body of the object- which when on the joint would not be possible: a redesign of attachments that secure from above is necessary.

Actions: - Design of attachment mechanism from above rather than linearly begun. - Preference for sensory feedback (click) taken on board for development of final attachment mechanism.

Lizzie Greenwood

STAGE FIVE: FINAL USER TESTING RESULTS: The user found putting on the knee support intuitive as they were very used to this process. On inspection of the prototype, they understood that the ends needed to be attached onto the clips but needed to be prompted as to how. Once attached, they found using the product very intuitive as it did not change their exercise at all.

PATIENT EXPERT “Could be a real benefit for postop knees” “Practical to sell at a patient level” “Where patients get lost with self-management is the feedback you need, which that App would tell them”

UNIVERSITY OF LEEDS 27 PRODUCT DESIGN

USER INSIGHT

“The attachments might have an annoying wobble factor during exercises. Needs to be more secure.”


DESIGN PHASE Lizzie Greenwood

DESIGN PHASE Initial concepts centred around any product which could help the patient to improve their adherence to exercises. Unprompted, these mainly consisted of ideas in the themes of: - Devices which could remind the patient to carry out their exercise (e.g. alarm-style) - Devices which made doing exercises more fun (games etc) - Devices which gave the patient a reward for completing their exercises (e.g. biofeedback such as vibrations) or rewards such as chocolate. - Devices which helped the patient to understand how accurately they were carrying out their prescribed plan. - Devices which monitored motion. Design direction one: Monitoring accuracy One patient interviewed voiced the concern that he wasn’t sure how accurately he was repeating his exercises. He used a prompt sheet to remind himself but found the diagrams confusing.

Through sketch development and after User research stage one had been carried out, the following three Design directions were concluded:

Product idea: Wearable accuracy tracker (Right) Design direction two: Tracking progress The patient with the highest severity of injury interviewed voiced her greatest concern which was that she found it very difficult to know if she had made any progress over her long term rehabilitation in getting back to full range of motion. This made her frequently despondant and reduced her motivation to complete her exercises. Product idea: Wearable motion range tracker Design direction three: Gamification The lower severity patients both mentioned that they found their exercises dull and repetitive. Product idea: Interactive game with timed prompts.

UNIVERSITY OF LEEDS 28 PRODUCT DESIGN


RESEARCH: Through prototype experimentation it had been found that three main ways of achieving the desired product outcome could be developed. PROTOTYPES: All prototypes were deliberately low fidelity and made using a selection of foam, hard-bake clay and acrylic:

Over joint, flat to skin

Over joint, away from skin

Offset from joint, flat to skin

EVALUATE: This evaluation was carried out in User research stage 2, with one focus participant. The patient chose the offset embodiment as her favourite, as it was away from where she felt most vulnerable.The patient chose the direct/away from skin embodiment as her second choice but had concerns that it may knock into things. These two products (with emphasis on offset embodiment) were therefore taken forward for development. Lizzie Greenwood

INITIAL ELECTRONICS PROTOTYPING: Component selection carried out involving constraints of ability to measure relative position from a reversible oscillatory input and providing an initial feedback read aswell as data storage for an App graphical representation. Initially, a rotary potentiometer was used for prototyping for ease of understanding, with the intent to use a rotary encoder system. A protoboard and MYDAQ were used to prototype a feedback system where the output voltage of a rotary potentiometer controlled the lighting of 3 LEDs.

UNIVERSITY OF LEEDS 29 PRODUCT DESIGN

DESIGN PHASE

A wearable prototype embodiment (right) was created to test the sensitivity of the electrical signals involed in response to the human movement anticipated in the final product use, and to use as a working prototype to develop a LabView programme with. This prototype involved the design of a potentiometer housing Further development involved programming which could be bolted to the board to provide using LabView and signal creation through the adequate stability to withstand the forces gear motion output. exerted.


DESIGN PHASE

EMBODIMENT DEVELOPMENT: PROTOTYPE: After the evaluation carried out in User research stage 2 and after assessing the input needs of the electronic system, the following embodiments were prototyped:

Lizzie Greenwood

OFFSET DEVELOPMENT The development of offset weight embodiments was prioritised due to patient preference. It was decided to develop the Spur Gear embodiment due to the following factors: - The output of the mechanical system (rotary in either orientation) can be used as the input to the electronic system. - The sprung rack and pinion system requires the user to work against the spring force, this is undesirable as it adds resistance for the vulnerable joint to work against. SPRUNG RACK & PINION:

SPUR GEAR:

An idler gear was introduced in the embodiment design in order to allow for full 160 degree motion from horizontal (in previous two-gear design, the moving arm collided with the product body towards the upper limit. FINAL DESIGN: Instant sensory read ROMI SMART out of performance £27.99 Electro-mechanically enabled Tracks performance over time to App Instant dial read out of performance Mechanically enabled

ROMI SIMPLE £15.99

UNIVERSITY OF LEEDS 30 PRODUCT DESIGN


SOLUTION SPACE ROMI: A product for long term rehabilitation of the knee, wrist or elbow to enable progress tracking. Worn during exercises, ROMI automatically tracks your range of motion. In ROMI Smart, this data is stored to an APP.

FUNCTION:

MATERIAL Polypropylene

Lizzie Greenwood

With everyday use, ROMI can be attached simply by pressing the ends into the clips from above, and released by pulling out. The clips allow the whole product to follow the natural radial deviation expressed by dynamic joint movement while keeping the product stiff to mechanically translate flexion and extension. PROCESS USED Injection Moulding

1

Various

Standard components

2

POM (Delrin)

Standard components (Injection Moulded)

3

Steel (Low alloys)

Sheet metal forming

4

UNIVERSITY OF LEEDS 31 PRODUCT DESIGN

SOLUTION SPACE

Smart/ Simple RRP: £27.99/£15.99 COST: £19.60/£13.87 PROFIT: £8.39/£2.12 SALES: 2600/1300


SOLUTIONS SPACE Lizzie Greenwood

EVALUATION REQUIREMENT SCORE

TEST METHOD

EVIDENCE

FINAL

Allows individual use

5

Product trial evaluation of ease of use

Romi is designed for solo use. Considerations of feedback visibility, size and portability have accounted well for this.

45/50

Aids tracking of injury over time

5

Product trial evaluation of ease of use

Dependant on variant, Romi can either track to an APP or facilitate manual record taking by providing a readable value

50/50

Price suitable to individual purchase

5

Pricing of components using CES Edupack/ RS Components estimations

Both variants are below ÂŁ30, a reasonable estimation for a medical related product.

40/50

Suitable for home & clinic use

5

Focus group use (3 male 3 female) & physiotherapist feedback

Rechargeable through a USB connection, either home or clinic acceptable. Polypropylene surfaces are suitable for medical standard cleaning.

40/50

Gives instant user feedback

5

Prototype test. Feedback log and resulting actions

Both variants give instant on-board feedback as a result of motion.

40/50

Adaptable to different joint sites

3

Trial on all hinge joints, evaluation of accuracy of read vs manual recording by other person with standard Goniometer

Can be used on knee, elbow or wrist joint

24/30

Allows goal setting (Individual)

3

Product trial evaluation of user information input.

EVALUATION

Currently not accounted for but with development of APP this functionality can be achieved.

18/30

The device meets many of the criteria set by the users (both by practitioners and patients) and has succeeded in being adaptable, useful and fit for purpose. It has a modular foundation and can be purchased in two product forms (smart or simple) dependent on user preference. To develop the project further, I would focus development on improving the attachment system.

UNIVERSITY OF LEEDS 32 PRODUCT DESIGN


AXIS James Higson JAHigson@icloud.com

PROBLEM SPACE AND RATIONALE FRAMING THE PROBLEM When recovering from surgery or an injury, it can take a long time for muscles to regenerate and heal. Patients not performing exercises correctly and giving up on physiotherapy prolong this and this can possibly lead to a chronic illness. This is an unnecessary waste of, a physiotherapist’s valuable time and the patient’s time and suffering. THE DESIGN BRIEF

Surgery cannot achieve total TISSUE REGENERATION

“Improving the recovery process through compliance to progressive exercise therapy” Increasing number of ROBOTIC DEVICES used in physiotherapy PROGRESSIVE THERAPY provides significant improvements in function Physiotherapy improves patients QUALITY of LIFE

UNIVERSITY OF LEEDS 33 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

Shoulder pain leads to a higher absence from WORK

James Higson

Design and develop a device or system that will help speed up recovery for a patient who has had an operation or injury with soft tissue shoulder damage. The device will promote muscle regeneration, improve flexibility and reach for the patient. The device should give visual cues the help complete physio recommended exercises and provide feedback to the patient. It must provide the user with confidence to complete prescribed exercises and give feedback about how well they are doing. The device will be sold through multiple outlets to physiotherapists in the UK and eventually internationally.


PROBLEM & CHALLENGE ANALYSIS

45 % HER INJURIES OT

c

%

32 MILLION b muscoloskeletal injuries each year a

S

D E R TE N D O N UL S HO

THE FACTS The shoulder is one of the most sophisticated and complicated joints in the body. It has the greatest range of motion of any joint in the body with complete global movement allowing you to position the hand anywhere in space. • The coordinated activity of numerous muscles working together in set patterns is required to produce this motion. • It is made up of FOUR joints and FIVE linked bone groups which are related and work together. • To allow so much movement the joints need to be ‘free’ to move, therefore the shoulder should be ‘unstable’ compared to other joints of the body. • However a series of complex ligaments and muscle keep it in joint.

55

DISCOVERY PHASE

DISCOVERY PHASE

James Higson

(N/A. Shoulder Anatomy)

“Shoulder pain has a 1 in 3 lifetime prevalence”

“Sufferers are effected by restless sleep and difficulty getting dressed”

UNIVERSITY OF LEEDS 34 PRODUCT DESIGN


MARKET & COMPETITOR ANALYSIS Worldwide there are more than 300,000 physiotherapists. In the UK there are 49,573 registered physiotherapists. In the US there were 198,600 physiotherapists in 2010 with “39% growth in employment projected by the year 2020” “Major factors fueling growth of this market are, a rapidly aging population, increasing inclination towards active lifestyles, and government support in the form of incentives”

“Physiotherapy cost the NHS £335,046,852 in 2014”

(Physiotherapy Equipment Market: Global Forecast to 2019)

Currently the physiotherapy device market only contains expensive monitoring equipment such as isokinetic machines. There is a clear opportunity to exploit a less expensive alternative. I calculated that the total number of people receiving shoulder treatment in the UK in 2014 is approximately 3.5 million.

8% Private - 4,000

Other nations ~ 50,000

AMERICA ~ 200,000

Number of registered physiotherapists Worldwide

James Higson

“The physiotherapy equipment market will be worth $20 billion by 2020”

UK 49,573

REDUCE COST

PROVIDE FEEDBACK

c SHOULDER PROTECTION

b 92% a NHS - 46,000

DECREASE RECOVERY TIME

Number of registered physiotherapists in UK UNIVERSITY OF LEEDS 35 PRODUCT DESIGN

DISCOVERY PHASE

ENCOURAGE USERS COMPLIANCE


USER INSIGHT

USER INSIGHT PRIMARY RESEARCH WITH USERS USER MONITORING TECHNIQUES I looked at several pieces of technology in order to monitor movement of the shoulder and its muscles. This will then hopefully encourage compliance by setting achievable goals. The technology I’ve investigated includes: Electromyography Accelerometers Flexibility sensors

James Higson

Strain gauges I conducted two formal focus groups and multiple informal ones. These included discussing potential problems that I might come across down the line, product function and purpose. One prominent point raised was the need to have disposable arm bands for maintaining patient hygiene. I also conducted user tests frequently and I broke these down into four areas: • Testing of prototypes • Device attachment methods • Arm band materials and perceived value • Finally device shape

UNIVERSITY OF LEEDS 36 PRODUCT DESIGN


DESIGN PHASE PROTOTYPING PROCESS

ACCELEROMETER This is the most promising device as it is easy to wear. The device would provide feedback and monitor the patients activity through an accelerometer

COST ~ £60+

COST ~ £50

SIZE ++

SIZE +

FEEDBACK - INTERMEDIATE

FEEDBACK - ADVANCED ACCELEROMETER - USER ASSESSMENT • Too Tight • Include an adjustable strap. • Put a fabric backing on the plastic so it’s softer on the skin. • Good quality and feel

PROTECTIVE This device contains a non-utonian material to protect the user during the early stages of recovery COST ~ £30

FEEDBACK - NONE

COMFORT

70%

SKIN-IRRITATION

50%

FIT

61%

QUALITY

83%

WARMTH

UNIVERSITY OF LEEDS 37 PRODUCT DESIGN

DESIGN PHASE

SIZE ++

61%

James Higson

FLEXIBILITY SENSOR The flexibility sensor has proven to be extremely accurate at monitoring the shoulders elevation. However it would require multiple sensors as they only work in one plane


DESIGN PHASE James Higson

PROTOTYPING I used my prototypes above to test functionality during focus groups. This helped to generate constructive feedback about the design direction. SYSTEM The device interfaces with either a computer or a TV screen through the base station, if they have a HDMI port. Right we can see the user performing the exercise in front of the screen. The screen is now displaying a line for the user to reach also the target angle in red and the current angle in white. Once the exercise is complete the device vibrates and will light up green. The green LEDs can be seen lit up in the image to the right.

UNIVERSITY OF LEEDS 38 PRODUCT DESIGN


SOLUTION SPACE Torx Screw

10mm magnet

PRODUCT COSTS Each device costs ÂŁ37.64 in direct costs from the Bill Of Materials and packaging including delivery packaging.

AAA Battery Green LEDs ADXL 335 XbeeS1

3mm

Blue Power switch Hole for LEDS

INFERRED COSTS Other costs included in bringing Axis to market include the indirect costs. The largest of these are the wages for 4 employees their bonuses and pensions, Rent, IP setup and insurance, Advertising, Business insurance. Details of which can all be seen in the financial profit and loss spread sheet.

SOLUTION SPACE

UNIVERSITY OF LEEDS 39 PRODUCT DESIGN

James Higson

COMPONENTS Axis uses an accelerometer (ADXL 335) to measure its position relative to gravity. Using a wireless transmitter (XBee S1) the data is transferred from the armband device to a receiver in its base station. The base stations software transfers this data into an animated figure whose position mimics the patients. This is then output to a display through a HDMI cable.


SOLUTION SPACE James Higson

REQUIREMENT WEIGHT TEST METHOD

EVIDENCE

Easily attached to shoulder/arm

5

User group score

After working with a user group the attachment method was rated as highly successful

Inspire confidence to complete exercises

5

Speak with my primary user. Portray the idea with the use of a final working prototype. Qualitative feedback.

The device is highly interesting, however only with actually usage of a real product and software would it be fairly judgeable.

Competitively priced

3

Question my physiotherapists on perceived value of the device. Then compare to my RRP of ÂŁ226.

The device was under valued in comparison to the selling price on both accounts but by no more than ÂŁ80. I consider this to be relatively successful.

Demonstrate value to the physiotherapist

3

Test device with physiotherapists, to assess if the device would be practical and useful.

Qualitative feedback is positive. Imagining the data received from the device. Both physiotherapists expect the device would be successful if priced correctly.

Give feedback to the physiotherapist

2

Test device with physiotherapists about levels of feedback provided

Qualitative feedback is positive/ negative

Promote muscle regeneration through technology

2

Does the device encourage compliance to a progressive physiotherapy program? YES/NO

Yes the device uses targets and goals for the patients to achieve, encouraging them to complete their physiotherapy exercises.

EVALUATION

The device meets the requirements with the highest weightings successfully. This suggests the design would be successful at achieving improvements in shoulder rehabilitation. However there are areas for further development in the lower weighted requirements UNIVERSITY OF LEEDS 40 PRODUCT DESIGN

FINAL SCORE


DOTTIE PINNING ACCESSORIES Nicole Yates contact@nicoleyates.co.uk

PROBLEM SPACE AND RATIONALE FRAMING THE PROBLEM

“Arthritis is the single, most common cause of disability in older adults” Nicole Yates

With the number of people in the UK aged between 65-84 set to increase to 18.2% by 2033 strains on the health and social care systems are expected. A person’s health is directly linked to their wellbeing and the majority of older people encounter and live with health problems. Osteoarthritis is the single, most common cause of disability in older adults with hand arthritis being very common, as an estimated 43% of the UK population suffer from it. Studies have shown there are increasing numbers of the older community living with mild to moderate health problems, which often manifests from difficulties such as limited physical functionality. THE DESIGN BRIEF

The transition into retirement for many older people can be difficult especially when health issues mean they have to stop hobbies they enjoy, which for many, includes sewing. With more leisure time and less ability this often leaves people feeling frustrated, lonely and even depressed. The number of social knitting groups for older adults greatly outweighs the number of sewing groups. however sewing groups among younger generations are booming. This discrepancy is due to some of the activities required to sew becoming difficult as people age due to osteoarthritis, poor eyesight, reduced dexterity and tremors. As a lack of social interaction has been cited as having a major negative impact on wellbeing, barriers to social sewing groups must be limited. The product will allow people with arthritis to sew more easily by reducing the strain placed on joints in fingers, wrists and neck.

PROBLEM AND CHALLENGE ANALYSIS During the initial research stages exploration of wellbeing in older adults and how this is affected by health issues and social isolation were considered. The origin of home sewing as a hobby was researched and it was found that over the last century there has been a shift from sewing out of necessity to sewing for pleasure. Three main benefits of sewing were identified from both secondary and primary research and these were: UNIVERSITY OF LEEDS 41 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

DISCOVERY PHASE


• The practical process – Being distracted and ‘lost’ within the task allowing for relaxation. A challenge to learn new skills and a feeling that time has been spent productively. • The social side – Forming strong friendships when completing the activity in a group, enjoy sharing ideas and support of others. Finishing a project and receiving praise from group members leads to a boost in confidence. • The end product – Producing tangible items provided a purpose for the activity, which increased when items were created charity, common for sewing groups.

Nicole Yates

Another area of research looked at the problems associated with the operation of sewing machines. A task analysis using a pair of Cambridge Simulation Gloves that mimic reduced dexterity was used to gain an empathetic view of the user’s problem. The gloves reduce the functional mobility of the hands however do not account for pain, loss of tactile sensitivity or changes to the shape of the hand therefore a task analysis with users was also conducted.

MARKET AND COMPETITOR ANALYSIS By attending the Knitting and Stitching Show in Harrogate an overview of the market and competitors was gained. The show consisted of over 300 exhibitors selling supplies, running workshops and exhibiting textile art. Large brand names in sewing machines were present with the chance to try out their products, allowing for direct competitor analysis. The main for sewing products are Janome, Singer and Brother each of which benefit from a long standing brand heritage and a reputation for quality. As well as sewing machines sewing aids are available with the most used being needle threaders, magnifying glasses and lights. Other products that were similar include the Kwik Kilp and the Micro Stitch however both these products focus on basting quilts rather than pinning.

PHOTOS TAKEN AT THE KNITTING AND STITCHING SHOW SOWING COMPETITOR PRODUCTS AND A WORKSHOP IN PROGRESS WITH THE TARGET MARKET UNIVERSITY OF LEEDS 42 PRODUCT DESIGN


USER INSIGHT PRIMARY RESEARCH WITH USERS Focus groups were held regularly throughout the project with a sewing group that meet up every week at a local library were approached and regular focus groups were held with them thereafter. The group included a variety of women from different backgrounds with a variety of ages and abilities. They were all regular sewers however were not family or friends so offered open and honest feedback. The focus groups were loosely structured with participants able to talk freely about the topics presented with broad questions set out prior to the meeting so the conversation could be steered if required. Being part of the group and allocating the first hour for everyone to become accustomed allowed the users to open up and as a result more was gained from each session. It also allowed the benefits of social sewing to be experienced directly. The focus groups were used to gain insights into sewing habits, steer development of the product range and provide feedback on the final design.

Jean, age 74

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Nicole Yates

“I am right handed but often pin with my left hand because of arthritis�


Nicole Yates

DESIGN PHASE CONCEPT AND OPPORTUNITY MAPPING

MECHANISMS

From primary and secondary research findings two word clouds were created: one that explored the problems and one that explored the ideas and directions for the project.

From user research and producing design requirements the decision was made to create an entirely mechanical product as it reduces the weight of the product, reduces the cost and does not require recharging or battery replacement from the user. Another of the requirements was for the use of the product to require a simple movement input from users to reduce the pressure placed on the fingers and wrists. A sliding action was identified as the easiest through user testing and as a result wheels that the device is rolled on protrude from the bottom of the device allowing both the simple user input and the powering of the mechanisms. Two mechanisms were identified as critical for the functionality of the product: one that lifts the fabric and one that fires the pins into the fabric.

Initial concepts were developed for each of these problems and presented to users to feedback on. From this research three design directions were taken forward, developed further and presented at the Interim Exhibition. These three concepts focused on the problem areas of cutting fabric, pinning fabric and being unable to upgrade a sewing machine once purchased.

FIRING MECHANISM

LIFTING MECHANISM

MANUFACTURING CONSIDERATIONS After analysis of the shape and the requirement for the product to be light, and therefore manufactured from plastic, injection moulding was selected as the process for creating the casings for both projects and the internal mechanism of the pinner. As such manufacturing considerations had to be made which incorporated draft angles so the parts could be ejected from the moulds easily, a lip and groove where the parts meet to secure them together and mounting bosses which allow the casings to be screwed together. Also straight split lines were used to keep the costs of the moulds low and a uniform wall thickness UNIVERSITY OF LEEDS 44 PRODUCT DESIGN


for the casings has been included to reduce the chance of sink marks and warping. More manufacturing considerations can be found in the Manufacturing Plan report and more detail about the parts can be found in the Solutions Section of this report.

DRAFT ANGLE

MOUNTING BOSS

UNIFORM WALL THICKNESS

LIP AND GROOVE

BRAND IDENTITY AND MARKETING

PINNING

ACCESSORIES

D OT T I E Nicole Yates

The brand identity for Dottie took inspiration from wartime propaganda that was used to encourage people to ‘make do and mend’. This was done as home sewing as a hobby originated from necessity during the war and is therefore a nod towards its origins. Also many of the competitors on the market, as they were created during the war, benefit from brand heritage therefore the look of the brand is aiming to compete with this. To achieve this old style layouts with centred text, banners and intricate details have been used but in a vector style, rather than a hand drawn style, with bright colours to give it a contemporary look and feel.

MAKES PINNING A DODDLE

Online channels of distribution have been identified as a large driver for sales as increasing numbers of older adults are using the Internet with a growing community of online sewers sharing ideas and tutorials. Due to these shifts in the habits of the target market an e-commerce site, distributers such as Amazon and social media platforms such as Facebook and Pinterest will be used to distribute and create interest in the product. UNIVERSITY OF LEEDS 45 PRODUCT DESIGN


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Nicole Yates

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PARTS AND MATERIALS

RRP: £29.99 COST: £8.62 GROSS PROFIT: £21.37 INITIAL SALES: 10,000

As a major requirement of the product is for it to be light the decision was made to make both the casing and internal mechanism out of Polypropylene. This will not be a problem as the force required to move a pin is very low and Polypropylene has good strength and stiffness. A thermoplastic was selected as it is easier and cheaper to injection mould and Polypropylene COSTS AND RRP ASSOCIATED TO THE was selected as it has the lowest density of all PINPOD PRODUCT thermoplastics.

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HOPPER - An opening that allows for pins to be dropped into it and loaded using the internal mechanism. MOUNTING BOSS - A total of four mounting bosses are used on the Pin Pod and one on the Unpin which hold together the outer casings.

The fabric is then placed in the beginning of the opening where the arrow points. The whole device is then rolled away from the user with one hand and the fabric guided with the other hand as the pins are pushed into the fabric at intervals of around 5cm.

INTERNAL MECHANISM - The internal mechanism is made up of a few mechanisms: one that loads the pins, one that lifts the fabric and one that fires pins into the fabric. WHEELS - The internal mechanism is entirely mechanical and is powered by the wheels that protude out of the bottom of the Pin Pod. OUTER CASINGS - Both the Pin Pod and Unpin have curved casings that make it easy for an arthritic user to use.

PIN POD

FORK - A low-alloy steel fork that catches the pinhead and pulls it out of the fabric. To use the Unpin the user takes hold of the handle and places the flat back of the fork against the fabric just behind where the The Dottie range of pinning accessories makes pinhead is. The device is then run along the the activity of pinning prior to sewing easier for top of the pin, catches the pinhead and pulls users who suffer from arthritis, limited dexterity the pin out of the fabric. From here the user and reduced eyesight. There are two products can drop the pin back into its container without in the range: the Pin Pod and the Unpin. the need to use their fingers. The Pin Pod takes standard sewing pins that most sewers own and a simple rolling action from the user to push pins into the fabric at regular intervals. This is done along the edge of fabric, which is useful for pinning many different sewing projects including seams and hems. The Unpin uses a fork attached to an ergonomic handle to pull pins out of the fabric without the need to use arthritic fingers. FINAL SOLUTION

To use the Pin Pod pins are placed into the funnel that are then sorted, aligned and loaded into the mechanism one at a time automatically.

UNPIN

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Nicole Yates

SCREWS - Stainless steel screws have been used to hold together the casings and hold the mechanism in place.


EVALUATION

Nicole Yates

REQUIREMENT

SCORE

RANK

TEST METHOD EVIDENCE

LIGHTWEIGHT Products must be lightweight to reduce strain on arthritic wrists.

5

User testing with a weighted prototype. Ask users about their limits.

REDUCE STRESS ON FINGERS Fiddley tasks are not required to be done by the users.

5

Ask users Holding pins is to compare not required by pinning before the user. the product and whilst using it.

EASY TO SETUP The setup and use of the product is quick and simple.

4

User testing with a focus group and prototype.

The speed at which the product can be setup will be recorded.

SAFE TO USE As firing pins is included it will need to be safe to use.

4

Include safety features that make the product safe to use.

Firing pins will not be near the users hands.

SITTING OR STANDING Can be used sitting or standing due to user preferences.

4

User testing with a focus group and prototypes.

The shape of the product will allow different hand holding positions.

EVALUATION

Work out the weight of the product and ask users to hold.

The Dottie pinning range meets the requirements as the holding of pins is reduced significantly therefore making pinning and sewing easier for arthrtic users.

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MDes Projects



MEDSIM SIMULATOR

Rowena Madar rowmad@hotmail.co.uk

Satthaporn Barnes s.c.barnes@hotmail.co.uk

PROBLEM SPACE AND RATIONALE

“Poor needle insertion technique can lead to both minor and major complications”

Rowena Madar & Satthaporn Barnes

Needle insertion is a common procedure in medical care. It is used in a variety of different operations ranging from taking patients bloods, anaesthetising a patient and is also a primary stage of minimally invasive surgery. Although there are many different ways and techniques used to Insert a needle they all share similar characteristics and require an understanding of both visual and tactile response. Poor needle insertion technique can lead to both minor and major complications. For this and many other reasons, improving teaching practices for such procedures has become an increasing focus in medicine. FRAMING THE PROBLEM

One needle insertion technique that carries considerable risk is the Veress needle procedure. The Veress needle technique is favoured by gynecologists in the UK, and the first, most critical stage laparoscopic surgery, attributed to 50% of all complications in this procedure. The needle is blindly inserted into the abdomen to inflate it, the operator relying heavily on two distinct ‘gives’ felt as the needle transcends the fascia and the peritoneum to determine that the needle has sufficiently advanced into the peritoneal cavity. At this point, the needle should immediately stop advancing, for fear of tearing the bowel. Currently a trainee gynecologist’s first experience of using a Veress needle is during surgery when inserting it into a real patient.

The project was undertaken by a multidisciplinary team of 4 master’s students. This included two product designers, a medical engineer and a mechanical engineer with the aim to make a professional Veress and lumbar puncture needle training system by optimising the mechanical, computational and design elements, suitable for use in surgery training. In particular, the designers focused on the user’s learning experience through tutorials and anatomical diagrams in an interface and a realistic product casing. UNIVERSITY OF LEEDS 51 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

Similarly, lumbar puncture is another common needle insertion procedure often used to collect Cerebrospinal fluid (CSF) and required preliminary to spinal anesthesia. Associated risks with incorrect technique include postoperative headaches and very occasionally, brain stem herniation. Technical skills necessary for lumbar puncture procedure involve finding the correct inter-vertebral space and passing the needle into it. While relatively straightforward with the average patient, accurate needle insertion becomes more challenging when patients are obese, pregnant, elderly or uncooperative, requiring the operator to have both skill and experience.


DISCOVERY PHASE

DISCOVERY PHASE After initial meetings with supervisors and clinicians, the aims and technical objectives were established. This involved producing a medical simulator with haptic feedback capable of allowing the system to replicate the typical feedback experienced when performing both the veress and lumbar puncture needle procedures. PROBLEM AND CHALLENGE ANALYSIS

nurses, students and residents have made them a feasible teaching solution. One key problem with simulators is related to their cost. Surgical simulators range from $5,000 for low fidelity laparoscopic simulators to $200,000 for highly sophisticated ones. Although high tech simulators are considered a better choice, the cost for these simulators is disproportional to the added benefit gained from them.

Rowena Madar & Satthaporn Barnes

The focus of the project lead to research into medical simulators as an additional teaching technique for surgeons. Simulators are becoming an increasingly important education service in medical teaching. Currently used to compliment other teaching methods, they aim to accelerate and deepen learning. In 2014, the global health simulator market was worth an estimated $863.5 million.

There are many features included in medical simulators, designed to heighten the learning experience for the user. In terms of casing, the simulators typically replicate the anatomy and provide a realistic looking shape. Another aspect often incorporated in such devices is an interface that can provide the user with feedback from the simulator. More specifically, higher fidelity systems often include augmented Many medical training centers in the UK now reality. This research led to the designer’s offer medical simulators, allowing staff easy focusing on how to incorporate high fidelity access to training. Advancements in technology simulator features into a low cost simulator to have made them a practical tool for the training fill the gap in the market for cheap high fidelity process. This, and the fact they are also able to simulators, therefore making them available to cater to a wide range of medical staff including a larger market.

USER INSIGHT While the simulator can be designed to cater for a wide range of users, the primary end user for this product is trainee surgeons (residents). Due to restrictions on medical staff, resident hours are now capped to 40 hours a week, giving them less time to access specialist training and leaving many residents feeling under prepared. There is great demand for training simulators that can enable the development of such technical skills as needle procedures. One study found using a lumbar puncture simulator could improve knowledge and skill. There is an ever increasing user demand for such training simulators.

“Including many procedures in one device expands possible training infinitely”

Dr Rory O’Connor

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USER INVOLVEMENT AND TESTING

DR RORY O’CONNOR, PROFESSOR IN REHABILITATION MEDICINE TESTING MEDSIM

Rowena Madar & Satthaporn Barnes

Throughout the project the clinicians provided invaluable information, critical to the success of the product. Specifically when designing medical training devices, it is of particular importance that the experience is realistic and that the training material is accurate. Due to restricted access to medical professionals, third and fourth year medical students were also included in the project testing stages. One of the most significant parts of the project was testing the validity of the device with clinicians. This was done through approaching the clinicians for testing out the simulator and scoring the haptic feedback of the device. This would then confirm that the simulator response was appropriate and similar to the sensation experienced in surgery.

DESIGN PHASE casing. Though each member had their individual responsibility, there were many sections of overlap, where the different areas The simulator is comprised of many parts of expertise particular to each student were which were developed and tested in parallel necessary. to each other, with each team member taking responsibility for certain aspects of the project. Creating the simulator involved designing, The engineers worked together, though building and testing various subsystems that the mechanical engineer mainly focused made up the overall product. Before the work on designing and building the mechanical could be divided into the subparts the initial system ensuring the force feedback could be research and project planning was necessary. generated, while the medical engineer built The work-breakdown structure, shown on the the program that would allow the mechanical next page, gives an overview of these different system to be controlled. The designers focused systems, subsystems and their components. on two subsystems which included the interface/augmented reality and the aesthetic PLANNING

USER INSIGHT

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DESIGN PHASE Rowena Madar & Satthaporn Barnes

WORK BREAKDOWN STRUCTURE OF COMPONENTS INVOLVED IN DESIGNING THE CASING DESIGN PROCESS

INTERFACE PROCESS

&

AUGMENTED

The design process of both laparoscopic and lumbar casings followed a descriptive model to provide a framework for development. This included: Stage 1 - Exploration, this involved research and creating measurable design specifications Stage 2 - Generation, a series of different solutions were created Stage 3 - Evaluation, designs were evaluating against users and the specification before the chosen design was developed Stage 4 - Communication, once the design is evaluated manufacturing was considered

Designing successful interface (UI) typically involves continual testing with the user and prototyping. For this reason the ISO-13407 standard was applied, this included: Stages 1 & 2 - researching the user, context, and the necessary structure/navigation of the UI Stage 3 - 5 different home-pages were then designed and tested with a user focus group Stage 4 - UI designs were checked against existing theories and principles to Stage 5 - 3 stages of prototypes were created Stage 6 - usability and evaluation of design

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REALITY


SOLUTION SPACE REQUIREMENT

SCORE

WEIGHT

TEST METHOD

EVIDENCE

FINAL SCORE

LOW COST <ÂŁ1,500 The device should be competitive against other simulators on the market

3.5

Raw score of the different components calculated

Raw score is significantly lower than maximum price specified

INCORPORATES EDUCATION casing should have visual impact and there should be augmented reality

3

different checklists for each subsystems are made and used to include the features

Both these features and most items on the lists have been successfully incorporated

REALISTIC HAPTIC FEEDBACK The different needle procedure feedback should be realistic

4

Clinicians will test the device and provide a rating for how realistic the product is

Feedback from the clinicians was extremely positive

90%

PORTABLE The device should be able to be moved between departments if necessary

2.5

Tests conducted to see how easy it is to move the simulator through rooms

Results concluded the device could be moved easily

75%

OPERATES IN DRY LAB Material selection and device should be appropriate for the intended environment

2

Analysis of materials used and feedback from the clinicians

Casing materials are deemed appropriate and the clinicians thought the simulator suitable

65%

Overall the final design was considered successful as the simulator met the main design requirements, scoring best in the most important areas.

87%

SOLUTION SPACE

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90%

Rowena Madar & Satthaporn Barnes

EVALUATION

100%


SOLUTION SPACE

1

2 3

4

Rowena Madar & Satthaporn Barnes

FINAL DESIGN SOLUTION MEDSIM SIMULATOR SHOWING KEY SUBSYSTEMS The final solution is a haptic training aid capable of simulating both the veress and lumbar puncture procedures. The casing is comprised of a base with two lids, one to replicate a womans torso for the veress procedure and the other a curved back for lumbar punctures. The needle is inserted into the mechanical system which is controlled through a LabVIEW program and can run wirelessly using a MiRIO

controller. The mechanical system sits inside the casing which has a hole to allow the user to insert the needle through. The simulator also comes with a Dell Latitude tablet that gives the user feedback on how they inserted the needle, including an augmented reality. To make the learning experience more comprehensive, interactive quizzes and tutorials are included as part of the package.

AUGMENTED REALITY AND MECHANICAL SYSTEM UNIVERSITY OF LEEDS 56 PRODUCT DESIGN


EXTERIOR LAPAROSCOPIC CASING - The laparoscopic casing is made from Polypropylene and can house all the different elements of the simulator making it easy to transport. MECHANICAL SYSTEM - This is where the needle is inserted into the product and through use of a motor provides the realistic feedback necessary for each of the procedures. DELL TABLET - The tablet comes as part of the device and can be used to view the additional learning material and control the simulator INTERFACE ON TABLET IN USE wirelessly.

UNIVERSITY OF LEEDS 57 PRODUCT DESIGN

SOLUTION SPACE

LAPAROSCOPIC CASING DESIGN

The models were based on existing literature and validated against a clinician who specialised in both procedures. The models were then imported into the LabVIEW program on the front panel to show the needle going through the various layers.

Rowena Madar & Satthaporn Barnes

ABDOMEN MODEL - The image on the tablet THE INTERFACE & AUGMENTED REALITY shows a still from one of the walk-through videos that details the procedure, giving supporting The interface is designed to allow the user to learn about the procedures by outlining different learning material. topics related to both Lumbar Puncture and Veress techniques. The first menu allows the THE AESTHETIC CASING user to choose which procedure they would The external casing is a visual aid that makes like to learn about, colour coding the different the training device more memorable, the cases subjects to avoid confusion. A mock up represent the parts of the body that are entered interface was created using Articulate software during surgery. Each lid includes a synthetic and has 3D models and videos to increase the silicon skin patch, placed at the appropriate potential learning experience. site of entry, allowing the user to palpate the Each procedure has 6 interactive tutorials giving area realistically. specific information on the relevant theory For the Lumbar puncture casing an additional including risks associated with the surgery and anatomically correct 3D printed spine, set in correct way to insert the needle. Information in the correct alignment, provides kinesthetic the tutorials is from existing literature, mainly feedback. This spine model enables the medical journals, though further validation with user to replicate the introductory phase of clinicians would be beneficial. lumbar puncture, where they must feel for the interspinous space between the L4 and L5. The augmented reality provides important visual feedback to contextualise the simulator vertebrae. to the user, allowing them to view the different relevant tissue layers as they insert the needle into the device. This was done by creating realistic anatomically correct 3D models of the relevant tissue layers through CAD modeling.


SOLUTIONS SPACE RAW COST OF MEDSIM SIMULATOR

Rowena Madar & Satthaporn Barnes

COSTS AND PRODUCTION The mechanical system is made from standard components easy available and costing a total of £512. Most of this cost is related to the price of the MyRIO component, which costs almost £300 by itself. However, the construction of the mechanical system is straightforward and the system simple to replicate.

The cost for the interface is fixed and includes the price of the Dell tablet that comes with the simulator and the software used to develop the app. The casing would be made from polypropylene and for high scale production manufactured by injection moulding. The raw costs seen in the figure above show the prices for manufacturing a one off product compared to a batch of 10,000. Due to high start up costs for casing production, the simulator would not be manufactured at a batch size of less than 10,000 units. FIGURES

CASING MANUFACTURING MOULDS

COST: £833

SALES: 10,000

REFLECTION The final design incorporates a broad range of functionality and features. This makes MedSim a complete training package. The construction and implementation give a very high fidelity simulation of needle penetration for both the Veress and Epidural procedures.

By using modern materials, computer models and manufacturing techniques the costs of the product have been minimised. The end product having broader functionality whilst being significantly cheaper to produce than existing commercial devices.

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DEMENTIA REMINDER SYSTEM Chris Green www.chrisgreen-design.com

Kit McBride kitmcbride@live.co.uk

PROBLEM SPACE AND RATIONALE

“Reduce the patients physical need for carers, so their emotional needs can be focused upon”

To explore this problem, Calderdale Council set a seven month long research through design project to find solutions that increase independence within the home, decrease carer workload and free up more time to talk to residents. It was conducted by a team of five; two Product Designers (Chris Green and Kit McBride), two Mechanical Engineers (Matthew Marshall and Richard Stringer) and one Medical Engineer (Tim Frankland). Three kitchen based concepts were highly developed; the Reminder System for dementia patients that is presented in this booklet, a Kitchen Walker that allows osteoarthritis sufferers to easily move and carry ingredients around the kitchen and also load and unload the oven, and finally the Oven Dial Accessory for those with osteoarthritis to reduce the need to bend to view an oven interface.

UNIVERSITY OF LEEDS 59 PRODUCT DESIGN

PROBLEM SPACE AND RATIONALE

The heuristic design process of Andreasen’s and Hein’s Integrated Product Development (1987) was used to help the project run smoothly. It gives the longest path from perceived need to sales and was chosen due to its realisation of ‘departments’ including marketing, design and production in making combined decisions, therefore reducing the downstream changes. This reduced the time it took members of the team integrate despite MULTIDISCIPLINARY TEAM WORKING their different backgrounds. TOGETHER THROUGH THE PROCESS OF INTEGRATED PRODUCT DEVELOPMENT

Chris Green & Kit McBride

The world is facing a crisis of an aging population, where the percentage of people aged 60 and over will double from 11% to 22% by 2050. Regional councils such as Calderdale are already struggling to fund the annual £50 million that is consumed by sustaining local care homes and therefore 60% of local authorities now commission 15 minute visits by social carer workers. It takes the able bodied 40 minutes to wash, dress, cook and eat meaning carers struggle to accomplish this in 15 minutes, leaving no time to deal with emotional needs. As people age, more barriers preventing social interaction occur meaning a 15 minute call can be their only social contact. Therefore satisfying emotional needs is just as important as physical requirements, as loneliness is directly linked illnesses such as dementia.


DISCOVERY PHASE Chris Green & Kit McBride

DISCOVERY PHASE The project was born from a Hack the Home Design-athon run by Enabled by Design, FutureGov and Calderdale Council. The day saw people from all backgrounds including designers, health and social care professionals, engineers and people with disabilities combine ideas, prototype and present initial concepts. Calderdale Council then presented 18 other problem areas to the Leeds University team which Calderdale’s Occupational Theapists established as the most crucial. To review the problems in greater detail, investigate each target market and present current solutions that may not have been seen before, a research report was written and presented to Calderdale Council. The results of this research led the team into designing specifically for kitchen based assistive products due to the key problems and importance of cooking a meal. In order to fully appreciate the problem of cooking a meal, an initial task analysis was carried out through filming a team member cooking a meal, before breaking this video down into different activities. This in turn helped the team to identify problems that had not previsously recognised. Seven main problems including loading and unloading the oven, lifting and moving items around the kitchen, opening and closing the oven door, using the hobs, resting around the kitchen, oven warning systems and using dials without bending were highlighted, before solutions were designed to a developed degree.

A BIOMECHANICAL EVALUATION WAS USED TO INVESTIGATE THE PROBLEMS AS WELL AS EVALUATE THE SOLUTIONS Further task analyses were used to develop a biomechanical evaluation of problems related to the strains on the different joints at different points within the task. Kinovea and Matlab were utilised to create videos to graphically illustrate the problem areas, with the angles being represented graphically to provide data for background graphs. These proved why the problem areas needed addressing and the design concepts for the Oven Dial Aid and the Kitchen Walker. A literature review allowed a target market to be chosen. The end product was decided as an assistive device to increase the market and therefore allow an increase in manufacturing volume and a decrease in cost. A ‘Design for All’ philosophy was chosen. REHABILITATION PRODUCTS MEDICAL PRODUCTS

MAINSTREAM/ CONSUMER PRODUCTS

ASSISTIVE PRODUCTS DESIGN FOR ALL PRODUCTS

THE DIFFERENT PRODUCT MARKETS AND THEIR OVERLAPS. PINK = OUR FOCUS AREA UNIVERSITY OF LEEDS 60 PRODUCT DESIGN


USER INSIGHT To gain greater user insight, initial research field work was carried out at the William Merritt Disabled Living Centre in Leeds to examine what the assistive design market had to offer first hand. The centre facilitates educating the local disabled population on which products are available to them as well as providing advice on what they require. Discussion with specialists at the centre allowed us to assess which products were most successful and possible reasons for this, which consequently improved our understanding. A number of personas were generated based on real life people to help us fully understand the finer problem details that potential users might experience. The persona developed for this product was a woman in her mid 90s who suffered mild dementia. This also aided us in predicting how the user’s support network i.e. children and grandchildren would interact with the product.

Chris Green & Kit McBride

USER INVOLVEMENT AND TESTING A meeting was arrange with a dementia specialist at Carers Leeds to evaluate virtual prototypes and a functional interface. Testing was done with a proxy user as access to a real dementia patient was not ethically possible. The concept of the product and the interface colour and images were praised, with improvements suggested regarding robustness, inclusion of voice recognition, call feature linking directly to a carer, reduction in the amount of onscreen text, changing the swipe lock to a tactile button, and widely spaced buttons to avoid errors.

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USER INSIGHT

The results of a user questionnaire are illustrated above involving target users aged 43-82 years old. This highlighted negative responses surrounding the product’s adaptability and originality. However, as dementia patients require familiarity, a product that looks similar to existing products is seen as a desirable feature. 84% of responses were positive, 14% were indifferent and 2% were negative, implying product/user interaction was 84% successful.


DESIGN PHASE

DESIGN PHASE PRODUCT DESIGN Phases 2 to 4 of Andreasen’s and Hein’s Integrated Product Development (1987) process covered the design phase. Phase 2 (Conceptual Design) included mind-mapping and sketching ideas, development and evaluation with Occupational Therapists (OTs). Phase 3 (Preliminary Design) consisted of design for manufacture and aesthetic design in an iterative loop due the equal importance of making the device inexpensive but desirable. Phase 4 (Detailed Design) involved minor modifications to the final design to ensure it could be fully manufactured, which was assessed through low fidelity prototypes to ensure appropriate size and shape before models were created for 3D printing.

Chris Green & Kit McBride

Below illustrates the development of the hub and satellite design through phases 2 to 4.

INTERFACE DESIGN A graphical user interface (GUI) was designed to accommodate the needs of a user suffering from mild dementia though adhering to certain design specifications. Six interactive prototypes were developed for testing and evaluation utilising Indesign to create basic concepts, InVision when using tablets and Powerpoint to include sound design. The final GUI screens shown to the right are a sample of those in the final design of the product. SOUND DESIGN Non-stressful pre-set alarms were designed for users who displayed elementary stages of dementia, as voice commands may be unnecessary or condescending. Alarms were designed to occupy the 3KHz region as this is where the human ear is most sensitive meaning the user could identify and localise the sound easily; the image to the right illustrates a spectrum analysis of the design. UNIVERSITY OF LEEDS 62 PRODUCT DESIGN


SOLUTION SPACE

STORYBOARD The following illustrates a storyboard of the target user would interact with the final design. Chris Green & Kit McBride

SOLUTIONS SPACE

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SOLUTIONS SPACE

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2 3 4 5 6

Chris Green & Kit McBride

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2 3 4 5 6 7 8

9

HUB (ABOVE) AND SATELLITE (BELOW) EXPLODED VIEW UNIVERSITY OF LEEDS 64 PRODUCT DESIGN


COST ESTIMATIONS BASED ON THE MANUFACTURE OF 10,000 UNITS TOTAL COST OF MANUFACTURE: £21.47 EXCLUDING TRANSPORT AND STORAGE TOUCH SCREEN Allows for easy interaction for both carers and patients. This 7-inch touch screen allows the buttons to be large without drawing unwanted attention when not in use - £4.42 DISPLAY MODULE - £3.37 INNER STRUCTURE Injection moulded HDPE holds the electronics in place - £0.85 PCB AND ELECTRONICS - £1.03 BATTERY - £0.10 SPEAKER - £0.70 CASING Injection moulded ABS provides an impact resistant protective casing - £2.22

DOME Injection moulded transparent ABS provides an impact resistant, light emissive design - £0.85 LEDS 8 lights attract for the visual attention of the patient - £0.24

Chris Green & Kit McBride

STAND Milled and sheet bent anodized Aluminum so the design is raised off the surface, allowing it to easily draw the patients attention - £2.07

PCB AND ELECTRONICS - £0.50 RECHARGABLE BATTERY PACK - £0.70 MAGNET - £0.01 INNER STRUCTURE Injection moulded HDPE - £1.03 SPEAKER - £0.70

STAND Milled and sheet bent anodized Aluminum - £1.19 UNIVERSITY OF LEEDS 65 PRODUCT DESIGN

SOLUTIONS SPACE

CASING Injection moulded ABS provides an impact resistant protective casing - £1.73


SOLUTIONS SPACE Chris Green & Kit McBride

EVALUATION REQUIREMENT

SCORE

WEIGHT TEST METHOD EVIDENCE FINAL SCORE

Must alert the user to certain tasks

4

Stakeholders must be able to input their voice

2

Alarms must be recognised in two or more rooms

3

Analysis of features

Interface must be suitable for ages 18-80 years

2

Interface must be anthropometrically adequate for 5th95th percentile of the market

Test Prototype on users

Results from the testing

Feature analysis Analysis of design

100%

100%

Analysis of design

80%

Survey of different ages

Survey Results

80%

3

Design compared to data

Analysis of design

100%

Must be easily installed by users/carers/family

2

Test prototype

Results from Survey

100%

Must fit into a variety of houses and be attractive to the range of users

1

Survey

Results from survey

80%

Must be affordable to the users

2

Analysis of design

50%

Must not have to be maintained

4

Analysis of materials and manufacture

Should be instinctive to use

4

Analysis of features

Analysis of design

90%

Test prototype on users

Results of testing

80%

EVALUATION

Results showed that the design may be too expensive for many users and therefore manufacturing a higher volume is crucial to reducing this problem.

UNIVERSITY OF LEEDS 66 PRODUCT DESIGN

86%



ACKNOWLEDGEMENTS The programme team wishes to thank the following people and organisations who have contributed to the delivery and development of the Product Design programme. Colleagues from the following Schools: • Mechanical Engineering, Electronic & Electrical Engineering, Civil Engineering, and Process Environmental and Materials Engineering within the Faculty of Engineering; • Leeds University Business School • Inter-Disciplinary Ethics Applied Centre The companies and organisations who have supported Level 3 and 4 projects: • Disruptive Innovation Ltd • Texecom Ltd • Marks & Spencer • Calderdale Council • National Instruments • Compact Caddy The visiting lecturers and project supervisors who have participated in the delivery of the programme: • Professor Jacques Giard (College of Design, Arizona State University, USA) • Dr Simon Schütte (Linköping University, Sweden) • Mr Matt Burtonwood, Open2 • Dr Rory O’Connor. Professor in Rehabilitation Medicine Testing, Medsim, University of Leeds

UNIVERSITY OF LEEDS 68 PRODUCT DESIGN


ADDITIONAL INFORMATION Admissions If you are interested in the Product Design Course at the University of Leeds please contact the Product Design Undergraduate Admissions Team on 0113 343 2149 or visit www.engineering.leeds.ac.uk/ug Business Businesses interested in collaborating with us should contact Dan Trowsdale by: Phone 0113 343 8120 E-mail d.b.trowsdale@leeds.ac.uk

UNIVERSITY OF LEEDS 69 PRODUCT DESIGN





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