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Human

Factors

in

Design

Validation

of

lnteractive

Devices

E=h

rti-rn=-Monica BORDEGONI

$i1IrvV<#

PolitecnicodiMilano

The

paper

describes

practices

forvalidating engonomics as-pect$ofinteractivedevicesusing thestate-of-the-art of virtual

prototyping

methodologies and technologies.The approach

we propose

ls

quite

innovativeand isbased on mixed

virtual-real

paradigm,

where a virtual reaMy application idaugmented withdynamichaptjcsystems consistjng of ad hocdevicesthat can be programmed and configured forsimulating the

behav-iorofspecificobjects.

Fig,1.Productdesignand manufacturing phases

1.

Introduction

The productdesignphase issubject to several recycles where designchoices are reviewed several times on the ba-sis of testingresults. When confidence

in

productdesignis

reached, designisreleased

for

manufacturing

(Figure

1).

Mistakesinthedesignphasehavethemost impact,and the amount of subsequent rework

downstream

is

stilisubstantial.

Itiswell known thatthe more designchanges occur closer

tothemanufacturing phase,themore the

impact

on product

developmentcosts increases,lnorder toreduce mistakes and

designchanges, practicesperformingde$igntestingand

vali-dationefficientlyand effectively

-starting

since the early

con-ceptual designphase-havedeveloped.

A common and traditional

practice

makes use ofphysical

prototypesfor

performing

validation tests,Actually,thedesign

phase

issupported byCAS and CAD too]sthatproduceand releasedigitaldescriptionsof

products.

Therefore,

mathemati-calmodels areimmediatelyavailable forsubsequent re-use. In therecent

years,

several tooissupporting virtual validation and

simulation of

products

havebeendeveloped.Thespreading of

these toolshasbeen also supported byincreasinglypowerful hardwareenabling theexecution ofcomplex simulations. The practicebasedonsimulation isnamed "virtual

prototyping"'.

Compared tophysicalprototypingpractice,virtual

proto-types are ingenerallessexpensive, allowfornot one but $ev-eral simulation runs on asinglemodel, areeasilyconfigurable and support variants.

Furthermore,

testsare repeatable, and results of validation are often immediately availablefor

product

Fig,2.Validatienpractices:physicaland digitalprototyping

design

review. We can say thatvirtual prototypesofien provide insightsthat

physical

testingwould not reveal,Anyway, if digi-talprototypingdoes not completely substitutephysicaltests,

they helpoptimising and eliminatingredundancy intest

facili-ties,accelerating

life

testing,etc,

Currently,

companies tendtoreduce theuse and numbers

of physica[prototypes,opting forusing them atthevery end of

the

design

phases,and extensively using

digital

prototyping

early inproductdesign

(Figure

2),

Thepaper

describes

±

he

kinds

ofproducttestingand valida-tionpracticesthatcan beperformedusing currentlyavailable

and emerging technologies.

2.

Product Design

Validation

two kindsof validation areusuallyperformed

in

theproduct design:

1

,

Engineeringfunctionalaspects validation; 2.Ergonomicsissuesvalidation.

Thefirstkindofvalidation aims at testingproduct

behaviour

and engineering aspects, likeaerodynamics, crash, stress,

de-T-ifif>\ffXkkg speclalissueofjapanesesocietyforthescienceofdesign vol.15-4 ne.60 200B NII-Electronic Mbra

25

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(2)

formatjon,noise, vibration, etc. foday,these testscan

be

done

on thevirtualprototypeusing analysis and simulation tools

(for

example, tools likeANSYS, LMS, etc.).These±oolsallow

buildingsortsofvirtualIabteststhatareoftencomparable to

physical

hardwareones,

Forwhat concerns thevalidationof ergonomics issues,the ISO

9242

ergonomics standard pointsout threeaspects to

consider:

. Effectiveness:ifand how atask

(objective)

isachieved ;

. Efficjency: effortrequired forachieving a

pre-defined

levelof effectiveness ;

. Satisfaction: degreeofcomfort perceivedbytheusen Ergonomicscan bedescribedas theapplication of scien-tificinformationconcerning humans tothedesignof objects, systems and environment forhuman use

(Ergonomics,

2001).

Some

type$ofergonomic validation are run usjng virtual pro-totypes:typically,safety tests.The validation of other ergo-nomics aspects ofproducts,likecomfort, usability,efficiency,

effectiveness, etc. are subject to personalfeelingsand tastes

of users, related to theirpreferences,emotions, skill,cultural

and socialaspects, etc.

Computer

representations cannot fully

address every ergonomic issueoftheproduct;therefore

physi-cal prototypesmay stjllprovenecessary.

Inthefollowing,we analyse thepossibilityof using reallvir-tuaiusers forrunning ergonomics testsof realfvirtual products

(Figure

3).

ReaiusetiReatproduct: Usersperformtraditionaltestsusing

physical

prototypes.

Wrtuatusetiurrtual product:Virtualhumans are used for test-ingfew aspects of

products,

throughthesimulation of digital

models, Some toolslikeEDS-Jack, Catia,etc,support the definitionof computational models of humans, the computa-tionofart

positioning,

and thereforethe

prediction

of postures and comfort. Theleftsnapshot of Figure4shows avirtual

hu-man drivingacan ltis

possible

testinguser comfort by mea-suringvjrtuaihuman postureparameters

Iike

bending

degree

oflimbs,forcesexerted on theseat,etc,The snapshot on the right-hand side of

Figure

4

shows a stepof thesimulation of

the

field

of view ofa virtualcar

driver

when turning Ieft.This

study isparticularlyusefulfortestingthelevelof occlusion of acar doorpost

(Cu]ubert

Montanera,2002).

Whileseveralaspects can betested

in

avirtualenvironment, conversely, therearenotmodels thatcan

be

used

for

predict-ingmanipulation forcesapplied byusers.

26T-vrf

),\ensksug speclalissueefjapanesesecietyforthescieficeefdesign vol.15-4 ne.60 200S PRODUCT o=t's e ¢ L /111';11/1'11ill/1/'/1

'u.sets-pe.1mporm

testsusingvttu.al Eptl,'toty'plg,g・bf'.・il・' praduct&・eR"tfotimeht

///tt//t////..t/////t/../

/・・・・t//./・///t,・/1 Simulatienef virtuathuman lnvirtuaienvironment Vsersperform traditionaltests usmgphysical protetypes

r

real vlrtual USER

Fig.3.Relationbetween user and productconcerning theproduct

vaiidation pha$e

Fig.4.Snapshot ofthesimulation ofavirtualhuman drivingavirtual

cac and itsfieldofview when turningleft

ReaiusertWrtuat product:users pertormtestsusing virtual prototypingof productand environment. This jssue is

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NII-Electronic Library Service

3.

Virtual

Prototyping

The

validationofergonomics aspects ofaproduct

includes

thevalidation ofits

"look

and feel".Boththeseaspects require the

involvement

otrealuser$

in

thevalidationprocess.

User$

interactwiththerepresentation

-real

orvirtual-of

products

in

order totest

its

"look"

(attractiveness,

colour, textures,etc.) and

"feel''

{behaviour,

textures,etc.).Whilethefirstinvolves

only aspects relatedtovision,thelatterinvolvesaspects

re-lated

to

physical

contact with objects. Thisistypicalof several products,especially consumer

products

(like

control devices

of cardashboardsand airplane cockpits, washing machines,

ovens, musiclvideo

players,

etc,),butalso industrial

products

(like

controldevicesof machine tools).

The use of

physical

prototypesinergonomics validation has

allthedisadvantagesand limitationspreviouslydescribed.In

particular,

variantsand configurations cannot

be

quicklyset up

and tested.Therefore,itseems interestingstudying the inter-action of real humans and virtualproducts.

Inorder tounderstand which are the capabilities and ef-fectivenessof ergonomics validatlon performedusing vlrtual prototyping,itisnecessary to have a view of the

state-of-the-artof technologies enabling virtual prototyping,

Systems

where users interactwith virtual environments make use of VirtualRealitytechniques and technologies

{Earnshaw,

1

995).

Mainly,Virtual

Reality

state-of-the-artconsists ofvisualization techniques :Head Mounted Display

-

HMD

CVirtual

Research Systems),largescreens, workbench

{Kruger,

1994),

CAVE

(Cruz-Neira,

1993),and others, thatgiveusers theimpression of beingimmersed intothevlrtual world, Besides,more real-ismis

provided

bystereo-viewing technology,AIImentioned technologiesallow theperceptionof visual aspects

(look}

of

products.

On

theother hand,thosetasksinvolvinginteractionof users

withsystems requiremore appropriate media and modalities.

Some technologieshaveappeared recently and support

in-novative ways ofinteraction:whole handdevices

CVirtual

fech-nologies),3D devices

{Logitech),

etc.The major [imttationof

these

devices

concerning taskslikevalidating interactive

de-vices

(ergonomics

testing)isthefac±thattheydo not

provide

information

about thesense oftouch.

Some new devicesappeared inthelast

years

on themarket, named

haptic

devices.

The

term ['haptic"

is

used to

indiGate

both

tactileand

kinestetics

aspects ofthesense oftouch

(Bor-degoni,

2002).

Some

devicescan beworn on a finger,like

Fig.5.A user interactingwith avirtual pieceotcable using two

foM devices.The twospheres en thevisual scene correspond totheuser'$ fingersintherealworld moving thehapticdevices

thePHANfoM devices

(SensAble

lechnologies);some others

areexoskeleton ref[ecting forceon theuser's hand,likethe SarcosDextrousArm Master;thereare actuated gloves,like

the

Vlrtual

fechnologies

Cybergrasp

CVirtual

fechnologies),

and

bi-directionalactive deviceswith threedegreeoffreedom,like theHapticMaster

(FCS-CS),

and $everal others. Whiiethese

devicesare genera[-purpose,thereare other devicesthatare

oriented tospecific applications, especially forthe medical field,such asforlaparoscopy,endoscopy, etc,

(MMVR

2003). Another interestingtypeofdevice

i$

the so-called

"matrix

dispiay"

thatsupports

both

thevisualand

haptic

simulation ofobjects on aunique

device

(lwata,

200]).

Object

charac-teristicsaresimulated throughhapticmodels, and perceived throughvision and thesense of touchbyusers wearinglusing hapticdevices.

State-of-the-artof general-purposehapticdevicessupports

the simulation of activities like"inspect

an object", "push a button",Figure5 shows a user wearing a PHANfoM device, inspectingavirtualcable.

Othermore complex tasks,like"turn a knob"aredifficul±, if not impossible,toperformwith thesedevices,Thisismain[y

due tothecurrent developmentstage of commercia[ devices thatdo not allow thesimulation of complex situationslike6 d,o.f.operations, operations requiring torquecomputation, rendering othighforces,and so on.

Alternativeapproaches

for

thosekindsofvalidationconsist of configurable hardware

prototypes.

Most of theexamples

have

been

realised

in

theautomotive sector.

Some

research centers of automotive companies use

physical

prototypes

thatallow fortheconfiguration of several typesofvehicles, fvrfy#asskmg specialissueotjapanesesecietyferthesc]enceetdeslgn vel.15-4 ne.60 2008 NII-Electronic Mbra

27

y

(4)

bymodifying $ome parameters,likeposition,orientation, etc.,

ofsome

physical

parts

(Caputo,

2001)

{Di

Girolamo,

2001).

Programmable VehicleModel

(PVM)

of Prefix

{Prefix}

isan example of configurable vehicle.

These

solutions are usually

very expensive and require longre-configuration time,and are

mainly developedforaunique producttype.

An alternative approach to theuse of

haptic

devicesand

configurable hardwareprototypesconsists of dynamichaptic systems whose behaviorcan

be

programmed.

4.

Dynamic

Haptic

Systems

Dynamic

haptic

systems consist of ad hocdevicesthatcan

be

programmed and configured

for

simulating thebehaviorof

specificobjects.

For

demonstrating

theconcept, we havedesignedand built

some hapticsystems thatcan be dynamicaHy

programmed

forthevalidationofergonomics and usability designaspects. Figure

6

shows theCAD model of a dynamic knob prototype

(Gandolfi,

2002), Figure7 shows thedeveloped physical prototypeof theknob.Itconsists of a mechanical system, a

controllerconnected toa computer running a programfor set-tingtheknobparametersjnreal-time. The user interfaceof the configurationprogramisshown inFigure8.

The

knob

prototypecan be mounted and positionedinan

environment. Forexample, itcan be mounted on a car dash-boardor on awhite

goods

panel

board,Userscan beasked to tryand use theknob.Iftheydo not likeitsresponse and behavior,and want tomodify it,theknob parameterscan

be

changed

in

real-time.When the

preferred

configuration is reached, corresponding

parameters

and datacan bestored

by

the

control system

for

subsequent use

in

design

review

phases.

These

hardware

prototypessimulate products

behaviour,

butusually do not implementaspects concerning the`[look" of a product,

Usually,

they areuglymechanical systems,

simulat-ingthebehaviourof a device,

but

not theappearance ofboth

the deviceand thewhole environment. For example, theknob developedand shown in

Figure

7

can

be

used tosimulate a

knob mounted on acar dashboard.Inorder to provideusers

a view of how thewhole environment will

be

once thecar

is

bujlt,knob visual aspects are not satisfactory as they are im-plementedinthehardwareprototype:thevisual appearance of

theknobdoes not lookreal and cannot bechanged; besides thattheusers do not see the environment where the knob

28T-wy\assNzae

speclalissueofjapanesesocietytorthesciemceefdesign vol.15-4 ne.60 200S

Fig.6.CADmodel ofadynamic knob prototype

Fig.7.Knob dynamichardwareprotetype

m -"Z

.dwN

OneHblvop

Ne'b'Utt'op'e'li'mp.Q'ipttu roalavadi.

LptW{11 Etts.exfi. Tpku

"..

{uaan.,:L":al'k'op

'

irr

IS-- rt

op'pa=rmrmj

as" V inpae-/nyak=wi FMun Fig.8. tu Setvtny"tsuua IVtsmoaw in

,t

dmo e3!, 1 ltteec em' IS ee400

,ts/ta

i3 /,/SeeO 2S/M :d e::・tee ]Jbsc

ii

ll:?・

!k,'

i#1

Ii;

u

S'`i.es,

.mam

i'sc.

osw

1: lllUO Osw Et 11smo npms tfi :7・pm Orm

gl:---un-,-iL::-.ur.-..-r::J

.

"

Userinterfaceoftheprogramforsettingtheknobparameters

shou[d

be

mounted on

(the

car dashboardinour example).

On

theother hand,ifwe

provide

thevisualrepresentation of

thecar

dashboards

only,theuserwillnot beable tovalidate

the ergonomics aspects ofdevices mounted on the

dash-board,

like

the

knob.

A so]ution forovercoming this

problem

ismixing realand

(5)

NII-Electronic Library Service

5.

Mixed Real-VirtualPrototyping

When only real or only virtual informationisavailabie ina

system, itmight not be enough byitselfso as users can fully interactwith thesystem and accomplish some giventasks,ln some cases, itmight beuseful conceiving systems thatmix virtual and real information.

Thesesystems are made oftwo parts

(Figure

9):

. one partconsists ofrea[ environment and objects;

. theother partconsists otvirtual representation of both envi-ronment and objects,

An

application can

implement

the

human-computer

interac-tionas a mix ofvirtual and real modalities, where virtual and

real

information

is

presentatvariablepercentage,

lf

the

infor-mation

fully

comes fromtherealworld we talkabout Reality;

if

the

information

fully

comes

from

thevirtualworld we talk

about

Virtuality.

If

both

themodalities arepresent

in

the appli-cation,we talkabout MixedReal-Virtualinteractionmodality,

From a practicalpointof view, mixed real-virtual interaction

can beimplementedadding informationtothealready existing

one.

Ifa system is

primarily

basedon realinformation,the

quan-tityof informationthatcan be made ava[lable foruse can be improvedadding virtual informationtoit.These systems are

called Augmented Realitysystems

{Figure

1

O).

The

quantity

ofinformationavailableintheaugmented interactioninterface isincreasedof avalue thatdepends on thequantityof virtual informationthatisadded.

Conversely,ifan applicationismainly based on virtual rep-resentation of environment and objects, realobjects can

be

added tothem.Inthiscase, we talkabout Augmented Vir-tualitysystems

(Figure

1

1).

Also

in

thiscase, thequantityof

informationavailableintheaugmented interactioninterface

is

increased

ofava[ue that

depends

on thequantityofreal

infor-mation thatisadded.

The type ofinteraction interfacethat isimplemented ina

system depends on several parameters,such as the

applica-tionrequirements, the kindsoftechnology used and its limita-tions,thetypeof

data

and

information

initially

available,etc.

An application might implement various types of interac-tionmodalities thatareavailablesimultaneousiy, and can be

changed continuously

{Milgram,

1994>.Duringtheinteraction with a mixed real-virtual application environment, users can vary continuously the

type

of interaction,adopting the interac-tionmodality thatismore suitable and convenient, giventhe

Fig.9.Mixingreaeand virtualintormation,according todifferent modalityshare

Fig.10.Augmented Realitysystems

itk'=tibl-8g-Em=c

Higlt Lrw i

'Yiijtilai・

Quantltytf inionrnatlon Fig.11.AugmentedVirtualitysystems

context and thetasktoperform

{Figure

]2>,

Based on thisreasoning, theergonomics application using the

dynamic

hapticsystem we havedevelopedisoftype Aug-mented Virtuality.Infact,a realisticvisual representation of the environment and theinteractiondevicesisusually available,

since itcomes fromthedesignphase

{CAD

models), We have added informationabout thosecharacteristics oftheknobthat cannot be perceivedthroughthevirtual informationonly,by integratinga real physicaldeviceintothesystem. The virtual

7'iftyvaneeksce speeialissueotjapanesesocletyferthescieneeofdesign vol.15-4 no.60 20e8

NII-ElectronicMbra

29

(6)

Hg,12, Continuous variation of typeof interactioninamixed virtualapplication

information

(digital

model of car dashboardand knob)is

aug-mented withrealinformation

(physical

dynamic systems)

yield-ing

an

Augmented

Virtualitysystem.

6.

Conclusions

This

paper

haspresentedtheresults of a research work we havecarriedouton thetopicof ergonomics validation of inteF

activedevices,The approach we haveexperimented using

vir-tualrealityscenarios augmented with dynamichaptic

devices

has proventobeeffective forpreliminaryevaluation of ergo-nomics aspects, mainly concerning effectiveness, efficiency

and usability inusing interactivedevices.More experiments are

going

tobeset up,forimprovingthemethod and

propos-ingitforother application areas,

besides

theautomotive one.

Acknowledgments

Theauthors would liketothankFrancoDeAngelisand

Gior-gio

Colombo oftheKAEMaRT Group

-

Dipartimentodi

Mec-canica

-

PolitecnicodiMHano who have contributed to this work,

Engonomics.

(2001).

InternationalEncyelopaediaof

icsand Human Factors,Vol,

1,

faylor

and

Francis,

don.

Earnshaw R.A.,GiganteM.A.,

Jones

H.J.,

(1

995).

Virtual

itySystems,Academic

Press.

FCS-CS, HapticMaster,

URL

: botics2.htm

GandolfiE

(2002).

Studio

e sviluppo

di

dispositivi

haptic pervalidazioni inambienti virtuali

finalizzati

allosvjluppo

prodotto,Laurea

Thesis,

Universita'diParma

--

Facolta'di

lngegneria,

2002.

IwataH.,YtinoH.,

Nakaizumi

E,Kawamura R.,

(2001).

Project

FEELEX

:AddingHapticSurfacetoGraphics'',

ingsof SIGGRAPH 2001 ,LosAngeles,CA.

KrugerW.,FrolichB,

(1

994).

The responsive workbench, ]EEE

Computer

Graphics

and

Applications.

Log]tech,

URL

:www.logitech.com

MilgramR,lakemura H.,UtsumiA.,KishinoE

(1

994). mented

Reality

:aclassofdisplayson therea[ity-virtuaiity continuum,

(SPIE

Vol.

2351,

feIemanipulatorand

resence technologies,l994),

MMVR

2003,

Proceedingsof MedicineMeets VirtualReality

Conference

2003, NewportBeach,CA,January2003.

Prefix,URL :www.prefix.comlpvm.html

SensAble

fechno[ogies,

lnc.,URL :www.sensable.com

VirtualRealityforIndustrialApplications.

{1

998).Fan Dai

(Ed

.),

Springer.

Virtual

Research Systems, lnc.,URL :www.virtualresearch.

comVjrtual

lechnologies,lnc.,URL :www.virtex.com

'

References

BordegoniM.,CuginiU.,

(2002).

Visual-HapticMultimodal

Human Computer Interaction,Yearbookof theAdificial

Methodological

Aspects

and

Cultural

lssues,Vol.I,

ited

by

M.Negrotti,PeterLangEd,,2002,

Caputo

E,Di

Girolamo

G.,MonacelliG.,Sessa E

(2001),

The

design

of a virtualenvironment

for

ergonomic studies, Proc.ofXllADM lnternationalConference,Rimini,ltaly. Cruz-Neira

C.,

Sandin

D.J.,DeFantirA.

(1993).

screen projection-basedvirtuaireality:The designand implementationofthe

CAVE,

inComputer Graphjcs, ited

by

J.T.

Kajiya.

Culubert

Montanera,

fovar

Gomis

G.,

(2002).

Use ofaVirtual Human forergonomics analysis of a carcockpit, Laurea ThesisUPC-Barcelona and Dip.Meccanica-Politecnicodi

Milano{Erasmusprogramme).

DiGirolamoG,,MonacelliG.,MartorelliM.,Vaudo

G,

(2001),

Use of VirtualMock-ups

for

Engonomics

Design,Proc.of

7thlnternational

Conference

AT/A,

Florence,

ltaly.

30T-if-)7MvereEg

speciali$sueefjapanesesocietyferthescienceofdesign

Figure 6 shows the CAD model of a dynamic knob prototype (Gandolfi, 2002), Figure 7 shows the developed physical prototype of the knob

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