The Proceedings of - University of Wales Institute Cardiff
The Proceedings of - University of Wales Institute Cardiff
The Proceedings of - University of Wales Institute Cardiff
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<strong>The</strong> <strong>Proceedings</strong> <strong>of</strong><br />
<strong>The</strong> 2nd PED - Design Symposium<br />
Wednesday 19th July 2006, National Centre for Product Design &<br />
Development Research, UWIC<br />
Edited by S. Gill & R. Bibb
<strong>The</strong> 2 nd PED – PDR Symposium on Design<br />
Published by UWIC Press, UWIC, Cyncoed Road, <strong>Cardiff</strong> CF23 6XD<br />
Tel 029 20 41 6515 e-mail cgrove@uwic.ac.uk<br />
ISBN 978-1-905617-30-2<br />
© UWIC 2006<br />
Edited by S.Gill and R.Bibb<br />
Additional material by Alex J Woolley, Bethan S Gordon, Paul M Wilgeroth, Dominic Eggbeer, Nicholas<br />
I Evans, Anthony M Whyman, Rachel L Murphy, Simon O’Rafferty, Dr. Frank O’Connor.<br />
<strong>The</strong>se materials are copyright and may not be reproduced or published without the permission <strong>of</strong> the<br />
copyright owner.<br />
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<strong>The</strong> 2 nd PED – PDR Symposium on Design<br />
Preface<br />
This volume is a collection <strong>of</strong> papers presented at the 2 nd PED - PDR Symposium held at the National<br />
Centre for Product Design & Development Research, <strong>Cardiff</strong> on the 19 th <strong>of</strong> July 2006. <strong>The</strong> conference<br />
was organised by Steve Gill and Richard Bibb.<br />
<strong>The</strong> placing <strong>of</strong> the papers in the volume is random. <strong>The</strong> range <strong>of</strong> topics covered demonstrates the<br />
growing maturity <strong>of</strong> design research.<br />
Steve Gill & Richard Bibb<br />
Editors<br />
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Table <strong>of</strong> Contents<br />
INTERACTIVE PROTOTYPE TESTING IN THE CONTEXT OF USE..............................................5<br />
EMULATION OF REAL LIFE ENVIRONMENT WHEN PROTOTYPE TESTING. .......................11<br />
TOWARDS IDENTIFYING SPECIFICATION REQUIREMENTS FOR DIGITAL TECHNOLOGIES IN<br />
FACIAL PROSTHESES DESIGN AND FABRICATION...................................................................16<br />
THE LEGACY OF THE SCHRODER HOUSE....................................................................................23<br />
WHAT FUTURE TECHNOLOGICAL APPLICATIONS MIGHT MOTHERS AND TODDLERS BENEFIT<br />
FROM?......................................................................................................................................................30<br />
ECODESIGN STRATEGIES FOR GOOD BUSINESS PRACTICE: AN OVERVIEW..................42<br />
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Interactive Prototype Testing in the Context <strong>of</strong> Use<br />
Alex J Woolley<br />
School <strong>of</strong> Product Design and Engineering, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong> <strong>Cardiff</strong><br />
<strong>Cardiff</strong>, <strong>Wales</strong><br />
1. ABSTRACT<br />
<strong>The</strong> PAIPR (Programme for Advanced Interactive Prototype Research) group at the<br />
<strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong>, <strong>Cardiff</strong> (UWIC), has created a set <strong>of</strong> tools to enable industrial<br />
designers to create and test interactive Information Appliance prototypes. Combining both the<br />
digital and the industrial design in a single prototype creates a powerful test object that allows<br />
the designer to explore the interconnected issues <strong>of</strong> input devices and interface navigation.<br />
<strong>The</strong> portable nature <strong>of</strong> Information Appliances presents significant challenges for usability<br />
testing, as the environment in which an appliance is used will affect the user experience<br />
dramatically. Human Computer-Interaction (HCI) lab-based usability testing is <strong>of</strong>ten<br />
appropriate for testing computer applications, but is it really appropriate for testing <strong>of</strong>tenportable<br />
Information Appliances? This paper explores some <strong>of</strong> the challenges <strong>of</strong> testing an<br />
Information Appliance prototype in its intended context at the early stage <strong>of</strong> design<br />
development, and outlines the importance <strong>of</strong> context and environment when testing.<br />
Keywords: Contextual Testing, Information Appliance, Human-Centred design, Prototyping.<br />
2. INTRODUCTION<br />
<strong>The</strong> design <strong>of</strong> Information Appliances is at the crossroads <strong>of</strong> a series <strong>of</strong> design disciplines.<br />
Designers ‘are no longer bound by the generic technology <strong>of</strong>ferings <strong>of</strong> a PC’ [14] and there is<br />
immense freedom available to the designer in the way product interfaces are controlled and<br />
displayed. Information appliances differ from personal computers in that they combine<br />
bespoke hardware with an integrated Graphical User Interface (GUI). Norman [18] defines<br />
Information Appliances as ‘an appliance specialising in information … designed to perform a<br />
specific activity’ and marks out a distinguishing feature <strong>of</strong> Information Appliances as ‘the<br />
ability to share information among themselves.’<br />
As a consequence <strong>of</strong> the conversion <strong>of</strong> digital and physical, Information Appliance design<br />
presents new interaction design challenges. Input is needed from industrial designers, GUI<br />
designers, s<strong>of</strong>tware engineers, mechanical engineers and electronic engineers – making<br />
Information Appliance design a multidisciplinary process. To solve interaction design<br />
challenges across the physical and digital domains, industrial designers and GUI designers<br />
(along with usability specialists as well as others) need to be working closely to provide<br />
integrated solutions.<br />
Just as design disciplines converge at Information Appliance design, prototyping and<br />
evaluation methods from both areas have converged in a similar manner. This presents a<br />
problem for Information Appliances, as it is <strong>of</strong>ten not until very late in a project that an<br />
interactive prototype is developed [5] that combines both the industrial and digital design.<br />
Having access to interactive prototypes only at the latter stages <strong>of</strong> the process makes early<br />
stage contextual testing difficult to integrate and reduces its impact. Rubin [23] discusses how<br />
information from field tests where the product is set in its natural setting generates information<br />
that is ‘rarely used to make significant changes, although the data can be extremely valuable<br />
when used for future releases’. By moving contextual testing to an earlier stage in the design<br />
process it would be possible to feed more <strong>of</strong> this valuable data back into the current product.<br />
3. THE IMPORTANCE OF THE CONTEXT OF USE<br />
Buchenau and Suri [2] state that ‘the experience <strong>of</strong> even simple artefacts does not exist in a<br />
vacuum but, rather, in dynamic relationship with other people, places and objects’. Sherry [27]<br />
adds weight to this argument stating that ‘we are living in an experience economy’. <strong>The</strong>refore,<br />
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if it is experiences that are being sold, it is necessary to ensure that the correct user<br />
experience is created; and that means testing the product in context.<br />
Studying the context <strong>of</strong> use and how a product fits into a user’s life and values constitutes part<br />
<strong>of</strong> a user-centred design process, where data is gathered throughout the project to inform the<br />
design process. Norman [18] describes this as human-centred product development, where a<br />
product starts with the user and not technology. Holtzblatt [9] describes the customer-centred<br />
approach as contextual design. <strong>The</strong>se approaches put the user at the heart <strong>of</strong> the design and<br />
encourage constantly gathering user data to both inform the initial design requirements and to<br />
iterate towards a solution. User-centred design advocates studying the user in their correct<br />
context to discover their needs.<br />
Schrage [25] adds a further element to this argument, quoting David Kelly <strong>of</strong> IDEO as saying<br />
innovation cultures need to ‘move from spec-driven prototypes to prototype-driven specs’.<br />
This brings forward the idea that prototypes should actually form part <strong>of</strong> the requirements’<br />
study <strong>of</strong> a user-centred process. <strong>The</strong> problem with this approach to Information Appliance<br />
design is that an interactive prototype appears so late in the process that the influence <strong>of</strong> the<br />
testing data is restricted to discovering bugs and fixes, rather than becoming a part <strong>of</strong><br />
exploring what the product should actually be.<br />
Contextual testing has the potential to capture much wider issues than simply interface bugs<br />
and fixes. Issues such as how the location, interactions with other objects and people, and<br />
how stresses on the user affect the performance <strong>of</strong> the product can be investigated. Norman<br />
[19] describes how users who are stressed are less likely to solve problems creatively and are<br />
likely to approach them in a linear fashion. Ware [30] discusses how under stress the user’s<br />
useful field <strong>of</strong> vision becomes restricted, limiting the awareness <strong>of</strong> other events. Factors such<br />
as these have important implications for interface design, particularly in the case <strong>of</strong> devices<br />
where correct performance is critical and/or the environment is extreme.<br />
Studying interactive prototypes in the context <strong>of</strong> use earlier in the design process presents<br />
many challenges. <strong>The</strong>se are not simply the technical challenges <strong>of</strong> how to create a functional<br />
and interactive device quickly and early on in the design process; there are also challenges <strong>of</strong><br />
methodology, how best to gather and analyse data, how to present it and to whom in the<br />
design team.<br />
4. DATA GATHERING<br />
<strong>The</strong>re are many different techniques for studying user performance with prototypes and also<br />
investigating the context in which a prototype will be used. Design has recently seen a rise in<br />
the use <strong>of</strong> ethnographies to generate a picture <strong>of</strong> the consumer [18]. This is <strong>of</strong>ten turned into<br />
a literal picture forming a persona [3] to create a personality with a set <strong>of</strong> values that typifies<br />
the target consumer. <strong>The</strong>se methods can be used with or without a product prototype and can<br />
provide a set <strong>of</strong> design rules and requirements to inform design. Sacher and Loudon [24]<br />
emphasise the use <strong>of</strong> ethnographic methods as part <strong>of</strong> culture-based design where<br />
development starts by uncovering shared values and beliefs <strong>of</strong> a culture group. At present, if<br />
a product prototype is used at these very early stages, it is likely that it will have a minimal<br />
level <strong>of</strong> interactivity, if it is interactive at all, and will simply be used to gauge user reaction to<br />
the product concept.<br />
Once an interactive prototype has been generated as part <strong>of</strong> the design process it is possible<br />
to conduct testing such as Error Analysis and Verbal Protocol analysis [17] to assess the<br />
interface architecture and the communication <strong>of</strong> mental models used. This is <strong>of</strong>ten conducted<br />
in a usability lab to provide a controlled environment to ensure that the statistical data is valid.<br />
Many <strong>of</strong> the prototyping tools available at the earlier stages <strong>of</strong> the design process are suitable<br />
for lab-style usability testing. At the very early stages <strong>of</strong> the design process the data from lab<br />
tests has limitations. As the tests use scripted tasks, the nature <strong>of</strong> the product and its context<br />
has already been defined and not explored. Whilst this is appropriate for late stage testing, it<br />
limits insights into how a product fits, or could fit, into its intended context.<br />
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If the testing methodology is to take the prototypes outside <strong>of</strong> the lab there are several<br />
challenges with doing this: how to observe a user in an uncontrolled environment without<br />
influencing the data and also technical challenges <strong>of</strong> creating a prototype that is suitable for<br />
contextual testing. So why leave the lab at all? Whilst studying users interacting in a strictly<br />
controlled environment provides repeatable data suitable for statistical analysis, testing a<br />
mobile product out <strong>of</strong> context when it is intended to be used in an inherently uncontrolled,<br />
changeable environment can provide misleading data.<br />
5. A REVIEW OF SOME PROTOTYPING APPROACHES<br />
<strong>The</strong>re are many different approaches to prototyping Information Appliances, ranging from<br />
very quick, low fidelity methods to fully integrated working product prototypes. As Information<br />
Appliance design encompasses several disciplines, designers have access to a combination<br />
<strong>of</strong> prototyping techniques used in both the physical and digital domains. Form prototyping<br />
methods traditionally used in industrial design range from sketch modelling in foam and card<br />
to high quality stereolithography and vacuum cast prototypes. In terms <strong>of</strong> digital prototyping,<br />
state transition diagrams, paper prototyping and high level coding programs such as DENIM<br />
[11], Hypercard [6], Macromedia Director [8] and Flash are <strong>of</strong>ten used to generate initial<br />
prototypes before development moves onto higher quality code in programs such as C++.<br />
<strong>The</strong> challenge for creating prototypes for testing in the context <strong>of</strong> use is how to create a<br />
realistic representation <strong>of</strong> the product, combining the digital and the physical, which can be<br />
tested in a manner representative <strong>of</strong> how the user would interact with the real product.<br />
Totally virtual prototypes<br />
It is possible to prototype Information Appliances in an entirely virtual way by creating a<br />
s<strong>of</strong>tware simulation on a touch screens and observe user interactions. Sharp [26] showed that<br />
virtual simulation on a touch screen was highly effective in predicting interaction performance<br />
for his studies <strong>of</strong> microwave ovens; however the PAIPR group [4] has recently collected data<br />
that suggests that the same is not true for hand-held products. By combining both the digital<br />
and physical interface <strong>of</strong> the prototype a more realistic representation is created. Purely<br />
virtual prototyping limits the study <strong>of</strong> the broader contextual issues as it essentially eliminates<br />
the physical presence <strong>of</strong> the product.<br />
Low fidelity prototypes<br />
Paper prototyping is one <strong>of</strong> the earliest stage prototyping methods available where it is<br />
possible to combine a physical prototype with an interface concept. This is achieved by<br />
swapping screenshots for a physical prototype. Using this technique, it is possible to examine<br />
some high level usability issues. However, these prototypes require a high level <strong>of</strong> input from<br />
the interviewer who must take the role <strong>of</strong> the computer, changing screens as the user makes<br />
inputs. Liu and Khooshabeh [12] found that even though paper prototyping is very flexible at<br />
the early stages, the level <strong>of</strong> support needed to use them made them ‘insufficient for formal<br />
user studies’ when compared to an automated digital interface. <strong>The</strong> level <strong>of</strong> support for paper<br />
prototyping raises questions for how well this method works for testing subtle product issues<br />
in the context <strong>of</strong> use. A similar criticism could be made <strong>of</strong> the Wizard <strong>of</strong> Oz [17] approach to<br />
prototyping, in that the reaction times <strong>of</strong> the system and the level <strong>of</strong> support needed could<br />
seriously affect some <strong>of</strong> the contextual issues being studied.<br />
Easily editable solutions<br />
Flexibility at the early stages <strong>of</strong> the design process is important if designers are to generate<br />
and experiment with divergent concepts. <strong>The</strong>re are a number <strong>of</strong> solutions that <strong>of</strong>fer a large<br />
amount <strong>of</strong> flexibility in this area. Pin and Play [29] and Switcheroos [1] allow physical inputs to<br />
be arranged simply by pushing buttons into a model, or, in the case <strong>of</strong> Pin and Play, a flat<br />
substrate. This makes the prototypes highly editable which is generally a very desirable<br />
attribute in a design tool. However, this may not be such a desirable quality if the prototype is<br />
to be used in an uncontrolled environment where editability can mean prototypes are not<br />
sufficiently robust.<br />
Making a more permanent test object<br />
<strong>The</strong> IE unit [5] and Buck device [20] <strong>of</strong>fer more permanent solutions with switches embedded<br />
in a piece <strong>of</strong> hardware. <strong>The</strong> Buck is restricted to retr<strong>of</strong>itting old hardware, whereas the IE<br />
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provides a more flexible solution enabling switches to be embedded in high or low fidelity<br />
models [31]. One <strong>of</strong> the potential difficulties with the IE and Buck systems is the lack <strong>of</strong> an<br />
integrated screen. PAIPR has recently gathered data that a model running an interface on a<br />
laptop screen provides similar usability data (using the approach recommended by Molich<br />
[15]) to a real product. However, when studying some <strong>of</strong> the more contextual product issues<br />
such as how the device is used as part <strong>of</strong> interaction with other people, this may become<br />
problematic. Nam and Lee [16] has developed a system along similar lines to the IE unit that<br />
includes support for projecting the display onto models. Although this is a very flexible way <strong>of</strong><br />
solving the problem in terms <strong>of</strong> supporting many different screen sizes, there are limitations in<br />
taking the system outside <strong>of</strong> a usability lab – having to remain within a certain proximity to a<br />
projector, for example.<br />
Increasing functionality<br />
Tangible user interface solutions such as Phygets [7], MetaCrickets [13] and the Calder toolkit<br />
[10] allow experimentation with a large range <strong>of</strong> different inputs and sensors. <strong>The</strong> Calder<br />
toolkit in particular allows for a large range <strong>of</strong> digital and analogue inputs and even some<br />
wireless options. This provides the designer with more choice and the opportunity to generate<br />
‘smarter’ prototypes. <strong>The</strong> trade-<strong>of</strong>f for this added complexity is that the designer needs to<br />
have more programming knowledge to implement the system and components tend to be<br />
physically larger due to more computational power being integrated into the input devices.<br />
This added load <strong>of</strong> size and coding may well prove to be necessary for generating prototypes<br />
that can be tested in the context <strong>of</strong> use for very complex products. However, one <strong>of</strong> the main<br />
aims <strong>of</strong> the PAIPR group is to make interactive prototyping tools accessible to industrial<br />
designers. One problem with this is that industrial designers are not s<strong>of</strong>tware engineers.<br />
Norman [18] highlights that ‘it <strong>of</strong>ten takes three people to cover the capabilities required’ to<br />
produce interactive prototypes. This division <strong>of</strong> labour slows the prototyping process and<br />
inhibits the rapid iteration necessary for human-centred design. Raskin [21] states that:<br />
‘Programming language environments contain some <strong>of</strong> the worst human interfaces in the<br />
industry…the initial hurdle in terms <strong>of</strong> system and development environment has become so<br />
large that the beginning programmer is not encouraged to learn by doing.’<br />
This is what makes the IE and Buck systems attractive in terms <strong>of</strong> making tools for industrial<br />
designers, in that the level <strong>of</strong> coding knowledge needed in order to integrate them with<br />
s<strong>of</strong>tware is extremely low. Both systems work by simulating key press inputs and this enables<br />
them to interface with a large range <strong>of</strong> s<strong>of</strong>tware, such as Macromedia Flash and PowerPoint<br />
with only very simple coding. This shortens the learning curve for designers to begin engaging<br />
with interaction issues. This extremely simple implementation can produce some surprisingly<br />
complex and powerful prototypes. However, there is a cost to using key presses as inputs;<br />
analogue components such as dials and sliders are difficult to integrate and need to be<br />
simulated. In some cases this restricts the performance <strong>of</strong> these systems.<br />
Although the IE and Buck systems are very simple, they both need separate screens to run<br />
the interface and both have a cable connecting them to the PC. This is true <strong>of</strong> nearly all the<br />
prototyping solutions discussed here; even the wireless solutions (Switcheroos and Calder<br />
Toolkit) have a severely limited range. Whilst this is not a particular problem in a controlled<br />
lab-based setting, once you leave the lab and wish to study how the device fits with its context<br />
problems begin to arise.<br />
6. CONCLUSIONS<br />
Rob van Veggel’s [28] description <strong>of</strong> the history <strong>of</strong> the shift in design towards ethnography<br />
provides some interesting insights into the implications for moving prototype testing away<br />
from the usability lab and into the real context <strong>of</strong> use:<br />
‘To fill in the gap in understanding users <strong>of</strong> new products, designers have turned to the<br />
sciences. Initially, they turned to psychology, which has limited application. First <strong>of</strong> all,<br />
psychologists develop their understanding by performing tests in controlled environments<br />
such as labs. <strong>The</strong> resulting knowledge <strong>of</strong>ten is too general, too abstract, and too much<br />
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divorced from real life situations, and therefore difficult to apply in actual situations targeting<br />
specific customers. Second, psychologists primarily approach humans as individuals.’<br />
<strong>The</strong> drivers behind the move to ethnography in design are important to consider in respect to<br />
the user testing <strong>of</strong> Information Appliance prototypes. Lab-based usability testing <strong>of</strong><br />
Information Appliances, many <strong>of</strong> which are inherently mobile, provides data that is ‘divorced<br />
from real life situations’ and similarly treats users and indeed the Information Appliances ‘as<br />
individuals’. Talking <strong>of</strong> Information Appliances as individuals may seem like an overextension<br />
<strong>of</strong> the metaphor, but the Media Equation proposed by Reeves and Nass [22] suggests that<br />
this is not the case. Reeves and Byron present the case in compelling depth that<br />
‘Media = Real Life’, that we treat computers as real people, and that the same social rules<br />
apply. <strong>The</strong>refore, isolating an Information Appliance prototype in a controlled environment and<br />
attempting to use it to generate product specifications is liable to produce generalised,<br />
unspecific data and not the rich insights needed for Schrage’s prototype driven innovation.<br />
<strong>The</strong> approaches to prototyping and testing Information Appliances discussed here have not<br />
yet fully solved the problems presented by integrating contextual testing earlier on in the<br />
design process. Many solutions are for use in a controlled lab setting and need revision<br />
before they can be taken outside <strong>of</strong> this environment. <strong>The</strong> data-gathering methodologies used<br />
also need careful consideration. Tightly scripted statistical HCI analysis methods are not<br />
suited for delivering insight into how a product fits into a consumer’s life. <strong>The</strong> more qualitative<br />
analysis methods <strong>of</strong> the social sciences present a more realistic avenue <strong>of</strong> enquiry into the<br />
context <strong>of</strong> use; however, which methodology to use with the prototype and how to implement<br />
it at these very early stages are areas that need further investigation.<br />
7. FUTURE WORK<br />
This paper has discussed many <strong>of</strong> the questions raised by testing Information Appliances in<br />
the context <strong>of</strong> use. What tools and methodologies should be used? What level <strong>of</strong> fidelity<br />
should the prototype be at for the testing? How much functionality should there be? How will<br />
data be gathered? What tools can be used to generate prototypes? To start answering some<br />
<strong>of</strong> these questions, studies will be undertaken <strong>of</strong> a large scale Information Appliance<br />
manufacturer and a design consultancy undertaking an Information Appliance design project.<br />
Initially these studies will be used to define the broader context <strong>of</strong> testing and prototyping and<br />
how it is used in real world situations. An Action Research approach will then be taken to<br />
develop, iterate and evaluate a methodology for testing prototypes in the context <strong>of</strong> use.<br />
8. REFERENCES<br />
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systems: processes, practices, methods, and techniques, London, England June 25 – 28<br />
[2] Buchenau, M. and Suri, J.F. (2000) Experience Prototyping. In: <strong>Proceedings</strong> <strong>of</strong> the<br />
conference on Designing interactive systems: processes, practices, methods, and techniques,<br />
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[3] Don, A. and Petrick, J. (2003) User Requirements; By Any Means Necessary. In: Laurel,<br />
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Massachusetts; <strong>The</strong> MIT Press<br />
[4] Evans, M. and Gill, S. (2006) Rapid Development <strong>of</strong> Information Appliances. In proc <strong>of</strong>:<br />
INTERNATIONAL DESIGN CONFERENCE - DESIGN 2006 Dubrovnik - Croatia, May 15 -<br />
18,<br />
[5] Gill, S. (2003) Developing Information Appliance Design Tools for Designers. In:<br />
<strong>Proceedings</strong> <strong>of</strong> the 1 st Appliance Design Conference. Bristol, UK<br />
[6] Goodman, D. (1998) Complete HyperCard 2.2 Handbook; iUniverse<br />
[7] Greenberg, S. and Fitchett, C. (2001) Phidgets: easy development <strong>of</strong> physical interfaces<br />
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interface s<strong>of</strong>tware and technology ; Orlando, Florida November 11 - 14<br />
[8] Gross, P. (1999) macromedia DIRECTOR 7 and LINGO AUTHORIZED; Macromedia<br />
PRESS<br />
[9] Holtzblatt, K. (2005). Rapid Contextual Design: A How to Guide to Key Techniques for<br />
User Centred Design. San Francisco; Morgan Kauffmann<br />
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[10] Lee, J. C., Avrahami, D., Hudson, S. E., Forlizzi, J., Dietz, P. H., Leigh, D. (2004) <strong>The</strong><br />
Calder toolkit: wired and wireless components for rapidly prototyping interactive devices. In:<br />
<strong>Proceedings</strong> <strong>of</strong> the 2004 conference on Designing interactive systems: processes, practices,<br />
methods, and techniques, Cambridge, MA, USA August 01 - 04<br />
[11] Lin, J., Newman, M., Hong, J., and Landay, J.A. (2000) DENIM: Finding a tighter fit<br />
between tools and practice for Web site design. In: <strong>Proceedings</strong> <strong>of</strong> the Conference on Human<br />
Factors and Computing Systems, <strong>The</strong> Hague, Netherlands<br />
[12] Liu, L. and Kooshabeh, P. (2003). Paper or interactive?: a study <strong>of</strong> prototyping<br />
techniques for ubiquitous computing environments. CHI’03 extended abstracts on Human<br />
factors in computing systems, April 05-10, Ft. Lauderdale, Florida, USA<br />
[13] Martin, F., Mikhak, B. and Silverman, B. (2000) MetaCricket: A designer’s kit for making<br />
computational devices. In: IBM systems Journal, Vol 39, Nos 3&4<br />
[14] Mohageg, M.F. and Wagner, A. (2000) Design considerations for information Appliances.<br />
In: Bergman, E. (Ed.) Information Appliances and beyond, (pp.28 – 51). San Francisco;<br />
London: Morgan Kaufmann<br />
[15] Molich, R. www.dialogdesign.dk. (2002).<br />
[16] Nam, T. J., Lee, W.,(2003) Integrating Hardware and S<strong>of</strong>tware: Augmented Reality<br />
Based Prototyping Method for Digital Products. CHI '03 extended abstracts on Human factors<br />
in computing systems, Ft. Lauderdale, Florida, USA April 05 – 10<br />
[17] Nemeth, C.P. (2004). Human factors methods for design: making systems humancentred.<br />
London; Boca Raton, Fla, CRC Press<br />
[18] Norman, D.A (1998). <strong>The</strong> Invisible Computer: Why good products can fail, the personal<br />
computer is so complex and Information Appliances are the Solution. London; MIT Press<br />
[19] Norman, D. A. (2004). Emotional Design: why we love (or hate) everyday things. New<br />
York; Basic Books<br />
[20] Pering, C. (2002) Interaction Design Prototyping <strong>of</strong> Communicator Devices: Towards<br />
meeting the hardware – s<strong>of</strong>tware challenge. Interactions journal 9(6) 36-46.<br />
[21] Raskin, J (2000). <strong>The</strong> humane interface: new directions for designing interactive systems.<br />
London; Boston, Mass, Addison-Wesley, 2000<br />
[22] Reeves, B. and Nass, C. (1998) <strong>The</strong> Media Equation:How people treat Computers,<br />
Television, and New Media Like Real People and Places. California, CSLI Publications<br />
[23] Rubin, J. (1994) Handbook <strong>of</strong> Usability Testing; How to Plan, Design, and conduct<br />
Effective Tests. New York, John Wiley & Sons, Inc<br />
[24] Sacher, H. and Loudon, G.H. Understanding the wireless interaction paradigm: From 3G<br />
technology to customer solutions, Interactions, ACM. (2002) Volume IX.1, pp.17-23.<br />
[25] Schrage, M. (2000). Serious play: how the world’s best companies simulate to innovate;<br />
Boston; Harvard Business School press<br />
[26] Sharp, J (1998). Interaction design for electronic products using virtual simulations. PhD<br />
<strong>The</strong>sis, Brunel <strong>University</strong><br />
[27] Sherry, J. F. (2002). (Foreword) Creating breakthrough ideas: the collaboration <strong>of</strong><br />
anthropologists and designers in the product development industry. London; Bergin & Garvey<br />
[28] van Veggle, R. (2005) Where two sides <strong>of</strong> Ethnography Collide. In: Design Issues, Vol<br />
21, No 3, Summer 2005<br />
[29] Villar, N., Lindsay, A. T., and Gellerson, H. (2005) Pin & Play & Perform. In: <strong>Proceedings</strong><br />
<strong>of</strong> the 2005 conference on New interfaces for musical expression, Vancouver, Canada<br />
[30] Ware, C. (2004) Information Visualization: Perception for Design (2 nd ed). San Francisco,<br />
Morgan Kaufmann<br />
[31] Woolley, A and Gill, S (2006) Information Ergonomics Lectures for Creative Prototyping,<br />
In proc <strong>of</strong>: HCIEd.2006-1 inventivity: Teaching theory, design and innovation in HCI,<br />
Limerick, Ireland<br />
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Emulation <strong>of</strong> Real Life Environment when Prototype<br />
Testing.<br />
Bethan S Gordon<br />
School <strong>of</strong> Product and Engineering Design, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong> <strong>Cardiff</strong><br />
<strong>Cardiff</strong>, <strong>Wales</strong><br />
and<br />
Paul M Wilgeroth<br />
School <strong>of</strong> Product and Engineering Design, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong> <strong>Cardiff</strong><br />
<strong>Cardiff</strong>, <strong>Wales</strong><br />
1. ABSTRACT<br />
This paper explores the issues surrounding emulation <strong>of</strong> ‘real life environment’ via augmented<br />
reality when testing new product prototypes.<br />
User testing <strong>of</strong> product prototypes is currently conducted in a laboratory type environment due<br />
to accessibility, flexibility and rapid feedback. However, difficulties are <strong>of</strong>ten encountered in<br />
this artificial setting, such as the inability to convey the full reality <strong>of</strong> the environment that the<br />
product will be exposed to, for example, weather conditions, stress, or poor visibility.<br />
This paper presents the initial findings <strong>of</strong> this research.<br />
Keywords: Augmented Virtual Reality, User Testing, Environment, Presence.<br />
2. INTRODUCTION<br />
<strong>The</strong> success <strong>of</strong> a product is hinged on thorough development. Norman [9] relates the<br />
frustration faced by users <strong>of</strong> under-developed products in everyday life and identifies them as<br />
‘devices that lead to error’ and ‘products that are misunderstood’. Since Norman first<br />
expressed his views progress has been made in designing for intuitive use. This is<br />
predominantly achieved via User Centred Design (UCD), whose implementation during<br />
product testing has encouraged designers to improve the user ergonomics <strong>of</strong> everyday<br />
products. Rubin [11] describes UCD as an iterative process whereby modification and<br />
continual improvement is vital. Likewise, in one <strong>of</strong> their three Principles <strong>of</strong> Design, Gould &<br />
Lewis [3] highlighted that users need to be involved earlier in the development process <strong>of</strong> a<br />
product, so that their behaviours and attitudes can be documented, analysed and then fed<br />
back into the development <strong>of</strong> that product. This paper addresses how to maximise the user’s<br />
experience in product testing, and how to gain prompt results that can be fed back into the<br />
development process at the earliest possible stage [8].<br />
Bucheanu & Suri [2] <strong>of</strong> IDEO recognised that products do not operate in a vacuum and so<br />
user testing should not be conducted in a vacuum either. Product tests should exert and<br />
reflect the same conditions and<br />
environment that the product would face in<br />
the context <strong>of</strong> use. However, legislation<br />
and product confidentiality prior to launch<br />
<strong>of</strong>ten hinders the user testing <strong>of</strong> a product<br />
in context, and therefore testing is<br />
frequently conducted in in-house<br />
laboratory settings (fig 1). As a result, the<br />
testing conditions do not truly represent<br />
the conditions in which the product will be<br />
used. Cost and time can also hinder the<br />
proper testing <strong>of</strong> a design and so change<br />
is only implemented when the next product<br />
in the series is produced. Norman [9]<br />
Figure 1. Laboratory User Test.<br />
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supports this claim; ‘one negative force is the demands <strong>of</strong> time: new models are already into<br />
their design process before the old ones have even been released to the customer. Moreover,<br />
mechanisms for collecting and feeding back the experience <strong>of</strong> customers seldom exist.’ A<br />
virtual representation <strong>of</strong> the context <strong>of</strong> use might <strong>of</strong>fer designers the opportunity to test the<br />
product in-house at low cost, yet with rapid and accurate feedback. This process, however,<br />
needs to be conducted as an integral part <strong>of</strong> the development process and not as an<br />
afterthought.<br />
<strong>The</strong> aim <strong>of</strong> this paper is to explore the requirements <strong>of</strong> a virtual (or augmented virtual)<br />
representation <strong>of</strong> a product’s intended environment so it can be emulated when user testing.<br />
This environment should, as far as possible, emulate the context <strong>of</strong> use and will be known as<br />
an Augmented Virtual Environment (AVE).<br />
3. AUGMENTED VIRTUAL ENVIRONMENT<br />
<strong>The</strong> recreation <strong>of</strong> an environment using fully immersive virtual reality has been proven to carry<br />
too high a cost [6] and may jeopardise the implementation <strong>of</strong> emulating an environment at the<br />
user testing phase, hence the proposed use <strong>of</strong> AVE. An AVE consists <strong>of</strong> a virtual<br />
representation <strong>of</strong> an environment accompanied by actual props. Kaur, Sutcliff & Maiden [5]<br />
describe virtual environments as providing ‘a computer-based interface representing a reallife<br />
or abstract 3-dimensional space’. An AVE goes one step further by supplementing virtual<br />
components using actual props to increase presence and context.<br />
To enhance the creativity process Keller & Stappers [6] explored the use <strong>of</strong> projected video<br />
collages to test whether the use <strong>of</strong> a projection was ‘accepted as an environment’. <strong>The</strong>ir<br />
research proved that it was.<br />
<strong>The</strong> re-creation <strong>of</strong> an environment should, as far as is feasible, be simple, particularly as<br />
Boorstin [1] notes that the person who will be immersed in it will need to be focusing on the<br />
task at hand and not on the simulation. This should not be confused however with allowing<br />
the user necessarily to concentrate solely on interacting with the product. On the contrary, it is<br />
important to recreate the anxieties and natural distractions that would occur in real life.<br />
Optimising Presence<br />
Marsh [7] defines presence as the experience <strong>of</strong> ‘being there’ or ‘being in’ a virtual<br />
environment. It is important to optimise presence so the virtual experience feels as realistic as<br />
possible. <strong>The</strong> use <strong>of</strong> olfactory, lighting, audio, narrative, pace [1] etc. helps set any scene and<br />
increase presence, and may be particularly useful in re-creating feelings <strong>of</strong> stress and anxiety<br />
for the purposes <strong>of</strong> enhanced realism. <strong>The</strong> psychological hindrances triggered by these<br />
emotions in the product’s real environment are very important if designers are to gather<br />
accurate data. For example, a medical device used in a high stress environment but tested in<br />
a low stress lab environment may give very misleading usability test results. When testing the<br />
product stress the real environment must be emulated so truer test results could be yielded<br />
from the user testing experience. Walshe [12] conducted research with phobia patients and<br />
found that increasing the presence in a virtual environment increased anxiety and<br />
consequently stress levels were heightened. In the same vein (albeit referring to extreme<br />
situations), Ware [13] discusses how stress causes tunnel vision whereby the user’s ‘useful<br />
field <strong>of</strong> vision is narrowed so that only the most important information, normally the center <strong>of</strong><br />
the field <strong>of</strong> view, is processed.’ Ware then goes on to explain this theory in the context <strong>of</strong> a<br />
disaster situation. Thus the element <strong>of</strong> stress would change the way a user interacts with a<br />
product, say a fire extinguisher or life raft. Without exerting stress <strong>of</strong> this type in user testing<br />
dangerous products might result. James [4] conducted research on ‘the extent to which social<br />
anxiety can be generated within a virtual environment’, and his research concluded that social<br />
anxiety can be generated in this context even though the virtual environment used in his<br />
particular case was not lifelike.<br />
It is evident from the above that optimising presence does not necessarily mean creating a<br />
complicated virtual environment. Both Keller & Stappers [6] and Reeves & Nass [10] discuss<br />
optimum presence in simple low tech environments. Reeves & Nass go on to note that ‘rather<br />
pathetic representations <strong>of</strong> real life; simple textual and pictorial material shown’ can still<br />
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produce realistic emotional reactions in users. Keller & Stappers were inspired in their<br />
approach to simplification by David Hockney’s photographic collages. Hockney uses partial<br />
and interrupted views to give the viewer’s brain enough information to complete and compute<br />
the image. Similarly the use <strong>of</strong> lifelike (high fidelity) imagery in an augmented environment is<br />
not actually necessary since presence is achieved at low fidelity levels. Ware uses similar<br />
principles: ‘when data is presented in certain ways, the patterns can be readily perceived’.<br />
4. SIMILAR WORK<br />
Analogous development methods currently exist, but all <strong>of</strong> them either use different methods<br />
than AVE or use AVE in a different environment to the one which we plan. IDEO’s Experience<br />
Prototyping method for example uses low tech methods to emulate day-to-day user<br />
experiences. Bucheanu & Suri [2] describe how Experience Prototyping uses role play for the<br />
design development <strong>of</strong> products. Scenarios are created and observed by the design team<br />
who learn from users’ reactions to a given sequence <strong>of</strong> events and experiences. <strong>The</strong><br />
approach involves the use <strong>of</strong> props but no media. One example discussed describes<br />
emulating air travel experiences by mocking up the interior layout <strong>of</strong> a plane. Simple chair<br />
arrangements meant that the ‘physical and social issues could be experienced’ and the<br />
authors go on to discuss the importance <strong>of</strong> ‘social circumstances; time pressure,<br />
environmental conditions’ etc. An augmented environment would aim to explore and exploit<br />
similar issues with some <strong>of</strong> the same techniques, but might enable more complex Human<br />
Computer Interactions (HCI) to be observed and recorded.<br />
Walshe [12] has developed an AVE as we wish to develop one, but for different purposes. He<br />
explored the use <strong>of</strong> a virtual driving environment in dealing with exposure therapy for accident<br />
victims. Also, Keller & Strappers [6] tapped into the recreation <strong>of</strong> the ‘context <strong>of</strong> use’ via video<br />
collages as a tool to gain an understanding <strong>of</strong> the product’s requirements to inspire and<br />
inform the design process. <strong>The</strong>se existing practices have proven extremely valuable when<br />
researching the needs <strong>of</strong> an AVE as the research has served to eliminate the need to conduct<br />
certain tests on the differences and effectiveness <strong>of</strong> high and low fidelity virtual environments.<br />
Walshe’s research has much in common with the intentions <strong>of</strong> an augmented environment for<br />
user testing products. He discusses how he projected an image onto a large surface, (virtual<br />
element) augmented by props such as car seats to create an Augmented Virtual Reality<br />
(AVR). <strong>The</strong> aim <strong>of</strong> Walshe’s research was to generate a virtual environment with high<br />
presence. If he could achieve presence he reasoned that therapy could be conducted<br />
effectively. He describes augmenting the therapy environment by using a projection <strong>of</strong> a<br />
driving computer game; a windscreen through which the patient views the projection as they<br />
would in a car, and two car seats placed side by side to simulating a driver and a passenger<br />
seat. To increase presence sub-wo<strong>of</strong>ers were placed beneath the driver’s feet to re-create<br />
road vibration. Presence was monitored via heart rate monitors and verbal feedback<br />
throughout the experience. Results were positive and the environment was considered a<br />
success.<br />
Keller & Strappers [6] describe their intentions:<br />
‘Product designers can use these video collages to re-experience their observations in the<br />
environment in which a product is to be used, and to communicate this atmosphere to their<br />
colleagues and clients. For user-centred design, video collages can also provide an<br />
environmental context for concept testing with prospective user groups.’<br />
<strong>The</strong> uniqueness <strong>of</strong> their research lies in the ‘concept testing’ aspect. <strong>The</strong>ir research describes<br />
how video collages are used in place <strong>of</strong> mood boards to focus the design team on the<br />
proposed product’s intended environment. In some ways the work is very similar to Bucheanu<br />
& Suri’s as the environments are intended to be used during the concept design phase <strong>of</strong> the<br />
product design process. Like Walshe, Keller & Strappers explored the viability <strong>of</strong> a projection<br />
to create a virtual environment and again the results were positive (although there was no<br />
mention <strong>of</strong> how they were collated).<br />
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5. IMPLEMENTATION<br />
Results yielded from preliminary research have indicated that in order for an augmented<br />
environment implementation to be successful maximum presence is required, triggered by<br />
injecting ‘real life’ experiences such as stress and anxiety. Simple effects such as Walshe’s<br />
use <strong>of</strong> sub-wo<strong>of</strong>ers to create vibration are useful, but for accurate context <strong>of</strong> use simulation in<br />
product testing, it is likely that more random inputs would be required. Obviously it is<br />
impossible to foresee the exact ways in which a product might be used in context, but certain<br />
aspects can be foreseen. A pr<strong>of</strong>essional using a product in an <strong>of</strong>fice environment for<br />
example, will be subject to countless interruptions. When augmenting a virtual <strong>of</strong>fice<br />
environment for user testing, increased presence could be achieved by the audio <strong>of</strong> a phone<br />
ringing or a knock at a door. This would give designers the opportunity to see how a<br />
distracted person would use the product in everyday life – something that is not currently<br />
achieved in a normal laboratory user test. Likewise, equipment being tested for a disaster<br />
zone could be user tested in an augmented virtual environment that was extremely loud,<br />
where further bombs and potentially dangerous hazards, etc, could be emulated and the user<br />
reaction and relationship with the product at that point could be gauged.<br />
<strong>The</strong> authors intend to develop and evaluate an AVE for accurate context <strong>of</strong> use simulations<br />
as part <strong>of</strong> product development. <strong>The</strong> first step will be to work on methods for the development<br />
<strong>of</strong> standard products but the eventual aim is to create an AVE-based methodology for the<br />
development <strong>of</strong> information appliances, customisable for different environments and<br />
situations.<br />
Techniques to evaluate the environment will include Kaur et al’s [5] ‘verbal protocol’, whereby<br />
the person experiencing the augmented environment ‘thinks aloud’. <strong>The</strong> purpose <strong>of</strong> this<br />
technique is to evaluate the environment rather than the product. Once the environment has<br />
been refined then appropriate user tests would be conducted on the actual product. Further<br />
evaluation methods will consist <strong>of</strong> background questionnaires [4] prior to the test, coupled<br />
with a task sheet.<br />
6. CONCLUSIONS<br />
<strong>The</strong> aim <strong>of</strong> this paper was to explore the requirements <strong>of</strong> an AVE representation <strong>of</strong> a<br />
product’s intended environment so it could be emulated when user testing. Current product<br />
testing is predominantly based in a laboratory or similarly insular environment, but the user<br />
experience in everyday life is significantly influenced by external factors such as noise or<br />
emotional stress. User testing a product in an environment that represents its context <strong>of</strong> use<br />
allows for a truer representation <strong>of</strong> the usability issues: Poor usability and an inability to find<br />
the correct product functions are partly due to faults not being exposed at the test phase.<br />
<strong>The</strong> authors’ intentions are to develop an environment that will emulate a product’s context <strong>of</strong><br />
use via augmented virtual reality. <strong>The</strong> environment should facilitate testing <strong>of</strong> concepts as<br />
early in the development process as possible [3], so that changes (even quite fundamental<br />
ones) can be implemented while it is economically viable to do so. <strong>The</strong> AVE’s development<br />
should be steered by a focus on UCD and so will involve users early on in the development<br />
process.<br />
<strong>The</strong> use <strong>of</strong> a projection and simple imagery helps to <strong>of</strong>fer a user enough presence in a virtual<br />
environment, but further optimisation through appropriate audio, lighting and olfactory inputs<br />
is preferable. Lessons can be learned from similar work, particularly Bucheanu & Suri’s<br />
Experience Prototyping, Keller & Strappers’ video collages, and Walshe’s research into<br />
immersive therapy. All the work mentioned above uses replications <strong>of</strong> user environments in<br />
one form or another to explore relevant user-product issues. Although the applications<br />
described by these authors are all very different they all share the same aim: to demonstrate<br />
that a suitable environment can be created that achieves presence.<br />
Based on the findings <strong>of</strong> this paper an augmented environment will be created and initial trials<br />
conducted to illustrate the effectiveness <strong>of</strong> the environment’s design. <strong>The</strong> aim will be to<br />
achieve optimised presence for the purposes <strong>of</strong> effective product development. For the<br />
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purpose <strong>of</strong> initial trials a scenario will be selected and an environment designed for one<br />
product. Future work will involve the creation <strong>of</strong> a platform that can be modified and used for<br />
a range <strong>of</strong> product user testing including information appliances.<br />
7. REFERENCES<br />
[1] Boorstin, J. (1995), Making movies work. Thinking like a filmmaker. Los Angeles; Silman-<br />
James.<br />
[2] Buchenau, M. Suri, J.F. (2000), Experience Prototyping, In: <strong>Proceedings</strong> <strong>of</strong> the conference<br />
on Designing interactive systems: processes, practices, methods, and techniques, New York<br />
City, New York, USA, (pp.424-433)<br />
[3] Gould, J. & Lewis, C. (1985) Designing for Usability: Key Principles and What Designers<br />
Think, Communication <strong>of</strong> the ACM, Vol. 28, No 3, 1885, (pp. 300-311).<br />
[4] James, L. Lin, C. Streed, A. Swapp, D. Slater, M. (2003) Social Anxiety in Virtual<br />
Environments: Results <strong>of</strong> a Pilot Study, CyberPsychology & Behavior, Vol. 6, No 3, 2003,<br />
(pp. 237-243)<br />
[5] Kaur, K. Sutcliff, A. Maiden, N, (1998), Usability Requirements for Virtual Environments,<br />
HCI.<br />
[6] Keller, I. Stappers, P, J. (2001) Presence for Design: Conveying Atmosphere through<br />
Video Collages, CyberPsychology & Behavior, Vol. 4, No 2, 2001, (pp.215-223)<br />
[7] Marsh, T. Wright, M,S. Smith, S. (2001) Evaluation for the Design Experience in Virtual<br />
Environments: Modeling Breakdown <strong>of</strong> Interaction and Illusion, CyberPsychology & Behavior,<br />
Vol. 4, No 2, 2001, (pp. 225-238)<br />
[8] Nielson, J. (1994), Usability Engineering. Los Angeles; Morgan Kaufmann<br />
[9] Norman, D.A. (1998) <strong>The</strong> Design <strong>of</strong> Everyday Things. London; MIT Press.<br />
[10] Reeves, B. Nass, C. (2002) <strong>The</strong> Media Equation. How People Treat Computers,<br />
Television, and New Media Like Real People and Places. California; CSLI Publications.<br />
[11] Rubin, J. (1994) Handbook <strong>of</strong> Usability Testing; How to Plan, Design and Conduct<br />
Effective Tests. New York; John Wiley & Sons, Inc.<br />
[12] Walshe, D. Lewis, E. O’Sullivan, K. (2005) Virtually Driving; Are the Driving<br />
Environments ‘Real Enough’ for Exposure <strong>The</strong>rapy with Accident Victims? An Explorative<br />
Study, CyberPsychology & Behavior. Vol. 8, No 6, 2005, (pp.532-537)<br />
[13] Ware, C. (2004) (2 nd Ed.) Information Visualization. Perception for Design. San<br />
Francisco; Elsevier<br />
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Towards identifying specification requirements for<br />
digital technologies in facial prostheses design and<br />
fabrication<br />
Dominic Eggbeer<br />
PDR, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong>, <strong>Cardiff</strong>, <strong>Wales</strong><br />
1. ABSTRACT<br />
This research forms part <strong>of</strong> an on-going investigation into the application <strong>of</strong> non-contact<br />
scanning, Computer Aided Design (CAD) and Rapid Prototyping (RP) in the design and<br />
fabrication <strong>of</strong> s<strong>of</strong>t tissue, facial prostheses.<br />
Facial prostheses provide cosmetic and psychological restoration to patients who have<br />
defects in their appearance as a result <strong>of</strong> surgery, trauma or a congenital abnormality.<br />
Prosthesis production is a highly specialised pr<strong>of</strong>ession that requires artistic merit, an in depth<br />
knowledge <strong>of</strong> materials and processing, anatomy and surgery, clinical knowledge and more<br />
recently computer technologies. <strong>The</strong> attention to detail and custom-made, individual nature <strong>of</strong><br />
prostheses make the production process extremely labour intensive. Recent research has<br />
focussed on improving process efficiency through the application <strong>of</strong> digital technologies.<br />
Research has identified some improvements in efficiency, but many shortcomings have also<br />
been identified and significant development is required before these techniques become<br />
viable as mainstream practice.<br />
It is important for any new technique and technology to meet quality, economic and clinical<br />
viability targets before they are adopted by healthcare systems. However, a review <strong>of</strong><br />
literature in the area highlights a lack <strong>of</strong> clearly defined measures <strong>of</strong> success or comparisons<br />
against conventional techniques. Whereas in product development and engineering success<br />
may be clearly defined by quantifiable factors such as tolerance, surface finish and<br />
mechanical properties, measuring prosthesis success is highly reliant on subjective opinion.<br />
A more robust, objective and quantifiable method is therefore required. Without clearly<br />
defined measures <strong>of</strong> success and targets, this is extremely difficult.<br />
This research seeks to conclude the findings <strong>of</strong> literature reviews and case studies and<br />
begins to form a specification that may be used to aid technology selection and assessment.<br />
Where case studies have identified shortcomings, this specification will act as a target to<br />
direct technological development. Focus will be given to the quality and performance aspects<br />
<strong>of</strong> non-contact scanning, computer-aided design and rapid prototyping technologies.<br />
Keywords: facial prosthesis, design, digital technology, specification.<br />
2. INTRODUCTION<br />
<strong>The</strong> need to critically evaluate new technologies across the entire health service is recognised<br />
[1] and increasing emphasis is being placed on basing clinical decisions on scientific evidence<br />
[2]. <strong>The</strong> introduction <strong>of</strong> advanced technologies to a healthcare system must be justified in<br />
terms <strong>of</strong> quality, economics and clinical effectiveness. A lack <strong>of</strong> clearly defined success<br />
measures limits the ability to decide which technologies may be suitable.<br />
Technical specification requirements for non-contact scanning, CAD and RP technologies in<br />
facial prosthetics may be classified in quantifiable and subjective terms. This includes<br />
usability, clinical effectiveness, fit, aesthetics and comfort. Prosthesis success is currently<br />
judged subjectively and this traditional reliance on opinion based judgement, whilst valid, is at<br />
odds with arguments that demonstrate that these methods are subject to a high degree <strong>of</strong><br />
bias. Good research attempts to minimise the affects <strong>of</strong> bias though careful control <strong>of</strong><br />
extraneous factors [3].<br />
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Research to date has predominantly relied upon subjective assessment rather than bias<br />
controlled research designs. This makes it difficult to employ evidence-based practice when<br />
investigating the application <strong>of</strong> new technologies such as those discussed in this paper.<br />
This paper will categorise the findings <strong>of</strong> past literature and ongoing work in and related to<br />
this specialty and identify, where specifications may be concluded, where further work is<br />
required and suggest future research. This will concentrate on the quality criteria that make a<br />
prosthesis successful and the specifications <strong>of</strong> digital technologies required to achieve these<br />
criteria successfully.<br />
3. REVIEW OF SPECIFICATION REQUIREMENTS<br />
Quality aspects <strong>of</strong> prostheses are broadly defined by comfort, appearance, ease <strong>of</strong> use<br />
(application and removal). <strong>The</strong>se subjective measures depend on a number <strong>of</strong> more<br />
descriptive and potentially quantifiable factors:<br />
- Fit, marginal integrity <strong>of</strong> the prosthesis against the skin, fit between components (see Fig. 1)<br />
- Accuracy <strong>of</strong> the prosthesis and <strong>of</strong> the position in relation to anatomical landmarks<br />
- Resolution <strong>of</strong> details such as folds wrinkles and texture<br />
- Colour and homogeneity, detailing that provides a more lifelike look<br />
- Mechanical, material and environmental performance <strong>of</strong> the prosthesis and retention<br />
Factors that affect prosthesis quality may be defined by specifications <strong>of</strong> fit, accuracy,<br />
resolution, texture, colour and homogeneity, mechanical and material properties; each will be<br />
considered.<br />
Figure 1: a = Prosthesis body (ear), b = Substructure shell with incorporated clips, c = Bar<br />
screwed on to the abutments, d = Replica cast <strong>of</strong> patient’s defect site with the abutments<br />
highlighted.<br />
3.1 Fit<br />
Acceptable fit is vital to ensure the prosthesis both functions correctly (i.e. is sufficiently<br />
retained, does not cause irritation) and looks convincing (i.e. the margin sits correctly<br />
pressured against the skin to prevent gaps appearing).<br />
Prosthesis margins should provide a seal against the surrounding skin and no gap should be<br />
visible. It is also ideal if this seal remains in contact with the skin during facial expressions and<br />
functions. Marginal integrity is currently achieved by adding thin edges during the pattern<br />
making stage and contouring these towards the skin to apply pressure. Measurements using<br />
a dial test indicator (Fig. 2) on the margin <strong>of</strong> an auricular prosthesis ranged from 40 μm to 130<br />
μm. Although there is no minimum edge thickness specified, practice demonstrates edges<br />
within this range achieve a good result.<br />
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Figure 2: Use <strong>of</strong> a dial test indicator to measure margin thickness<br />
Achieving a thin edge represents a challenge for digital technologies. Research reported to<br />
date has utilised methods <strong>of</strong> Boolean subtraction to form a fitting pattern [4-9], but a suitable<br />
CAD system must also be able to modify extremely thin edges to press against the skin. RP<br />
technologies for pattern fabrication must also be capable <strong>of</strong> building in
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3.3 Resolution and texture<br />
Conventional impression techniques using syringable materials produce an extremely faithful<br />
reproduction <strong>of</strong> small features; they are not bound by describing details in points and suffer no<br />
loss in resolution. With digital technologies, data (point cloud) resolution has a direct effect on<br />
how accurately physical object is described in a computer environment. Quantifying the<br />
resolution required to describe anatomical forms will therefore assist in identifying suitable<br />
technologies.<br />
<strong>The</strong> levels <strong>of</strong> data resolution necessary to describe a form will depend on the level <strong>of</strong> detail<br />
required in the final prosthesis. Computer Tomography (CT) data provides sufficient<br />
resolution to allow a prosthesis form to be digitally designed and many commercially available<br />
light-based scanners have also proved adequate for capturing general facial forms.<br />
Resolutions <strong>of</strong> around 1 point per 0.69mm provide enough information to record overall facial<br />
pr<strong>of</strong>iles to accuracy sufficient to design facial prostheses [13]. An auricular prosthesis was<br />
produced by Chandra et al from STL data describing an ear with 834,220 triangles from<br />
458,566 points [14]. When attempting to describe features such as skin texture, wrinkle<br />
details and to a lesser degree, implant abutments, the data resolution required dramatically<br />
increases [13].<br />
Visible skin texture may be classified according to the orientation and depth <strong>of</strong> the lines [15].<br />
Primary and secondary lines form a pattern on the skin surface and are only noticeable on<br />
closer observation. <strong>The</strong>y typically form a criss-cross, polygon pattern 20 to 200 μm deep [16].<br />
An assessment scale used to assess and quantify deep facial wrinkles has been developed<br />
by Lemperle et al [17]. This correlated subjective assessments <strong>of</strong> wrinkle depths from various<br />
facial locations to a measured scale. Depending on the facial location, depths ranged from<br />
0.06 mm to a maximum 0.94 mm. <strong>The</strong> proposed margins on the scale ranged from >0.1 mm<br />
to
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conditions that mimic a mixture <strong>of</strong> sunlight and manmade light to accommodate for the effects<br />
<strong>of</strong> metamerism [21].<br />
<strong>The</strong> faithful and accurate capture and reproduction <strong>of</strong> colour represents a significant<br />
challenge for digital technologies. Whilst technologies exist to provide an accurate<br />
assessment and digital readout <strong>of</strong> colour, these typically work on an area too small for<br />
practical application. Suitable technologies must be capable <strong>of</strong> recording colour over a<br />
sufficient area <strong>of</strong> face to design the prosthesis, maintain the colour when manipulating the<br />
design in CAD and then reproducing it in a suitable material.<br />
3.5 Mechanical and environmental performance<br />
3.5.1 Retention strengths:<br />
Necessary retention strengths depend on the patient’s requirements and it is also useful to<br />
adjust retention forces post-production. Bar and clip methods are typically capable <strong>of</strong><br />
providing the highest retentive forces and are commonly used where there is low tissue<br />
mobility (such as ears). Retention strength can be altered by altering the number <strong>of</strong> clips and<br />
by adjusting the clips with pliers. Rare earth magnets can provide around 5 N <strong>of</strong> breakaway<br />
force and the retention may be varied by using different magnet types.<br />
3.5.2 Mechanical and material performance:<br />
<strong>The</strong> performance <strong>of</strong> the prosthesis body and the retentive components should be considered.<br />
Prostheses may be applied and removed around two times a day, which during a twelvemonth<br />
period equates to 1,460 cycles <strong>of</strong> the retentive components. Studies have shown that<br />
the retentive qualities <strong>of</strong> clip mechanisms are reduced with repeated application and removal<br />
[22]. Clip mechanism materials should therefore resist the effects <strong>of</strong> fatigue, abrasion and<br />
hardening/s<strong>of</strong>tening. Gold is typically used for the clips. Bar mechanisms should also be<br />
capable <strong>of</strong> withstanding the forces <strong>of</strong> application and removal. As an example, if 5 N <strong>of</strong> force<br />
is required to apply or remove a clip, which is attached 10 mm from an abutment, the moment<br />
will be 49 N/mm. Given component size restrictions, this necessitates a relatively stiff,<br />
typically metal material. 1.8 to 2 mm diameter gold bar is typically used. Gold also allows the<br />
bar to bend in an impact rather than transfer the load to the abutments and does not cause an<br />
allergic response. Cobalt-Chrome cast bars or machined titanium bars may also be used, but<br />
are less common. Similar applications have shown that Selective Laser Melting (SLM) (MCP-<br />
HEK) has potential for the fabrication <strong>of</strong> bar components [13, 23] and that casting from<br />
Stereolithography (SLA) patterns is also viable [24].<br />
Material requirements for the prosthesis body are particularly demanding. Bellamy et al [25]<br />
noted the following processing and functional considerations for the ideal prosthetic material:<br />
- Low viscosity for ease <strong>of</strong> moulding<br />
- Low weight to reduce the chances <strong>of</strong> detachment<br />
- Able to take intrinsic and extrinsic colouration<br />
- Chemical and environmental stability<br />
- Ease <strong>of</strong> adhesion to living tissues without sensitivity to the host tissues<br />
- Good physical properties such as tear and abrasion when moulded to thin edges<br />
- Ease <strong>of</strong> cleaning<br />
Silicone elastomer is the standard material <strong>of</strong> choice for the main prosthesis body. Shore<br />
hardness values are typically around A20 to A30, percentage elongation at break<br />
approximately 500% to 650%, tear strength approximately 90 to 110 ppi and tensile strength<br />
approximately 4.8 N/mm 2 [26]. No RP technology is currently capable <strong>of</strong> producing a<br />
prosthesis with these properties, so typically a pattern has been produced [4-9]. A wax pattern<br />
that allows modification using conventional sculpting techniques is preferred [6-9].<br />
3.5.3 Environment:<br />
Prostheses typically have a lifespan <strong>of</strong> between six and twelve months depending on the<br />
environmental factors encountered. During its life, a prosthesis will be subjected to UV light,<br />
temperatures experienced by the wearer, dirt, body fluids, other chemicals and mechanical<br />
forces associated with application and removal. Normal use will reduce the performance <strong>of</strong><br />
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prostheses. Colours will typically fade and edges wear, making the prosthesis more<br />
conspicuous.<br />
4. CONCLUSIONS<br />
Component Criteria identified Process meeting the criteria<br />
Prosthesis<br />
body<br />
Fit Design: Further research required<br />
Pattern fabrication: Objet Eden,<br />
EnvisionTec Perfactory ® and<br />
Solidscape ® , <strong>The</strong>rmoJet ®<br />
Accuracy Capture: CT scanning, many light and<br />
Resolution/texture, >0.1mm depth<br />
and width to capture skin textures<br />
and wrinkles<br />
laser based scanners<br />
Capture: Further research required<br />
Creation: FreeForm ® CAD<br />
Fabrication: Objet Eden, EnvisionTec<br />
Perfactory ® and Solidscape ® ,<br />
<strong>The</strong>rmoJet ®<br />
Colour/homogeneity None capable<br />
Mechanical/material. A20 to 30<br />
Shore, >500% elongation at break,<br />
>90 ppi tear, 4.8 N/mm 2 tensile<br />
None capable<br />
Resistant to UV light, dirt and body<br />
secretions<br />
Further research required to verify<br />
Pattern Wax, melt point approx. 80 to<br />
100°C<br />
<strong>The</strong>rmoJet ®<br />
Bar<br />
Must resist forces on application Design: 3Matic (Materialise),<br />
and removal<br />
FreeForm<br />
Small pr<strong>of</strong>ile, approximately 2 mm<br />
Ø<br />
Bio-compatible<br />
Tolerance
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[6] Verdonck H.W.D., Poukens J., Overveld H.V., Riediger D. Computer-Assisted Maxill<strong>of</strong>acial<br />
Prosthodontics: A New Treatment Protocol, Int J Prosthodont, (2003), 16(3) (pp. 326-328)<br />
[7] Eggbeer D., Bibb R., Evans P. <strong>The</strong> appropriate application <strong>of</strong> computer aided design and<br />
manufacture techniques in silicone facial prosthetics, <strong>The</strong> 5 th National Conference on Rapid<br />
Design, Prototyping, and Manufacture. <strong>Proceedings</strong>, 28 th May, (2004), (pp. 45-52)<br />
[8] Evans P., Eggbeer D., Bibb R. Orbital Prosthesis Wax Pattern Production using Computer<br />
Aided Design and Rapid Prototyping Techniques, <strong>The</strong> Journal <strong>of</strong> Maxill<strong>of</strong>acial Prosthetics and<br />
Technology, (2004), 7 (pp. 11-15)<br />
[9] Sykes L.M., Parrott A.M., Owen C.P., Snaddon D.R. Application <strong>of</strong> rapid prototyping<br />
technology in maxill<strong>of</strong>acial prosthetics, Int J Prosthodont, (2004), 17(4) (pp. 454-459)<br />
[10] Kan J.Y., Rungcharassaeng K., Bohsali K., Goodacre C.J., Lang B.R. Clinical methods<br />
for evaluating implant framework fit, J Prosthet Dent, (1999) 81(1), (pp. 7-13)<br />
[11] Brånemark P.I. Osseointegration and its experimental background, J Prosthet Dent,<br />
(1983), 50, (pp. 399-410)<br />
[12] Jemt T. Failures and complications in 391 consecutively inserted fixed prostheses<br />
supported by Brånemark implant in the edentulous jaw: a study <strong>of</strong> treatment from the time <strong>of</strong><br />
prosthesis placement to the first annual check up, Int J Oral Maxill<strong>of</strong>ac Implants, (1991), 6(3)<br />
(pp. 270-276)<br />
[13] Eggbeer D., Bibb R., Evans P. Towards Identifying specification requirements for digital<br />
bone anchored prosthesis design incorporating substructure fabrication: a pilot study, Int J<br />
Prosthodont, (2006), 19 (3), (pp. 258–263)<br />
[14] Chandra A., Watson J., Rowson J.E., Holland J., Harris R.A., Williams D.J. Application <strong>of</strong><br />
rapid manufacturing techniques in support <strong>of</strong> maxill<strong>of</strong>acial treatment: evidence <strong>of</strong> the<br />
requirements <strong>of</strong> clinical application, J Eng. Manufacture, (2005), 219(6), (pp. 469-476)<br />
[15] Piérard G.E., Uhoda I., Piérard-Franchimont C. From skin microrelief to wrinkles. An area<br />
ripe for investigation, Journal <strong>of</strong> Cosmetic Dermatology, (2003), 2(1) (pp. 21-28)<br />
[16] Hashimoto, K. New methods for surface ultrastructure: comparative studies scanning<br />
electron microscopy and replica method, Int. J Dermatol (1974), 13(6) (pp. 357-381)<br />
[17] Lemperle G., Holmes R.E., Cohen S.R., Lemperle S.M., A Classification <strong>of</strong> facial<br />
wrinkles, Plastic Reconstructive Surgery, (2001) 108 (6), (pp. 1735-50)<br />
[18] Holman C.D.J., Armstrong B.K., Evans P.R., Lumsden G.J., Dallimore K.J., Meechan<br />
C.J., Beagley J., Gibson I.M. Relationship <strong>of</strong> solar keratosis and history <strong>of</strong> skin cancer to<br />
objective measures <strong>of</strong> actinic skin damage, British Journal <strong>of</strong> Dermatology (1984) 110<br />
(pp.129-138)<br />
[19] Park S.G., Kim Y.D., Kim J.J., Kang S.H. Two possible classifications <strong>of</strong> facial skin type<br />
by two parameters in Korean women: sebum excretion rate (SER) and skin surface relief<br />
(SSR), Skin Research and Technology (1999) 5, (pp. 189-194)<br />
[20] Eggbeer D., Evans P., Bibb R. A pilot study in the application <strong>of</strong> texture relief for digitally<br />
designed facial prostheses, J Eng Med, (2006), 220: H. In press.<br />
[21] Leow M.E., Ng W.K., Pereira B.P., Kour A.K., Pho R.W., Metamerism in aesthetic<br />
prostheses under three standard illuminants--TL84, D65 and F, Prosthet Orthot Int. (1999)<br />
23(2) (pp. 174-80)<br />
[22] Breeding L.C., Dixon D.L., Schmitt S. <strong>The</strong> effect <strong>of</strong> simulated function on the retention <strong>of</strong><br />
bar-clip retained removable prostheses, J Prosthet Dent (1996) 75(5), (pp. 570-3)<br />
[23] Bibb R., Eggbeer D., Williams R. Rapid manufacture <strong>of</strong> removable partial denture<br />
frameworks, Rapid Prototyping Journal, (2006) 12(2), (pp. 95-9)<br />
[24] Eggbeer D., Bibb R., Williams R. <strong>The</strong> Computer Aided Design and Rapid prototyping <strong>of</strong><br />
Removable Partial Denture Frameworks, Proc Inst Mech Eng (2005) 219, (pp. 195-202)<br />
[25] Bellamy K.E., Waters M. Designing a prosthesis to simulate the elastic properties <strong>of</strong> skin,<br />
Biomed Mater Eng (2005), 15 (1-2), (pp. 21-7)<br />
[26] www.factor2.com, Factor II Incorporated, P.O. Box 1339, Lakeside, AZ 85929, USA<br />
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<strong>The</strong> Legacy <strong>of</strong> the Schroder House<br />
Nicholas I Evans<br />
School <strong>of</strong> Product and Engineering Design, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong>, <strong>Cardiff</strong><br />
<strong>Cardiff</strong>, United Kingdom<br />
and<br />
Anthony M Whyman<br />
School <strong>of</strong> Product and Engineering Design, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong>, <strong>Cardiff</strong><br />
<strong>Cardiff</strong>, United KingdomBSTRACT<br />
1. ABSTRACT<br />
<strong>The</strong> architect and furniture-maker Gerrit Thomas Rietveld was born in 1888 in the Dutch town<br />
<strong>of</strong> Utrecht. He was closely associated with the artist <strong>The</strong>o van Doesburg, and between 1917<br />
and 1928 a number <strong>of</strong> Rietveld's designs, including his classic Red Blue chair were featured<br />
in his influential magazine De Stijl (<strong>The</strong> Style).<br />
In 1924 Rietveld was commissioned to build a house for a wealthy Utrecht widow named<br />
Truus Schroder. Although the completed building is <strong>of</strong>ten referred to as the embodiment <strong>of</strong><br />
the artistic principles and ideals <strong>of</strong> the De Stijl movement, it is far more than just a cold,<br />
theoretical statement. <strong>The</strong> unusually close co-operation between Rietveld and his client<br />
resulted in a building which demonstrated how a design can be tailored to suit the particular<br />
lifestyle demands <strong>of</strong> the occupier.<br />
Although the Schroder House is now eighty years old, there is much that the architects and<br />
designers <strong>of</strong> today can learn from it. Rietveld and Schroder’s design demonstrates:<br />
- An architectural response to the spirit <strong>of</strong> the time<br />
- Unique spatial flexibility,<br />
- Innovative constructional form, and<br />
- Meticulous attention to detail.<br />
In this paper the authors will consider these features <strong>of</strong> this remarkable building and examine<br />
their relevance in the light <strong>of</strong> the current debate on lifetime homes and sustainable<br />
construction.<br />
Keywords: Architecture, De Stijl, Housing, Modernity, Spatial Flexibility, and Technological<br />
Innovation.<br />
2. INTRODUCTION<br />
<strong>The</strong> Schroder House was designed by Gerrit Rietveld in 1924 as the embodiment <strong>of</strong> a new<br />
design philosophy. This paper will demonstrate how Rietveld’s architectural response to the<br />
spirit <strong>of</strong> his age, can inform architects today as we struggle to come to terms with the changes<br />
affecting our society, both parochially and globally. Eventually, although not considered as<br />
part <strong>of</strong> this paper, the Construction Studies Research Group will develop a range <strong>of</strong> concept<br />
designs that will seek to address the issues which face us today.<br />
De Stijl<br />
In 1917, as the First World War was raging in Europe, a magazine called De Stijl was<br />
launched in Holland by a group <strong>of</strong> like-minded artists led by <strong>The</strong>o van Doesburg. This<br />
magazine served as the mouthpiece through which van Doesburg and his fellow contributors,<br />
who included the artist Piet Mondrian and the cabinetmaker Gerrit Rietveld, proclaimed their<br />
message <strong>of</strong> a new contemporary design vocabulary. This vocabulary would be free from<br />
historical baggage and could be used by artist, designer and architect alike to produce works<br />
which embodied the ideals <strong>of</strong> mechanisation and social liberation.<br />
<strong>The</strong> Great War may not have been the war to end all wars, but it was the war which heralded<br />
the beginning <strong>of</strong> the end <strong>of</strong> the existing world order. De Stijl , meaning ‘<strong>The</strong> Style’ was a new<br />
outlook, not just on art, architecture and design, but on life itself. A conscious rejection <strong>of</strong> the<br />
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past, turning away from old dogma, superstition and historical precedent, and moving forward,<br />
with total belief in the new machine age, towards a utopian future <strong>of</strong> peace and social justice.<br />
<strong>The</strong> De Stijl design philosophy embodied the following principles:<br />
- Colours used are to be only the primary colours, red blue and yellow, or black grey or white<br />
- Surfaces must be rectangular planes or prisms.<br />
- Symmetry must be avoided, aesthetic balance being achieved through the use <strong>of</strong> opposition.<br />
- Compositional elements must be straight lines or rectangular areas.<br />
<strong>The</strong> instantly recognisable paintings <strong>of</strong> Piet Mondrian clearly express these principles.<br />
Gerrit Rietveld and Truus Schroder<br />
Gerrit Rietveld was a cabinetmaker from Utrecht who was closely associated with the De Stijl<br />
movement. In 1917 he produced what is perhaps his most famous work, the RedBlue chair.<br />
Later, Rietveld progressed from furniture design to interior design and architecture. In 1924<br />
his close friend Truus Schroder commissioned him to design a home for her and her three<br />
children.<br />
Schroder was a wealthy widow who had found marriage to a successful middle class lawyer a<br />
stifling and unfulfilling role. She had always intended to study architecture, but had<br />
abandoned her studies when she married. She enjoyed the company <strong>of</strong> freethinking<br />
intellectuals and when she was widowed in 1923 she commissioned Gerrit Rietveld, whom<br />
she had already employed to redesign parts <strong>of</strong> her existing home, to design a new home for<br />
her and her three young children.<br />
3. THE BRIEF<br />
<strong>The</strong> Schroder house in Utrecht has been described as the only realised example <strong>of</strong> a building<br />
which truly embodies the principles <strong>of</strong> De Stijl, however, although this may be true in some<br />
respects, it must be emphasized that the Schroder house is far more than simply the result <strong>of</strong><br />
the analytical application <strong>of</strong> the idealistic, and ultimately flawed, design philosophy <strong>of</strong> De Stijl.<br />
Indeed, it could be argued that the Schroder house's adherence to De Stijl principles is<br />
actually fairly superficial - on the surface, the elevations do resemble a Mondrian painting, but<br />
under the surface, behind the facades, there is another influence at work – the lifestyle<br />
requirements <strong>of</strong> the woman for whom the house was designed, Truus Schroder. Indeed, the<br />
intimate relationship between Rietveld and Schroder resulted in what has been described as<br />
‘an exceptional architect-client relationship‘ [1].<br />
Truus Schroder was very clear in what she wanted from her new house. She had no wish to<br />
emulate the comfortable middle class luxury which she had known whilst living with her<br />
husband. She wanted a house that expressed the new ideas she had embraced. Her house<br />
would reflect the ideals <strong>of</strong> the De Stijl philosophy. It would not be luxurious or bourgeois. It<br />
would be simple and plain, a place <strong>of</strong> peace, safety and security. She wanted a life which was<br />
‘elementary’, in other words, devoid <strong>of</strong> superfluous things and possessions. Mulder describes<br />
her as ‘wanting a house in which she could distance herself from the ground, in order to be<br />
closer to light, sun, wind and rain. She wanted to experience consciously the changes <strong>of</strong><br />
nature from within her own house’ [2].<br />
4. THE DESCRIPTION OF THE HOUSE<br />
<strong>The</strong> house is a two-storey property, which was built as an addition to the end <strong>of</strong> a terrace <strong>of</strong><br />
traditional three storey properties. <strong>The</strong> ground floor <strong>of</strong> the house is fairly conventional,<br />
containing an entrance hall, WC, kitchen, study, domestic help’s quarters and a room which<br />
was originally intended to be an attached garage, but which in fact became a work room<br />
where Rietveld eventually set up his architectural practice.<br />
<strong>The</strong> first floor consists <strong>of</strong> three bedrooms, a living/dining room (connected to the kitchen<br />
below by a dumb waiter), a bathroom and a WC. At Mrs Schroder’s request the partition walls<br />
between the rooms were designed to fold away, thus creating one large open-plan space.<br />
Rietveld made full use <strong>of</strong> his joinery skills, creating folding partitions which, when opened,<br />
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locate neatly into recesses behind the built in furniture so that the only evidence <strong>of</strong> their<br />
existence is the guide tracks on the ceiling and floor.<br />
<strong>The</strong> elevations <strong>of</strong> the building display a fascinating interplay <strong>of</strong> horizontal and vertical<br />
elements: walls, slabs, columns, mullions and transoms; finished in the De Stijl livery <strong>of</strong><br />
primary colours, black, white and shades <strong>of</strong> grey.<br />
Constructional form<br />
Rietveld was fully convinced <strong>of</strong> the merits <strong>of</strong> employing industrial production techniques to<br />
dwellings. He had always intended the Schroder House to be a substantially pre-fabricated<br />
structure consisting <strong>of</strong> pre-cast reinforced concrete wall and floor slabs which would be<br />
delivered to site and then assembled using simple tools and techniques. In the event, for this<br />
one-<strong>of</strong>f building, pre-construction was too expensive an option and the building was<br />
constructed mainly <strong>of</strong> rendered brickwork.<br />
Four years previously, the brilliant German architect Erich Mendelsohn had also attempted to<br />
use a new building to highlight the virtues <strong>of</strong> a new constructional form – in his case,<br />
reinforced concrete. <strong>The</strong> flowing lines <strong>of</strong> the Einstein Tower in Potsdam were designed to<br />
illustrate the freedom and flexibility which reinforced concrete now <strong>of</strong>fered the architect. As a<br />
liquid it would take on the shape <strong>of</strong> whatever mould it was poured into. But like Rietveld,<br />
Mendelsohn had also faced technical difficulties, and again, just like Rietveld, had ended up<br />
relying heavily on rendered brickwork.<br />
Unfortunate as it was that Rietveld had had to rely on traditional construction techniques, it<br />
this does not in any way detract from his vision <strong>of</strong> machine production. <strong>The</strong> rectilinear forms<br />
and simple unornamented elements <strong>of</strong> the house not only conform to the De Stijl philosophy,<br />
but also lend themselves, should economies <strong>of</strong> scale permit, to <strong>of</strong>f-site mass production and<br />
simple on-site assembly.<br />
Poor planning, inferior components and systems, and inadequate site supervision blighted<br />
early attempts at mass industrialization <strong>of</strong> housing production in the UK, such as the public<br />
housing schemes <strong>of</strong> the 1950’s and 1960’s. However, we are currently seeing renewed<br />
interest in industrialised building techniques, particularly with respect to dwellings. A key<br />
reason for this is the publication in 1998 <strong>of</strong> ‘Rethinking Construction’, a report commissioned<br />
by the Deputy Prime Minister and carried out by Sir John Egan. This report identifies<br />
problems afflicting the construction industry in the UK and sets targets for the improvements<br />
that should be made. Improvements include: reduction in cost, increased predictability –<br />
buildings being completed on-time and on-budget, reduction in accidents on site and<br />
reduction or elimination <strong>of</strong> defects in buildings on hand over. <strong>The</strong>se are ambitious goals, but<br />
the implementation <strong>of</strong> industrialised building techniques has been shown to be a useful way <strong>of</strong><br />
moving towards achieving them [3].<br />
In April 2006 a new Building Regulation requirement was introduced in England and <strong>Wales</strong><br />
that requires new dwellings to comply with stringent air permeability limits. Although this<br />
regulation is in force, the government have decreed that a lesser standard will in fact be<br />
considered acceptable up to 31 st October 2007. This is in recognition <strong>of</strong> the fact that presently<br />
many building contractors will simply not be capable <strong>of</strong> constructing buildings with sufficient<br />
accuracy and attention to detail to achieve the required standard [4]. <strong>The</strong> introduction <strong>of</strong><br />
precision components, manufactured in controlled conditions and assembled on-site by welltrained<br />
personnel <strong>of</strong>fers obvious potential benefits in this respect.<br />
Presently, one way in which we can group new house building techniques is into the following<br />
three categories (although I am not suggesting that this is the only way which we could<br />
categorise building techniques – it is simply a convenient way for the purposes <strong>of</strong> this paper).<br />
Firstly, what I like to call ‘tweaked traditional’. Traditional house building techniques, including<br />
load-bearing wall houses and timber framed houses, which are gently modified, for example<br />
by altering insulation thickness, incorporating passive vents, etc. in order to bring them into<br />
compliance with current building regulations. Most new private housing falls into this category.<br />
However there are many who feel that this approach, particularly where applied to masonry<br />
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load-bearing construction, is reaching the end <strong>of</strong> the road. Traditional techniques simply<br />
cannot continue to absorb this technical tweaking for much longer.<br />
Next, we have the ‘high tech’ approach. <strong>The</strong>se usually involve substantial use <strong>of</strong> <strong>of</strong>f-site<br />
construction and may incorporate radical new ideas such as volumetric modularity, where<br />
entire dwellings are constructed <strong>of</strong>f-site as modules complete with fittings and services. <strong>The</strong>se<br />
will then be transported to site, craned into position and provided with a cosmetic skin to<br />
enhance their appearance. In the UK this method <strong>of</strong> construction has been championed<br />
principally by some forward-thinking housing associations.<br />
And then finally, we have the ‘low tech’ approach, chiefly employed by self-builders,<br />
environmentalists and enthusiasts. Techniques include the use <strong>of</strong> straw bales, rammed earth<br />
and clom or cob. <strong>The</strong>se are basically primitive techniques, but can have significant<br />
advantages, particularly with respect their sustainability credentials – making use <strong>of</strong> readily<br />
available renewable resources with low embodied energies and emissions.<br />
Each <strong>of</strong> these three approaches has its supporters and further research will be carried out to<br />
evaluate the potential <strong>of</strong> these approaches to meet housing needs <strong>of</strong> the future.<br />
Whichever approaches are considered for our concept design, technical excellence will be <strong>of</strong><br />
paramount importance.<br />
Rietveld’s technical expertise and experience was, <strong>of</strong> course, primarily associated with joinery<br />
and furniture design. <strong>The</strong> joinery in the house was generally plain and simple, but beautifully<br />
executed. However, there are a number <strong>of</strong> areas where his lack <strong>of</strong> experience in building<br />
design does become evident.<br />
Take, for example, the intersecting planes <strong>of</strong> the ro<strong>of</strong> and the external walls. Rietveld was<br />
determined to detail the junction in this way, but he was unsure how to create a junction that<br />
would be robustly watertight and water penetration between the ro<strong>of</strong> and external wall has<br />
been an ongoing maintenance problem ever since the house was built. Although, I suppose to<br />
be fair it could be pointed out that a great many architects today, including some <strong>of</strong> our most<br />
celebrated, appear to have problems from time to time with this most basic <strong>of</strong> building<br />
functions.<br />
Another area where Rietveld’s lack <strong>of</strong> expertise is shown is in the design <strong>of</strong> the sliding<br />
partitions. <strong>The</strong>se were constructed very simply – a timber framework, timber boards both<br />
sides and infilled with sheets <strong>of</strong> cork. <strong>The</strong> cork was designed to provide sound insulation, but<br />
in reality the partitions were simply incapable <strong>of</strong> providing reasonable sound reduction.<br />
Anyone with even a rudimentary knowledge <strong>of</strong> building acoustics could have predicted this;<br />
the gaps around the partitions when closed substantially negating the effect <strong>of</strong> the cork infill.<br />
I mention these failings simply to point the importance <strong>of</strong> technically sound construction. It<br />
doesn’t matter if you are using straw bales or carbon fibre, a thorough understanding <strong>of</strong> the<br />
properties <strong>of</strong> your materials and components, and a thoughtful, well-engineered detail<br />
resolution is vital to the success <strong>of</strong> any building.<br />
Flexibility <strong>of</strong> internal space<br />
<strong>The</strong> moveable partitions on the first floor were not the only features designed to promote<br />
flexibility <strong>of</strong> space. Mrs Schroder had also stipulated that a bed should be able to fit in every<br />
room in at least two positions, that each room should have water supply and drainage, and<br />
that each room should have a door to the outside. Over the sixty years that she lived in the<br />
house she frequently changed the way she used the spaces. For example, at one time she<br />
moved the kitchen upstairs, for some time the garage was utilised as an <strong>of</strong>fice, one <strong>of</strong> the<br />
ground floor rooms was used for the display <strong>of</strong> artwork, complete with a shop window, and for<br />
a period <strong>of</strong> several years, the house was used as a school.<br />
<strong>The</strong> flexibility <strong>of</strong> space demanded by Schroder was <strong>of</strong> course a very personal requirement.<br />
Such extreme adaptability would be neither necessary nor indeed desirable in every home.<br />
However, the current trend towards more open-plan living suggests that the preferred spatial<br />
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configuration <strong>of</strong> modern homes is being affected by changes in lifestyle and further research<br />
needs to be carried out in order to ascertain how significant. <strong>The</strong>re are a number <strong>of</strong><br />
advantages that may be associated with layout flexibility:<br />
- <strong>The</strong> convenience <strong>of</strong> the occupants on a day-to-day basis.<br />
- To make the most effective use <strong>of</strong> space – avoiding the need for excessive use <strong>of</strong> resources<br />
such as land and materials.<br />
- To provide the flexibility to accommodate lifestyle changes – working from home, children<br />
arriving, growing, leaving home, growing old and less mobile.<br />
We already have in the UK the lifetime homes initiative – a set <strong>of</strong> design guidelines, not<br />
mandatory but adopted by many social housing providers, which are designed to create a<br />
flexible blueprint for accessible and adaptable housing [5].<br />
Problems associated with such flexibility will include increased capital cost. Cost restrictions<br />
could potentially lead to the adoption <strong>of</strong> substandard details. One <strong>of</strong> the most impressive<br />
features <strong>of</strong> the Schroder House is the way in which the sliding partitions seem to ‘disappear’<br />
when they are opened out, each one sliding into a discreet concealed housing. Compare this<br />
with the clunky detailing that seems so <strong>of</strong>ten to be associated with movable walls in dwellings.<br />
It should also be borne in mind that the Building Regulations 2000 require bedroom walls in<br />
dwellings to achieve minimum sound insulation standards [6]. Sound-resisting demountable<br />
partitions are presently frequently used in commercial and industrial applications, but it is<br />
doubtful if these systems could prove acceptable in a domestic setting.<br />
Connectedness to nature and the provision <strong>of</strong> natural light<br />
Mrs Schroder’s desire for the house to feel connected to the world outside and to have high<br />
levels <strong>of</strong> natural light has already been mentioned. So how has this been achieved?<br />
<strong>The</strong>re are three principle devices.<br />
Firstly, the living space is on the first floor <strong>of</strong> the property. In 1925, this would have afforded<br />
extensive views over the adjacent polders.<br />
Secondly, a substantial lantern light has been incorporated into the flat ro<strong>of</strong> <strong>of</strong> the house. This<br />
provides natural light to the stairway right in the centre <strong>of</strong> the building and also, via an<br />
opening window, a means <strong>of</strong> access onto the ro<strong>of</strong>.<br />
Thirdly, the most revolutionary idea is the window that wraps around the south east and north<br />
east elevations. <strong>The</strong> two casements which comprise this window can both be opened<br />
outwards and, when this is done the effect is little short <strong>of</strong> astonishing. With no column or<br />
mullion positioned on the corner, the corner <strong>of</strong> the building effectively disappears. As a device<br />
to blur the boundaries between interior and exterior space it is remarkably effective.<br />
Now, whilst recognising the importance <strong>of</strong> the visual link between interior and exterior, and<br />
not wishing to underestimate the benefits to the well-being <strong>of</strong> the occupants <strong>of</strong> a dwelling in<br />
being able to experience the cycles <strong>of</strong> nature from within the home, we are now aware that<br />
the relationship <strong>of</strong> any building to the natural environment needs to be far more pr<strong>of</strong>ound. I do<br />
not need to dwell here on the issues <strong>of</strong> climate change, fossil fuel depletion, toxic emissions,<br />
and so on; we are all very aware <strong>of</strong> the challenges facing us.<br />
Trying to stave <strong>of</strong>f impending environmental disaster, with all its cataclysmic social, economic<br />
and ecological implications can appear to be a hopeless task – one which many observers<br />
consider to be impossible. But it would appear to be fairly modest aim in comparison with the<br />
aim <strong>of</strong> Rietveld, van Doesburg and their colleagues – to create a better, fairer and more<br />
peaceful society.<br />
<strong>The</strong>y really believed that the art and architecture they produced could, together with its<br />
underlying political philosophy, help to realise this utopian vision. However, we today are only<br />
too aware <strong>of</strong> the failure <strong>of</strong> De Stijl, or indeed modernism in general, to produce a better world<br />
and so the architecture that we are to produce today should not be trying to change the world,<br />
it should rather be helping humankind to exist in a changing world. I am not suggesting that<br />
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architecture, or indeed design in general, cannot influence society for good, but we must<br />
recognise that the capacity <strong>of</strong> design to influence society is limited.<br />
Compliance with statutory requirements<br />
Rietveld knew that his radical ideas would create problems with local building <strong>of</strong>ficials. In<br />
particular the open plan first floor was unlikely to be approved. So, to ensure that he was<br />
granted all necessary approvals the drawings he submitted showed the first floor as an empty<br />
space, simply entitled ‘attic’. Not only did he fail to disclose the true nature <strong>of</strong> the first floor <strong>of</strong><br />
the building, but he also presented to the authorities elevations which suggested that the<br />
building was far more conventional in appearance than it really was.<br />
Obviously this behaviour, although ingenious, cannot be condoned. Compliance with building<br />
regulations and other statutory requirements cannot be considered as an afterthought. It is<br />
not acceptable to rely on sleight <strong>of</strong> hand to obtain approvals as Rietveld did. However, the<br />
fact that Rietveld had to go to these lengths to obtain building permission does raise an<br />
interesting issue. Despite the fact that the building regulations in England and <strong>Wales</strong> are<br />
designed to promote the construction <strong>of</strong> energy efficient buildings, is it the case that those<br />
who endeavour to break the mould and design and construct radically different buildings,<br />
buildings which are energy efficient, sustainable and green are actually hindered by the<br />
system? Hindered by the intransigence and ignorance <strong>of</strong> those are responsible for enforcing<br />
building regulations. Anecdotal evidence suggests that this may be the case. If so, this<br />
indicates the need for change in the way that building regulations are drafted, and building<br />
control <strong>of</strong>ficers are trained.<br />
This is an area where further research will also be considered.<br />
Domestic Practicalities<br />
Interestingly, despite the house having been designed in strict accordance with the wishes <strong>of</strong><br />
the client, Truus Schroder did not always find the house easy to live with. Paul Overy<br />
describes the house as having been ‘lived in with fierce determination’ [7], suggesting that the<br />
house made significant demands upon the occupants. <strong>The</strong>se demands included; the need for<br />
order and cleanliness to keep the house looking its best, the poor sound insulation, the<br />
teasing, which Schroder’s children suffered for living in such an odd-looking house, and the<br />
crowds <strong>of</strong> onlookers who would gather outside at weekends to stare at the house and discuss<br />
its merits and faults. Even Rietveld, after he moved in to the house complained that the sliding<br />
partitions made the house too complicated. <strong>The</strong>re is a parallel here with the Red Blue chair –<br />
iconic, sculptural and, as far as many people, including Rietveld himself, were concerned,<br />
rather uncomfortable.<br />
But does it have to be the case that following one’s ideals should be an uncomfortable<br />
experience? Some sustainable architecture does seem to be tinged with a hair-shirt mentality<br />
– we’ve destroyed our environment and so now we deserve to be punished by building<br />
ourselves houses which will be miserable to live in.<br />
So, as we develop our design concepts, practical functioning will play as important a role as<br />
technical excellence and sustainability. After all, if you consider buildings such as <strong>The</strong> House<br />
for the Future, designed by Jestico and Whiles, located in the Museum <strong>of</strong> Welsh Life in<br />
<strong>Cardiff</strong>; although these buildings are a valuable means <strong>of</strong> showcasing new ideas, it is<br />
noticeable that the innovative features <strong>of</strong> this house, and <strong>of</strong> many similar concept houses<br />
which have been designed and constructed in the past few years, show no signs <strong>of</strong> appearing<br />
in mass market private housing. This, in part, can be attributed to the lack <strong>of</strong> emphasis on<br />
practicality<br />
5. CONCLUSION<br />
When Rietveld was asked about the radical design <strong>of</strong> the Schroder House he stated:<br />
‘We didn’t avoid older styles because they were ugly, or because we couldn’t reproduce them,<br />
but because our time demanded their own form…their own manifestation.’<br />
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So what about our times?<br />
<strong>The</strong> world in which we live is altering rapidly. It is certain that within a generation or so our<br />
society will undergo monumental change, and although changing the design <strong>of</strong> buildings will<br />
not produce a future utopia any more than the ideals <strong>of</strong> De Stijl did, still architects must<br />
respond to the challenges ahead.<br />
6. References<br />
[1] Overy, P. (1990), Rietveld Furniture and the Schroder House, Longon; <strong>The</strong> South Bank<br />
Centre<br />
[2} Mulder, B., and Van Zil, I. (1999) Rietveld Schroder House, New York Princeton<br />
Architectural Press<br />
[3] Egan, Sir J. (1998) Rethinking Construction, TSO<br />
[4] ODPM, Approved Document L1a, NBS, (2006)<br />
[5] www.lifetimehomes.org.uk (accessed 18 th July 2006 )<br />
[6] ODPM, Approved Document E, TSO, (2003)<br />
[7] Overy, P. (1990) Rietveld Furniture and the Schroder House, London: <strong>The</strong> South Bank<br />
Centre<br />
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What Future Technological Applications Might<br />
Mothers and Toddlers Benefit From?<br />
Rachel L Murphy<br />
Smart Clothing and Wearable Technology Department, <strong>University</strong> <strong>of</strong> <strong>Wales</strong>, Newport,<br />
Newport, <strong>Wales</strong><br />
1. ABSTRACT<br />
Despite numerous studies extolling the dual role played by parents in raising their children, in<br />
reality most childcare still falls on the mother irrespective <strong>of</strong> whether or not she is working.<br />
<strong>The</strong>re is a wide variety <strong>of</strong> styles <strong>of</strong> parenting and roles that a mother can assume; while most<br />
mothers enjoy being involved in childcare there are times where it can be a stressful and<br />
lonely vocation. Some mothers want to raise their children completely themselves whilst other<br />
mothers appreciate a certain amount <strong>of</strong> help with childcare. Other mothers hold down part or<br />
full-time jobs this may be due to financial necessity or a need for them to be a person in their<br />
own right. <strong>The</strong>re are probably as many ‘types’ <strong>of</strong> mothers as there are mothers! But the vast<br />
majority <strong>of</strong> mothers have one thing in common and that is the desire to protect, nurture and to<br />
help their children have the best possible start. Could Wearable Technologies provide<br />
mothers with the means to overcome these difficult times and in the process increase mother<br />
and toddler interaction? Or are mothers looking for something that is safe and easy to use to<br />
distract their child while they get on with other jobs?<br />
<strong>The</strong> author is not suggesting or recommending that Wearable Technologies replace parentchild<br />
involvement and interaction; rather that these new technologies provide methods to<br />
reduce stress, increase safety and provide reassurance to parent and child.<br />
2. INTRODUCTION<br />
One simple technological application for toddler care is the Tutta baby thermometer,<br />
developed by Tutta and Clothing+, which use old technology in a new way [1]. <strong>The</strong> idea<br />
behind the baby thermometer was to help educate parents in how to dress their baby for<br />
differing weather conditions.<br />
Image 1.0 Tutta Baby <strong>The</strong>rmometer<br />
<strong>The</strong> thermometer attaches to the toddler’s clothing and measures the temperature<br />
underneath the layers <strong>of</strong> clothes. <strong>The</strong> baby thermometer has a sensor hidden inside a silicone<br />
‘tail’. <strong>The</strong> tail is s<strong>of</strong>t, flat and flexible and therefore very comfortable for the baby. <strong>The</strong> base<br />
has a large display that shows the temperature and can be attached to the baby's clothing<br />
using a clip on the unit’s back.<br />
Other research has sought to increase the number <strong>of</strong> parameters to measure, for example,<br />
researchers at ITV Denkendorf in Germany have developed a cost-efficient, preventive device<br />
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that monitors vital parameters in babies in order to warn against sudden infant death<br />
syndrome [2].<br />
With a growing awareness <strong>of</strong> the danger <strong>of</strong> ultra-violet light new technologies are being used<br />
to develop UV-protective swimwear [3]. Both the overall design and choice <strong>of</strong> fabric is<br />
designed to safeguard the wearer. Australian designers Rival (see Image 2.0) have produced<br />
this toddler’s swimsuit, which covers the main body and a large portion <strong>of</strong> the arms, legs and<br />
neck.<br />
Image 2.0 Rival UV-protective Swimsuit<br />
Smart clothes and wearable technologies are gaining increased interest as a versatile means<br />
to incorporate technologies inside clothing as opposed to having to carry individual items.<br />
<strong>The</strong>se garments use mobile phone and camera technology to help parents pin point their kids'<br />
position, but they can also have fabric antennas, radio tagging and miniature remote cameras<br />
to allow children to play exciting games outdoors. Physical characters with identity chips can<br />
be attached to the respective garments. <strong>The</strong> child sees the character that represents another<br />
child on their screen and as children move around their characters also move on the screens,<br />
allowing them to create their own stories or hide and seek situations [4].<br />
Image 3.0 Smart Clothes<br />
New technology doesn't usually come in a s<strong>of</strong>t and cuddly package. But one <strong>of</strong> the ten<br />
winners <strong>of</strong> PC Magazine's ‘Best <strong>of</strong> Comdex’ awards is warm, fuzzy and filled with therapeutic<br />
possibilities [5]. Paro is a harp seal stuffed animal robot, developed by Japan's National<br />
<strong>Institute</strong> <strong>of</strong> Advanced Industrial Science and Technology. Engineer Takanori Shibata said<br />
Paro prototypes are being tested in Japan and Sweden at nursing homes, and with autistic<br />
and handicapped children. To quote Shibata, ‘We know that pet therapy helps physically,<br />
psychologically and socially, and Paro does the same thing for people who are unable to care<br />
for a live pet.’ (See image 4.0).<br />
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Image 4.0 Paro the harp seal<br />
Surface tactile sensors beneath its fur and whiskers trigger Paro to move and respond to<br />
petting: eyes open and close, flippers move. Just holding and stroking the toy has a calming<br />
effect, as Comdex (Computer Dealer Expo) visitors who checked it out soon discovered!<br />
‘We found nursing home residents also opened up and talked with each other about pets they<br />
had owned,’ said Shibata. And, he said, their stress levels went down. Paro may soon be<br />
tested in children's hospitals in the United States. It's expected to cost between $2,500 and<br />
$3,000.<br />
A group from New York <strong>University</strong> (NYU)’s Interactive Telecommunications program has also<br />
come up with the idea <strong>of</strong> creating robot toys [3]. <strong>The</strong>ir ‘Needies‘ are s<strong>of</strong>t stuffed toys with<br />
microprocessors and wireless technology that not only vocally request attention from the<br />
people around them and respond well to being petted and held, but also actively compete<br />
between each other for attention (see image 5.0). Jealous Needies may shout out ‘me, me,<br />
me!’ or even ‘throw him!’ if another Needy is being held.<br />
Image 5.0 Needies<br />
Toshiba’s new robots [6], which weigh from 10Kgs to 30Kgs, have been designed as lifesupport<br />
partners for humans, able to provide assistance in looking after the elderly or young<br />
children.<br />
<strong>The</strong> ApriAlpha V3 (see Image 6.0) can recognise its owner’s voice from a crowd <strong>of</strong> talking<br />
individuals using omni directional voice capture and respond to their command, understand<br />
and respond to several conversations going on at once, and connect to the internet and<br />
operate networked home appliances. Additionally the ApriAlpha V3 can also recognise and<br />
respond to a series <strong>of</strong> programmed orders, take control <strong>of</strong> home appliances such as the TV or<br />
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air conditioner (if it's going to be a warm day it can turn on the air conditioner) and even read<br />
out content from the internet including the news, weather forecast, its owner's email, etc.<br />
Image 6.0 Toshiba’s new robots<br />
<strong>The</strong> ApriAlpha will be able to return to a base station to recharge itself and send images to its<br />
owner's mobile phone <strong>of</strong> intruders using facial recognition, or phone its owner if it hears<br />
unusual noises, such as, breaking glass.<br />
ApriAttenda, its newer taller friend will, aside from the above, also be able to instantly<br />
recognise with its visual sensor and high-speed image processing system, registered colours<br />
and textures <strong>of</strong> a person's clothes and respond to its owner’s movements, maintaining the<br />
pre-set distance and avoiding obstacles even amongst groups <strong>of</strong> people<br />
Another robot attracting attention is the iRobi [7], which is an internet-based family robot that<br />
can educate, provide home security, daily life management, entertain and deliver messages.<br />
Key features that might assist parents and toddlers relate to iRobi’s ability to take and edit<br />
photographs, play nursery rhymes and dance, tell fairy tales supported with gestures and<br />
emotional expression, and <strong>of</strong>fer language tuition with vocal interaction.<br />
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Image 6.0 iRobi<br />
‘From the technological products described above businesses are already looking towards<br />
using technology to assist mothers and fathers in the care <strong>of</strong> their children, but what other<br />
technological possibilities might exist? What technologies do they already use in assisting<br />
their childcare responsibilities? To answer these questions a research study was instigated.<br />
This paper reports on the initial findings drawn from three diverse case studies.<br />
In this paper the author will present a number <strong>of</strong> case studies based on observations <strong>of</strong><br />
Mothers and Toddlers typical daily routines. <strong>The</strong> author first presents her own routine. Each<br />
case study differs slightly in style as children are not predictable.<br />
In my own household a typical daily routine would be:<br />
7 am: Hopefully 5 month old Madeline has slept through the night; the alarm clock goes <strong>of</strong>f<br />
and I wake her up and breastfeed her.<br />
7.15 am: Either my husband or I take a drink <strong>of</strong> milk to our 2 year old daughter Daisy, she is<br />
usually awake, but is happy to wait untill we go and get her.<br />
7.45 am: I finish breastfeeding Madeline and with help from my husband, I take the two girls<br />
downstairs for breakfast<br />
8.30 am: I dress Madeline and Daisy tries to dress herself (sometimes back into pyjamas),<br />
she doesn’t usually get very far with this and it normally ends up turning into a bit <strong>of</strong> a battle.*<br />
(potential for an encouragement device)<br />
8.40 am: I then take a shower whilst Daisy plays happily by herself and Madeline lies on the<br />
floor <strong>of</strong> the bathroom. I try and keep her awake and happy by talking and singing to her.<br />
8.55 am: I try and get dressed, but usually only get half dressed before putting Madeline to<br />
bed for a short nap.<br />
9.00 am: Put clothes wash on and then play with Daisy whilst Madeline sleeps.<br />
9.45 am: I wake Madeline up, change her nappy and then either go to the shops to post<br />
letters and buy essentials such as bread and milk, stay at home trying to clean house, go<br />
round to a friends house so that I can get some company for my toddler and myself, or I take<br />
the girls to nursery to allow me time to study.<br />
10.45 am: I then give Madeline a bottle feed and solid food.<br />
12.00 noon: I prepare lunch for Daisy and I and Madeline goes to bed for a long nap. Daisy<br />
and I eat and have a bit <strong>of</strong> quiet time i.e. reading stories or doing washing up together, etc.<br />
1 pm: Daisy then goes for a nap and I get about 30 minutes to put my feet up.<br />
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2 pm: I wake Madeline up, change her nappy and feed her.<br />
2.15 pm: I wake Daisy up so she doesn’t have too much day time sleep.<br />
3.15pm: I finish feeding Madeline and take the two <strong>of</strong> them on an outing, either to a park, the<br />
shops, parent & toddler group or friends house.<br />
4.45 pm: Madeline has a short nap either in buggy, car or cot and I prepare Daisy’s supper.<br />
Usually Daisy watches some TV at this point.<br />
5.30 pm: Once she has eaten I bath Madeline (and sometimes Daisy) and then get them<br />
ready for bed.<br />
6 pm: Daisy then watches a bit more TV whilst I start feeding Madeline.<br />
6.15 pm: My husband comes home and puts Daisy to bed whilst I finish feeding Madeline.<br />
7pm: Once both girls are in bed we cook supper for ourselves and relax.<br />
Family Characteristics:<br />
We have two cars<br />
I am a full time PhD student<br />
My husband is a s<strong>of</strong>tware engineer<br />
Daisy is a 2 year old girl<br />
Madeline is a 5 month old baby girl<br />
Technologies used to help daily routines:<br />
Alarm clock, microwave oven, TV, phone, mobile phone, computer (for scheduling), kettle,<br />
sterilizer, MP3 player, radio, car, dishwasher, washing machine, digital camera.<br />
Points <strong>of</strong> stress:<br />
Feeling isolated<br />
Trying to dress eldest daughter<br />
Trying to feed youngest daughter<br />
Prospect <strong>of</strong> lack <strong>of</strong> sleep<br />
Getting out <strong>of</strong> the house<br />
Putting children into car<br />
Constant housework (dishwasher, washing machine)<br />
Children ill on a nursery day<br />
From the analysis <strong>of</strong> the author’s own circumstances there are areas where some form <strong>of</strong><br />
wearable technology could help assist her in caring for her children, such as, wearable<br />
storytelling devices to entertain the elder daughter whilst breastfeeding the younger daughter.<br />
Some sort <strong>of</strong> device that monitors her mood and reminds her to have a healthy snack, get in<br />
touch with a friend in the same position, or informs health care visitors if she is in need <strong>of</strong><br />
moral support.<br />
Is her household routine typical <strong>of</strong> other mothers? Would other mothers want similar<br />
technologies to assist them? What technologies do they already use in assisting their<br />
childcare responsibilities? To answer these questions a research study was instigated. This<br />
paper reports on the initial findings drawn from three diverse case studies.<br />
3. METHODOLOGY<br />
A pilot study was conducted from 10 th November 2005 till 17 th December 2005 observing<br />
parents and toddlers in their daily routines searching for points <strong>of</strong> interest that might help<br />
inspire Wearable Technology ideas.<br />
A number <strong>of</strong> parents were approached at local toddler groups and playgrounds and given<br />
details about an observation study that would be focusing on parents and toddlers. Three<br />
mothers agreed to take part and were <strong>of</strong>fered an incentive for agreeing to be observed.<br />
<strong>The</strong> observations were filmed with a video camera; two interviewers were present, one to<br />
prompt conversation and one to film activities. Notes were taken in a notebook and typed up<br />
soon after. Observation video’s were watched a few weeks later to allow a fresh insight to<br />
each participants’ routine, ideas for Wearable Technology were then noted down and<br />
illustrated. Further ideas were added inspired by the author’s own experiences as a parent.<br />
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Each parent was also given a disposable camera to take photos <strong>of</strong> stresses and strains<br />
during daily routines that may have not have occurred during the observation study. On a<br />
separate occasion each photo was explained by the parent and notes were taken.<br />
Suggestions <strong>of</strong> technology were unsolicited. Fictional names have been used to preserve<br />
anonymity.<br />
Analytical process<br />
Moments <strong>of</strong> stress and strain during the observation studies prompted ideas for both general<br />
technologies and wearable technology pieces. Wearable concepts were also inspired when a<br />
child/parent were interacting with a piece <strong>of</strong> clothing or jewellery and when parents and<br />
toddlers made body contact.<br />
4. CASE STUDIES AND SELECTION PROCESS<br />
Jenny:<br />
Jenny was approached at a local mother and toddler group. She was the type <strong>of</strong> person that<br />
would be willing to participate because <strong>of</strong> all the other voluntary activities that she took part in.<br />
It was felt she would make an interesting case study because she was a working mother with<br />
two children. Initially, Jenny showed slight concern about being filmed, but was reassured that<br />
all data would be kept confidential. <strong>The</strong> observation study was arrange for two weeks later, on<br />
a morning when she didn’t go out to work and was responsible for some <strong>of</strong> the childcare.<br />
Claire:<br />
Claire <strong>of</strong>fered to take part when she heard about the study. A time was arranged when<br />
Claire’s daughter would be awake; this was rather difficult as her daughter didn’t have a set<br />
routine. <strong>The</strong> timings were tweaked on the day <strong>of</strong> the observation.<br />
Michelle:<br />
<strong>The</strong> author had known Michelle for a couple <strong>of</strong> weeks before asking her to participate. She<br />
was at the same stage <strong>of</strong> pregnancy as the author and that worked well as an ice breaker.<br />
Michelle agreed to partake when asked.<br />
Family Characteristics:<br />
Jenny:<br />
Jenny and her husband only own one car as they work in the city centre which is walking<br />
distance from their home.<br />
Jenny is on the local toddler group committee and Brown Owl for a Brownies group.<br />
She works 3 days a week as IT support.<br />
Daughter 1 is a 3 year old girl.<br />
Daughter 2 is a 14 month old girl.<br />
Jenny is 12 weeks pregnant with Daughter 3.<br />
Jenny’s Husband did not want to be involved in this research.<br />
Claire:<br />
Claire and husband only own one car as Claire has yet to pass her driving test.<br />
Daughter 1 is a 19 month old girl.<br />
Daughter suffers from allergies.<br />
Claire is not currently undertaking any paid work, but is trying to start up a property<br />
development company.<br />
Regular activities with daughter include shopping, going to the park and visiting Grandma.<br />
Michelle:<br />
Michelle is pregnant with child 2 due Jan 23 rd 2006<br />
Daughter is aged 2 years and 2 months<br />
Michelle is not working currently, but was a nanny for 10 years and is considering becoming a<br />
childminder when 2 nd child is 6 months old.<br />
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Regular activities with daughter include music and movement group (Lucy time), Toddlers,<br />
Library, art and crafts, playing at friends’ houses, going to the museum, parks/outdoors and<br />
gym.<br />
Observation notes and schedule:<br />
Below are the diary form notes from each observation study and written explanations <strong>of</strong> what<br />
appears in the photos taken by two <strong>of</strong> the mothers.<br />
Jenny:<br />
7.15 am: Jenny got up after her alarm clock went <strong>of</strong>f (both parents have an alarm clock).<br />
Daughter 1 woke up, switched bedside lantern on and played with her teddy. <strong>The</strong> parents<br />
decided they would prefer daughter 1 to have a bedside light than to try and do things like<br />
read in the dark. Daughter 1 has access to a lot <strong>of</strong> kid’s books.<br />
Jenny’s husband is ill that day and staying at home<br />
8.30 am: Jenny <strong>of</strong>fers us drinks and quickly the puts kettle on.<br />
At breakfast time Jenny is trying to eat her own breakfast, but keeps getting interrupted by<br />
Daughter 2 needing to be spoon fed, Jenny taps Daughter 2 on the arm to get her attention<br />
and also stop her from trying to climb out <strong>of</strong> the high chair. Daughter 1 wanted to talk to<br />
Jenny, sits on her lap and be sung to and wanted milk warmed. Daughter 1 puts tiara on and<br />
asks Mummy to look.<br />
9.15 am: Jenny wants to find shoes and socks for children and feeds the cat.<br />
She shouts to Daughter no 1 to find her socks and also asks her to keep an eye on Daughter<br />
2 whilst de–icing and loading the car.<br />
Daughter no 1 says she can’t do her socks so Jenny says ‘Can you sit up on the chair so I<br />
can do your socks’.<br />
Daughter no 2 is playing with the Stereo.<br />
Jenny plays a chasing game to get their coats on.<br />
Daughter 1 pushes Daughter 2 over and Jenny gets her to say ‘Sorry’.<br />
I ask ‘Do you always feel this hurried’ she answers ‘yes, I feel that I am doing really well for a<br />
time and then I realise how late it is’.<br />
9.25 am: Jenny drops Daughter 1 to nursery (normally she would lock Daughter 2 into the car<br />
for this drop <strong>of</strong>f) Jenny briefly talks to a mother helper at nursery. Daughter 1 has a cuddle<br />
with Jenny before she leaves.<br />
9.30 am: Whilst driving to the local shopping mall Jenny tells us that she is Brown Owl for<br />
Brownies on the other side <strong>of</strong> the city; she explains that she likes taking on a lot because she<br />
finds its fun and wants to be part <strong>of</strong> the community.<br />
She also explains that because she had a big gap between no1 and no2 daughter, she<br />
wanted a smaller gap between no2 and no3.<br />
10.00 am: Jenny parks the car and takes the buggy from the boot <strong>of</strong> the car, she sits daughter<br />
2 into the buggy and proceeds to walk into the shopping centre. Whilst in the shopping mall<br />
Daughter 2 drops her hat out <strong>of</strong> the buggy, which is retrieved by Jenny. Daughter 2 happily<br />
sits in buggy and is very interested in all the Christmas decorations.<br />
Jenny explains how her children always look at the chocolate bars whilst she is waiting in the<br />
check out queue in the supermarket.<br />
10.30 am: We arrive back at Jenny’s house.<br />
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Jenny’s photo stories:<br />
1. Daughter 2 playing with stereo – Daughter 1 playing a tape or CD – Daughter 2<br />
prefers radio and switches it over – Daughter 1 gets upset – the 2 children fight over<br />
this – Daughter 2 likes pressing buttons – Jenny just ignores their behaviour.<br />
2. Daughter 2 having a temper tantrum with nappy change. Daughter 2 wanted the bear<br />
but Jenny didn’t want it near the dirty nappy.<br />
3. Daughter 2 wanting to escape playgroup.<br />
4. Daughter 2 running away on pavement – Jenny only lets her go so far before being<br />
chased after. Apparently Daughter 1 also used to run away so Jenny used watching<br />
the TV as a bribe to get daughter 1 to come back. Later this became more <strong>of</strong> a<br />
punishment telling the daughter that if they didn’t behave they would not be able to<br />
watch TV, the parent would always carry through this threat.<br />
5. Daughter 1 doing up the seat belt by herself which is a big achievement<br />
6. Daughter 2 following Daughter 1 forming a chain at grandparents.<br />
7. Daughter 1 having a tantrum because she didn’t want toast for breakfast. Jenny just<br />
ignored and left her and didn’t give her anything else, although she feels that the<br />
tactic <strong>of</strong> not giving food doesn’t work.<br />
8. Daughter 1 likes the little rides placed in shopping malls but Jenny does not put<br />
money in them.<br />
Claire:<br />
3 pm: Daughter wakes up from having her sleep in the buggy.<br />
3.15 pm: Claire does the cooking and puts the Cbeebies website on the PC to keep daughter<br />
occupied. Daughter investigates the vacuum cleaner and looks at photos <strong>of</strong> her family hung<br />
on the door at her height.<br />
3.45 pm: Claire changes Daughter’s nappy and puts a bit <strong>of</strong> cream on her legs in the process,<br />
she puts her in the cot after the nappy change so she can wash her hands and then places<br />
her in a low chair harnessed in front <strong>of</strong> the TV so she is safe whilst Claire does a couple <strong>of</strong><br />
things upstairs.<br />
Claire checks time on TV screen.<br />
4 pm: Claire then puts her Daughter back in the buggy ready to go out for a walk even though<br />
it’s raining.<br />
4.05 pm: We walk to the shops so that Claire can buy some flowers to make the house look<br />
nice whilst they have people viewing their property, which is on sale. <strong>The</strong>re is not much<br />
contact between mother and daughter whilst she is in buggy.<br />
4.30 pm: Claire then goes on one more errand and we leave her at that point.<br />
Claire’s photo stories:<br />
1. Problems getting Daughter to drink milk, on this occasion she only drinks 2oz <strong>of</strong> milk<br />
in the evening, Claire tries not to be too stressed. Daughter was ill and not eating, so<br />
that’s why they were trying to get more milk into her. If she doesn’t drink much milk<br />
Claire worries about being woken up early (common parent anxiety).<br />
2. Daughter having wraps put on – one parent will put cream on her and the other<br />
parent will apply bandages. <strong>The</strong>y put music on as a distraction. This takes 15 minutes<br />
after her bath. Daughter hates being restricted and out <strong>of</strong> control. Claire finds this<br />
stressful.<br />
3. Daughter taking medicine - she never happily accepts things in her mouth, so they<br />
have to use either a pipette or dummy like dispenser. This is for allergy relief.<br />
4. More bottle refusing.<br />
5. Daughter is manic and hyperactive at bedtime, trying to be less stimulated, if over<br />
stimulated she starts scratching.<br />
6. Daughter has a tendency to go too near the TV<br />
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7. Daughter has a tendency to sit on the edge <strong>of</strong> the s<strong>of</strong>a. Parents try to ignore it. It’s a<br />
bit dangerous; she once fell <strong>of</strong>f a chair, but continued to climb on it.<br />
8. Food has been a bit <strong>of</strong> a stress. She will eat finger food, but she’s adverse to<br />
vegetables and plays with her food. Claire gives her food to eat a lot in the lounge<br />
watching TV so that she doesn’t really notice that she is eating.<br />
9. Daughter can be aggressive after nursery on a Monday, she doesn’t follow<br />
instructions. Claire feels that maybe daughter is a bit angry for being left at nursery.<br />
Also there is a different mix <strong>of</strong> children at the nursery on a Monday than on a<br />
Wednesday (her other nursery day)<br />
10. Moody times are when eating (common parent anxiety) – It’s a bit <strong>of</strong> a battle – Photo<br />
shows daughter pulling <strong>of</strong>f bib<br />
11. When cooking Claire has the child gate shut between kitchen and dining room, but<br />
her Daughter would like it to be left open – she swings on the gate and wants to be in<br />
kitchen.<br />
Michelle:<br />
3.30pm: Midwife is just about to leave. Michelle is planning another home birth.<br />
Daughter listens to a Story CD this continues for 30 minutes.<br />
Michelle talks about their nightmare move from one side <strong>of</strong> town to the other 4 months ago;<br />
they had to live with the previous owners’ belongings for a few days.<br />
<strong>The</strong>re is a lot <strong>of</strong> interaction between Michelle and her daughter such as ‘whose under the<br />
blanket’ game.<br />
3.55 pm: Michelle gets daughter to put her toys back in the playroom before snack time.<br />
4.00 pm: Daughter has snack time, sits at the table for a snack in high chair. Daughter is<br />
given a choice <strong>of</strong> an apple or tangerine; she chooses the tangerine and peels it herself.<br />
Michelle asks whether she would like anything else to eat.<br />
Michelle says that she likes to do DIY but is not allowed to because she is heavily pregnant<br />
so relishes little DIY jobs such as changing batteries in daughter’s toy and painting.<br />
Daughter is going to do a gluing activity; materials were acquired from a scrap store.<br />
Daughter says lots <strong>of</strong> pleases and thank you.<br />
Interviewer asks what Michelle’s mum is like, she says that she was not maternal and had<br />
post natal depression.<br />
4. 15 pm: At this point a friend knocks on the door with her son. We explain the observation<br />
study and record only audio for ethical reasons. Retrospectively the author would have just<br />
asked if it was ok to film and used the video footage as a form <strong>of</strong> consent.<br />
Apparently the friend had seen the author around.<br />
Michelle’s daughter abandons gluing and the two children play at the food store in the<br />
playroom. Michelle helps daughter lift a basket <strong>of</strong> toys down.<br />
<strong>The</strong> friend and author realise that they have a common friend who lives on author’s road.<br />
Adults sit and chat in the kitchen about topics such as toys that they played with as children,<br />
local rubbish collection and recycling, new and old property, Christmas shopping. <strong>The</strong><br />
children play in the other room. Michelle checks on kids and after a while the kids come and<br />
join the parents in the kitchen<br />
Michelle make believes that a play plate brought to her by daughter is a phone and pretends<br />
that her daddy is on the phone.<br />
5.15 pm: Friend leaves and whilst being unobserved daughter hurts herself when trying to<br />
climb up into high chair.<br />
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Observation study prematurely abandoned and consequently, no photo stories were taken.<br />
Technologies used to help daily routines:<br />
Jenny; Clocks, mobile phones, microwave oven, baby monitor, kettle, toaster, television<br />
(mainly for films on video tape) this started being used whilst mother was breastfeeding<br />
second daughter – she was not totally satisfied with this as a solution to entertaining her older<br />
daughter.<br />
Claire: microwave, buggy, television, PC – Cbeebies website, CD’s and DVD’s (assuming that<br />
these need players <strong>of</strong> some sort) and mobile phone.<br />
Michelle: washing machine, telephone, TV and computer (both not daily), Stereo/radio,<br />
camera, microwave and bread maker (not daily)<br />
Possible Technologies (inc Wearable Technologies):<br />
From the observations, photo stories and discussions with the mothers the following possible<br />
technologies were identified:<br />
Table 1.0: Proposed Technologies<br />
Activity Proposed Technology<br />
Mother taps or touches daughter 2 on arm to<br />
get her attention and concentrate on eating her<br />
food<br />
Daughter 1 puts tiara on and asks mummy to<br />
look<br />
Daughter no 2 is playing with Stereo<br />
Daughter has a tendency to go too near the TV<br />
Device that could do this remotely if<br />
parent not right next to daughter?<br />
Talking plate?<br />
Tiara or other headgear that could be<br />
story-telling device?<br />
Protective covering to stop daughter<br />
playing with adult equipment?<br />
Warning voice or sound?<br />
Daughter drops hat out <strong>of</strong> buggy Tag clothing so you know when it has<br />
been dropped?<br />
Mum explains how her children always look at Distraction device, such as, TV screen<br />
the chocolate bars whilst she is waiting in the imbedded in clothing on arm?<br />
check out queue<br />
Daughter 2 at playgroup wanting to escape GPS in clothing / jewellery / tag?<br />
Daughter 2 running away down pavement – Some form <strong>of</strong> restraint system – sound<br />
mum only lets her go so far before chased after warning?<br />
her<br />
Daughter 1 having a tantrum because she didn’t Automatic / visual PC screen advising<br />
want toast for breakfast. Mother just left her and on possible approaches,<br />
ignored her and didn’t give her anything else, Memory jogger – what daughter likes?<br />
although mother feels that this tactic <strong>of</strong> not <strong>of</strong>fer choice between two things?<br />
giving food doesn’t work<br />
Daughter wakes up from having her sleep in the Buggy/Car Monitor?<br />
buggy<br />
Mum does the cooking and puts the Cbeebies Tactile / interactive entertainment?<br />
website on the PC to keep daughter occupied<br />
but Daughter investigates the vacuum cleaner<br />
Daughter then looks at photos <strong>of</strong> her family Auto camera taking pictures <strong>of</strong> family<br />
hung on the door at her height<br />
and friends when out and about for<br />
viewing later?<br />
We walk to the shops so that mum can get On the move intercom inter-action<br />
some flowers to make the house look nice mechanism?<br />
whilst they have people viewing their property.<br />
<strong>The</strong>re is not much contact between mother and<br />
daughter whilst daughter is in buggy<br />
Daughter with allergy manic at bedtime, hyper, Anti scratch device in bandages?<br />
trying to be less stimulated, if over stimulated<br />
she starts scratching<br />
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5. CONCLUSION<br />
This paper has reported on the initial findings <strong>of</strong> a research study into the needs <strong>of</strong> mothers<br />
and toddlers with the intention <strong>of</strong> identifying possible technologies that could be <strong>of</strong> assistance.<br />
Previous research and development <strong>of</strong> new technologies to assist mothers and toddlers was<br />
explored ranging from wearable technologies that could be attached to clothing, to smart<br />
clothes with imbedded technologies to toys that could respond and communicate with their<br />
owners, and to all-singing all-dancing robots that were multi-skilled.<br />
From the observation studies and photo stories a list <strong>of</strong> possible technological applications<br />
were generated, some <strong>of</strong> which have been addressed by technologies currently available.<br />
However, before further developing ideas to address those possible technological<br />
applications for which there are currently no answers and further research studies need to be<br />
completed.<br />
6. FURTHER RESEARCH<br />
• Present technological ideas both new and old to parents and ask them to discuss<br />
their likes and dislikes about them.<br />
• Michelle who had trained as a childminder before she became a mother seemed to<br />
know how to cope with a family, whereas, others fell into the role – so maybe some<br />
form <strong>of</strong> online/techno training programme/advice provider could help parents with<br />
challenges thrown at them.<br />
• Look at case studies. ‘Super nanny’ TV series<br />
• Structured approach versus freestyle – reflecting social trends – women working etc.<br />
• Look at how to promote networks <strong>of</strong> parents with same age children to cover stress.<br />
• Ask questions such as what ‘if networked, could these technologies do’? How might<br />
these technologies be abused or subverted?<br />
• Conduct a brainstorm with other designers using data from study.<br />
7. REFERENCES<br />
[1] www.reimasmart.com, accessed 23/06/2006,<br />
http://www.reimasmart.com/products_tutta.php<br />
[2] www.Technical-Textiles.net, accessed 23/06/2006, http://www.technicaltextiles.net/htm/f20050728.865682.htm<br />
[3] Braddock Clarke, S. E. and M. O’Mahony (2005), Techno Textiles 2, London; Thames &<br />
Hudson, London<br />
[4] www.futurephysical.org, accessed 23/06/2006,<br />
http://www.futurephysical.org/pages/content/wearable/intelligent_clothing.html<br />
[5] www.CNN.com, accessed 23/06/2006,<br />
http://www.cnn.com/2003/TECH/ptech/11/20/comdex.best<strong>of</strong>/<br />
[6] www.pocket-lint.co.uk, accessed 23/06/2006, http://www.pocketlint.co.uk/newsimage.php?newsId=1259&image=2<br />
[7] www.yujinrobot.com, accessed 23/06/2006,<br />
http://www.yujinrobot.com/english/product/irobi.php<br />
[8] www.forbes.com, accessed 23/06/2006,<br />
http://www.forbes.com/entrepreneurs/2005/12/22/mattel-hasbro-walmartcx_lh_1223neediedolls.html<br />
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Ecodesign strategies for good business practice: An<br />
overview<br />
Simon O’Rafferty<br />
Design <strong>Wales</strong>, PDR, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong> <strong>Cardiff</strong>, <strong>Cardiff</strong>, <strong>Wales</strong><br />
and<br />
Dr. Frank O’Connor<br />
Design <strong>Wales</strong>, PDR, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong> <strong>Cardiff</strong>, <strong>Cardiff</strong>, <strong>Wales</strong><br />
1. ABSTRACT<br />
In the last few decades concern has been raised regarding the environmental impact <strong>of</strong><br />
industry. Much effort has been made to improve the ‘end-<strong>of</strong>-pipe’ performance <strong>of</strong> industry<br />
through cleaner production and expensive mitigation measures. New and impending<br />
legislation and product policies recognize that these efforts have not been enough. Ecodesign<br />
has become a key approach for business in responding to these challenges. While design is<br />
regarded as a clean process it determines the majority <strong>of</strong> the environmental and financial<br />
costs incurred throughout a product’s life, from production through to distribution, use and<br />
end-<strong>of</strong>-life. <strong>The</strong>refore, the design stage is a crucial point <strong>of</strong> intervention in the elimination,<br />
avoidance or reduction <strong>of</strong> ‘downstream’ environmental impacts. Ecodesign refers to the<br />
systematic incorporation <strong>of</strong> environmental considerations into product design and<br />
development with the aim <strong>of</strong> reducing the environmental impact throughout the whole life<br />
cycle. Placing ecodesign in context, this paper will outline the policy and business case and<br />
introduce some tools and methodologies for integrating environmental considerations into the<br />
design process. <strong>The</strong> paper will also highlight, through practical examples, how ecodesign is<br />
linked to creativity and innovation, and can be used to increase competitiveness, improve<br />
stakeholder relations, proactively comply with legislation and enhance brand image. <strong>The</strong><br />
practical examples <strong>of</strong> ecodesign implementation will highlight the barriers and drivers to<br />
ecodesign implementation from a Small and Medium Sized Enterprise (SME) perspective.<br />
Keywords: Ecodesign, business and policy context, SMEs.<br />
2. INTRODUCTION<br />
To many, products and services are the basis <strong>of</strong> human prosperity, wellbeing and quality <strong>of</strong><br />
life. Yet, the negative environmental and social impacts <strong>of</strong> the economy are primarily driven<br />
by our over consumption and production <strong>of</strong> products and services. <strong>The</strong>se impacts occur at<br />
different stages <strong>of</strong> a product’s life, i.e. production, distribution, use and end-<strong>of</strong>-life disposal.<br />
<strong>The</strong> need to decouple these environmental and social impacts from economic growth has<br />
drawn increasing levels <strong>of</strong> political, public and commercial attention in recent years. This has<br />
been partly driven by the development <strong>of</strong> a number <strong>of</strong> producer responsibility laws worldwide<br />
along with the rise in public and shareholder concern. Another key driver is the recognition<br />
that improved environmental performance can have numerous commercial benefits.<br />
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Figure 1: generic product life cycle [adapted from 1]<br />
<strong>The</strong>re are many examples <strong>of</strong> large organisations using ecodesign alongside measures such<br />
as environmental criteria within procurement specifications and Life Cycle Analysis (LCA).<br />
While many eco-innovations have come from small niche businesses, the uptake <strong>of</strong><br />
ecodesign across Small and Medium Enterprises (SMEs) has been limited. Many SMEs do<br />
not recognise or understand their impact on the environment and they lack the financial and<br />
human resources to implement ecodesign strategies and an environmental management<br />
system (EMS).<br />
3. ECODESIGN IN CONTEXT<br />
3.1. Policy context<br />
<strong>The</strong> environmental policy agenda has evolved from focusing on reducing end-<strong>of</strong>-pipe pollution<br />
from industrial facilities to examining wider issues including the environmental and social<br />
impacts <strong>of</strong> products and services. This widening <strong>of</strong> horizons can be traced to the Rio Earth<br />
Summit <strong>of</strong> 1992, the publication <strong>of</strong> Agenda 21 and other Multilateral Environmental<br />
Agreements. More recently, in 2002, following the World Summit on Sustainable<br />
Development (WSSD), a 10 year framework <strong>of</strong> programmes for Sustainable Consumption<br />
and Production was established. As highlighted at the WSSD, ‘Fundamental changes in<br />
consumption and production patterns are needed’ [2]. <strong>The</strong> agreements coming from the<br />
WSSD complement a number <strong>of</strong> other policy approaches such as the Millennium<br />
Development Goals, the Doha agreements and the recently adopted European Commission<br />
Communication on Integrated Product Policy (IPP).<br />
IPP is a strategic instrument to establish an optimal mix <strong>of</strong> policy measures to encourage the<br />
development <strong>of</strong> products with reduced environmental impacts throughout their entire life<br />
cycle. While IPP seeks to reinforce and refocus existing policy measures it will introduce new<br />
approaches where necessary. <strong>The</strong> three pillars <strong>of</strong> IPP involve orientating the market to favour<br />
environmentally superior products, the design and marketing <strong>of</strong> those products and the<br />
sustainment <strong>of</strong> consumer demand for those products. Some specific measures that belong to<br />
this European policy mix include the Waste Electronic and Electrical Equipment (WEEE),<br />
Restriction <strong>of</strong> certain Hazardous Substances (RoHS), eco-design <strong>of</strong> Energy-using Products<br />
(EuP) and the End <strong>of</strong> Life Vehicles (ELV) directives. While WEEE and ELV are predominantly<br />
seen as a financial issue, RoHS and EuP will have a direct impact on product design. Table 1<br />
highlights the most prominent European directives and their impacts on product design.<br />
Directive Aim Impact on design<br />
WEEE<br />
to encourage prevention,<br />
reuse and/or recycling <strong>of</strong><br />
producers will be encouraged to design their<br />
products in a way that does not hinder recycling<br />
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RoHS<br />
EuP<br />
ELV<br />
Electronic and Electrical<br />
Equipment (EEE) waste<br />
to minimise the amount <strong>of</strong><br />
brominated flame retardants<br />
and heavy metals in the<br />
WEEE directed at landfill<br />
to consolidate the legislative<br />
approaches to energy<br />
efficiency and full life cycle<br />
environmental impacts <strong>of</strong><br />
electrical and heating<br />
products<br />
to reduce the environmental<br />
impact <strong>of</strong> businesses that<br />
process vehicles when they<br />
reach end <strong>of</strong> life<br />
Table 1: Main policy measures and their ecodesign relevance<br />
and reuse while facilitating the separation <strong>of</strong> key<br />
components (i.e. PCB’s, batteries, plastics that<br />
contain brominated flame retardants)<br />
immediate ecodesign requirements on all<br />
producers <strong>of</strong> electronic products containing 6<br />
specified materials - lead, mercury, cadmium,<br />
hexavalent chromium, polybrominated biphenyls<br />
(PBB) and/or polybrominated diphenyl ether<br />
(PBDE)<br />
EuP will require that compliance be demonstrated<br />
through prescribed conformity assessment<br />
procedures such as an internal design control<br />
procedure. This will involve setting up a technical<br />
file containing the evidence <strong>of</strong> compliance in the<br />
form <strong>of</strong> the assessment and the pr<strong>of</strong>iling <strong>of</strong> design<br />
solutions. CE marking will require EuP compliance<br />
ELV is intended to drive producers to design for<br />
recycling so as to limit the costs <strong>of</strong> recovery<br />
<strong>The</strong>se policy measures are also reflected in South East Asia. For example, Japan has<br />
developed a policy framework to improve the environmental performance <strong>of</strong> its economy. This<br />
‘Recycling Oriented Economic System’ includes mechanisms such as the Green Purchasing<br />
Law, Home Appliances Recycling Law and the Law for the Promotion <strong>of</strong> the Effective<br />
Utilisation <strong>of</strong> Resources [3]. <strong>The</strong> geographically diffuse nature <strong>of</strong> modern manufacturing<br />
means that these global policy measures will have future implications for product<br />
development worldwide.<br />
3.2. Business context<br />
Ecodesign is currently being implemented by a number <strong>of</strong> leading edge multinational<br />
companies who have recognised the commercial benefits. <strong>The</strong>se benefits include reduced<br />
production costs, efficient resource use, competitive advantage through potential product<br />
differentiation, reduced liability and a reduced regulatory burden. Even basic ecodesign<br />
strategies such as the elimination <strong>of</strong> toxic materials, reduced product footprints, ease <strong>of</strong><br />
disassembly, ease <strong>of</strong> upgrade and reduced weight can result in products with significant<br />
environmental improvements that appeal to a wider range <strong>of</strong> consumers.<br />
<strong>The</strong> positive effect <strong>of</strong> ecodesign on brand image also cannot be underestimated, not only for<br />
Tier 1 suppliers but all companies in the supply chain. More stringent environmental criteria<br />
are being integrated in procurement specifications for many large OEM’s. For example, Nokia<br />
requests that suppliers provide material declarations on all components supplied to them – a<br />
difficult task for a supplier without at least a basic ecodesign strategy [4].<br />
<strong>The</strong>se drivers are mixed with a number <strong>of</strong> key barriers. <strong>The</strong>se include economic shorttermism<br />
( i.e. the need for a quick payback on investments), a lack <strong>of</strong> understanding <strong>of</strong> the<br />
potential benefits <strong>of</strong> environmental improvements, a lack <strong>of</strong> internal expertise and resources,<br />
a view <strong>of</strong> environmental activity as peripheral to the core business and a managerial culture<br />
that is resistant to change. <strong>The</strong>se drivers and barriers help demonstrate the synergy between<br />
ecodesign and innovation. How a company responds to these depends on a number <strong>of</strong><br />
criteria including market and regulatory signals, existing commitment to the environment and<br />
operational capabilities. While being well positioned to exploit emerging technologies and<br />
develop new and innovative products, SMEs, due to scale, encounter additional barriers when<br />
implementing ecodesign [5].<br />
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From a managerial perspective, ecodesign requires long term investment, something which<br />
SMEs struggle to establish. Developing an ecodesign strategy <strong>of</strong>ten dovetails a reactive<br />
compliance strategy. Seeking compliance is a positive step yet it holds little added value for<br />
business. Recognising the commercial potential <strong>of</strong> implementing ecodesign can lead to more<br />
proactive long-term strategies.<br />
4. INTEGRATING ENVIRONMENTAL CONSIDERATIONS IN THE PRODUCT<br />
DEVELOPMENT PROCESS<br />
4.1 Background<br />
<strong>The</strong> development <strong>of</strong> environmentally superior products is not new although recent legislative<br />
developments have provided a new framework for exploring what is meant by environmentally<br />
superior products and ecodesign. While legislation is a major driver, ecodesign is not a<br />
compliance activity. Ecodesign, the incorporation <strong>of</strong> environmental considerations into product<br />
design and development, is an integrated, cross-functional strategy involving a number <strong>of</strong><br />
business activities [6]. For example, R&D uses environmental and social impacts as an<br />
instrument for innovation, procurement sources environmentally superior materials and<br />
components, quality assurance highlights beneficial ecological enhancements while<br />
marketing promotes these attributes to the consumer. <strong>The</strong>re are a number <strong>of</strong> entry points to<br />
integrate ecodesign in existing management systems such as environmental, health and<br />
safety (EHS).<br />
4.2. Ecodesign process<br />
<strong>The</strong>re are a wide range <strong>of</strong> models <strong>of</strong> product development displaying different levels <strong>of</strong> detail.<br />
<strong>The</strong>y are generally characterised as iterative processes <strong>of</strong> analysis and synthesis with<br />
creative input in the form <strong>of</strong> experience and observation. Various factors place constraints on<br />
the product development process including performance specifications, manufacturing<br />
capabilities and existing design processes and competencies. <strong>The</strong> process <strong>of</strong> ecodesign is<br />
flexible to encourage creativity, maximise innovation and exploit opportunities for making<br />
environmental improvements [7].<br />
It is important to note that while the core structure <strong>of</strong> the product development process<br />
remains unaffected by integrating environmental considerations, ecodesign requires the<br />
addition <strong>of</strong> some new steps. <strong>The</strong>se include setting an environmental pr<strong>of</strong>ile <strong>of</strong> the product,<br />
access to new forms <strong>of</strong> information and new decision criteria. <strong>The</strong>se new decisions may<br />
include the choice <strong>of</strong> environmentally superior materials and the evaluation <strong>of</strong> an array <strong>of</strong><br />
different product oriented environmental criteria. Ecodesign can influence relationships with<br />
customers and suppliers, and ultimately it can influence a company’s business strategy, for<br />
example, through logistical arrangements and new contractual obligations.<br />
4.3. Outline <strong>of</strong> main tools<br />
Ecodesign is an integrated, cross-functional activity and thus there is no ‘silver bullet’ for its<br />
implementation. <strong>The</strong>re are a wide assortment <strong>of</strong> tools and methodologies available to support<br />
the implementation process and, broadly speaking, these can be categorised as follows;<br />
• Single issue focus – driven by single issues such as waste reduction or energy<br />
efficiency<br />
• Life cycle focus – including impacts such as transportation, material extraction and<br />
disposal<br />
• Sustainability focus – including social impacts such as consumer aspirations and<br />
lifestyle<br />
Practically speaking, these tools include guidelines, checklists and handbooks (e.g. Smart<br />
ecoDesign strategy wheel and Standard ECMA-341 - Environmental design considerations<br />
for electronic products), environmental management assistance tools (e.g. EIME -<br />
Environmental Information and Management Explorer), screening and benchmarking tools<br />
(e.g. Eco-Efficiency Analysis, Fraunh<strong>of</strong>er IZM/EE Toolbox), LCA methodologies (e.g. Eco-<br />
Indicator 99), LCA databases (e.g. ProBas, APME/Boustead data and EcoInvent) and full<br />
scale LCA tools (e.g. IDEMAT, SimaPro and eVerdEE). <strong>The</strong>re are also tools and<br />
methodologies available for ecodesign planning, environmental assessment, ideas<br />
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generation, solutions design, cost assessment and on-market product review and<br />
assessment. For better integration, ecodesign should be linked with existing management<br />
systems such as quality, EHS and environmental management, for example the<br />
Environmental Management and Auditing Scheme (EMAS). <strong>The</strong> International Standards<br />
Organisation (ISO) 14000 family <strong>of</strong> environmental management standards and technical<br />
reports include a product focus [1, 7 and 8].<br />
Table 2 illustrates where some <strong>of</strong> the tools and methodologies can be incorporated into a<br />
product design and development process.<br />
Stage Priorities Tools<br />
Planning<br />
Conceptual<br />
Detailed<br />
Design<br />
Testing /<br />
Prototype<br />
Market<br />
launch<br />
Product<br />
review<br />
- establish scope, priorities & tasks<br />
- acquire information<br />
- establish appropriate benchmarks<br />
- customer / market needs,<br />
compliance, market niches,<br />
competitors’<br />
- consider overall company<br />
strategy<br />
- analyse reference product or<br />
problem / idea generation / solution<br />
selection<br />
- integrate ecodesign aspects<br />
when drafting the specification<br />
- check feasibility (technological,<br />
financial)<br />
- apply guidelines, checklists to<br />
refine the specification<br />
- develop selected solutions<br />
- apply ecodesign tools and<br />
databases<br />
- consider design for assembly /<br />
disassembly<br />
- outline potential life cycle<br />
scenarios<br />
- source alternative materials<br />
- final assessment <strong>of</strong> solutions<br />
- benchmark with former product<br />
generation<br />
- communicate with your supply<br />
chain<br />
- market introduction / product<br />
pr<strong>of</strong>ile and promotion<br />
- communicate key environmental<br />
aspects <strong>of</strong> your product alongside<br />
other key criteria, through<br />
environmental declaration or<br />
ecolabel<br />
- on-market observation<br />
- evaluate success <strong>of</strong> the product<br />
- guidelines (e.g. Electrical & Electronic<br />
ecodesign Guide, Envirowise)<br />
- standards, codes and technical reports<br />
- brainstorming and other creativity<br />
techniques<br />
- checklists (e.g. Smart ecoDesign<br />
checklists)<br />
- s<strong>of</strong>tware for full/abridged LCA (e.g. Sima<br />
Pro, Eco-It)<br />
- s<strong>of</strong>tware for materials selection (e.g.<br />
EcoSelector)<br />
- spiderweb and polar diagrams (e.g.<br />
EcoCompass)<br />
- ecodesign s<strong>of</strong>tware (e.g. SimaPro)<br />
- ecodesign checklists (e.g. Smart<br />
ecoDesign checklists)<br />
- s<strong>of</strong>tware for materials optimisation<br />
(performance/cost rather than environmentdriven)<br />
- eco-accounting tools (e.g. life cycle<br />
costing)<br />
- market surveys<br />
- focus groups<br />
- observation e.g. ethnography<br />
- consumer panels<br />
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- identify further improvement<br />
potential<br />
- supplier workshops<br />
Table 2: Tools and methodologies in a product development context<br />
Some larger producers are moving towards simple benchmark-style tools. For example,<br />
Philips has developed an internal competitiveness mechanism for their designers to increase<br />
the implementation <strong>of</strong> ecodesign. Using five general criteria the product designers can<br />
compare a new product with existing ones to establish where environmental improvements<br />
have been made. Philips has hundreds <strong>of</strong> these ‘green flagship products’ on the market. One<br />
example is an MP3 player that uses 87% less energy, weighs 39% less, and has 47%<br />
reduced packaging compared with the average <strong>of</strong> its closest competitors [5]. Panasonic<br />
(based in <strong>Cardiff</strong>) use a similar ecodesign approach focusing on five focal areas: energy,<br />
weight, packaging, recycling and hazardous materials.<br />
Other examples <strong>of</strong> ecodesign implementation include the manifold approach taken by Fujitsu.<br />
This approach includes the development <strong>of</strong> the ‘super green products’ in 12 product<br />
categories through a programme <strong>of</strong> improved eco-efficiency throughout full product life cycles,<br />
phasing out <strong>of</strong> specified hazardous substances in Fujitsu-brand products, green procurement<br />
(e.g. 98.3% <strong>of</strong> parts procured from companies with an EMS), improved recycling systems<br />
(e.g. recycling and reuse rate <strong>of</strong> 88.3% in Japan) and improved environmental management.<br />
<strong>The</strong>se activities are supported by green assessment evaluations, LCA, the use <strong>of</strong> recycled<br />
and bio-based plastics and the application <strong>of</strong> proprietary ecodesign s<strong>of</strong>tware [9].<br />
5. SUCCESSFULLY IMPLEMENTING ECODESIGN: THE SME EXPERIENCE<br />
5.1 <strong>The</strong> SME experience<br />
Riochem, a Welsh micro-SME, produces the TinyLab,<br />
an innovative and revolutionary approach to titration<br />
analysis. Utilising cartridges that contain high grade<br />
volumetric standard solutions, the TinyLab allows for onsite<br />
and lab-based titration analysis – even by nonspecialists.<br />
When the company set up it had no internal<br />
design capability and therefore sought the assistance and<br />
support <strong>of</strong> Design <strong>Wales</strong>. This helped the company place<br />
greater structure on the product development process by<br />
defining roles and responsibilities, developing a design brief<br />
and identifying long-term product strategies. Riochem<br />
identified ecodesign as a key strategy for the TinyLab.<br />
Figure 2: <strong>The</strong> TinyLab<br />
5.1.1 Drivers for ecodesign<br />
Impending environmental legislation brought the commercial benefits <strong>of</strong> implementing<br />
ecodesign into focus at an early stage. Riochem was also aware that the market for the<br />
product would be initially environmental goods and services. This reinforced the benefit <strong>of</strong><br />
including ecodesign alongside criteria such as cost and performance, strengthening the<br />
company’s own sales and marketing strategy.<br />
Supply chain pressures were also a key driver. Even though the product was highly<br />
competitive through market distinction, Riochem had to be aware <strong>of</strong> likely future changes in<br />
customer specifications so they would be in a position to capitalise on them. Riochem<br />
recognised the added-value <strong>of</strong> implementing ecodesign.<br />
5.1.2 Barriers to ecodesign<br />
<strong>The</strong> main barriers Riochem faced reflect those experienced by most SMEs. <strong>The</strong>se include<br />
financial and time constraints for exploring multiple design options, pilot investigations and<br />
R&D. <strong>The</strong> company also faced a number <strong>of</strong> product specific barriers in terms <strong>of</strong> technical<br />
specifications for materials. <strong>The</strong> decision to use some <strong>of</strong>f-the-shelf components, although<br />
<strong>of</strong>fering a number <strong>of</strong> financial and potential environmental opportunities, placed restrictions on<br />
the design process. <strong>The</strong>se issues combined with competitiveness and cost considerations<br />
made it difficult to establish long-term strategic objectives.<br />
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5.1.3 Ecodesign implementation<br />
Because a full LCA was not possible Riochem approached life cycle thinking through broad<br />
systems definition and identification <strong>of</strong> where ecodesign could make a positive intervention to<br />
improve the environmental performance <strong>of</strong> the product. Through scenario building a general<br />
product environmental pr<strong>of</strong>ile was established. This allowed Riochem to develop an<br />
awareness <strong>of</strong> the likely environmental impacts <strong>of</strong> the TinyLab, leading to management level<br />
commitment and support for action.<br />
A number <strong>of</strong> issues, including WEEE and ROHS compliance, guided the development <strong>of</strong> the<br />
ecodesign strategy. This strategy included a number <strong>of</strong> guidelines such as a reduced material<br />
mix, ease <strong>of</strong> disassembly and repair, clear identification <strong>of</strong> materials, component recyclability<br />
and the use <strong>of</strong> lead-free solder.<br />
Design for disassembly can <strong>of</strong>fer greater<br />
environmental gains than design for recycling<br />
as the reuse <strong>of</strong> the primary product with the<br />
replacement <strong>of</strong> components is less resource<br />
intensive. Having a high quality product that<br />
facilitates remanufacture, reuse, recycling and<br />
reprocessing extends the inherent value within<br />
the product, material and components. While<br />
extending the value cycle <strong>of</strong> materials has<br />
many environmental benefits it also has an<br />
economic value by reducing reprocessing and<br />
recycling times.<br />
Riochem explored the potential <strong>of</strong> selling the<br />
product through a combination <strong>of</strong> eco-services.<br />
<strong>The</strong> Product Service System would help to<br />
reduce the full life cycle environmental burden<br />
<strong>of</strong> the product by reducing overall material Figure 3: Primary components<br />
intensity. Riochem identified the commercial<br />
opportunity <strong>of</strong> this and sought to build it into the sales and marketing strategy. This reinforced<br />
the environmental aspects <strong>of</strong> the product’s overall sales and marketing strategy.<br />
It is clear that Riochem faced a number <strong>of</strong> barriers when developing the TinyLab, which<br />
resulted in some compromises from an ecodesign perspective. <strong>The</strong> fragmented approach<br />
reflects the idiosyncratic nature <strong>of</strong> product development in SMEs. <strong>The</strong> experience highlights<br />
the need for flexible and scaleable ecodesign tools and methodologies. <strong>The</strong> TinyLab has<br />
won a number <strong>of</strong> international awards and is an ecodesign benchmark for the company. For<br />
more information on this case-study, please refer to [10].<br />
6. CONCLUSION<br />
While legislation remains a key driver for many businesses to improve their environmental<br />
performance, more forward thinking companies are embedding ecodesign in proactive longterm<br />
strategies for product innovation. <strong>The</strong>se ecodesign led strategies provide the added<br />
value <strong>of</strong> reduced production costs, efficient resource use, competitive advantage through<br />
potential product differentiation, reduced liability and a reduced regulatory burden. Many <strong>of</strong><br />
the ecodesign methodologies that exist can be integrated into existing product development<br />
processes. Most ecodesign activity is occurring in larger organisations, but many SMEs are<br />
rising to the sustainability challenge by implementing ecodesign. To support this process<br />
there is a need for public sector support alongside the development <strong>of</strong> flexible, scaleable and<br />
demand-led ecodesign methodologies.<br />
7. REFERENCES<br />
[1] Schischke K et al., (2005) Teaching Material on Environmentally Benign Product Design<br />
for Small and Medium Enterprises <strong>of</strong> the Electrical and Electronics Sector, Berlin: Fraunh<strong>of</strong>er<br />
IZM, (pp. 6-110)<br />
<strong>Cardiff</strong> School <strong>of</strong> Art & Design & PDR, <strong>University</strong> <strong>of</strong> <strong>Wales</strong> <strong>Institute</strong>, <strong>Cardiff</strong> Page 48
<strong>The</strong> 2 nd PED – PDR Symposium on Design<br />
[2]UNEP, (2005), Background Report for a UNEP Guide to Life Cycle Management - A bridge<br />
to sustainable products, Paris, (p. 6)<br />
[3]Charter M, (2003), Global Watch Mission Report: Eco-design and environmental<br />
management in the electronics sector in China, Hong Kong and Taiwan, London: DTI, (p. 8)<br />
[4]Nokia, (2005), Integrated Product Policy Pilot Project: Stage 1 Final Report: Life Cycle<br />
Environmental Issues <strong>of</strong> Mobile Phones, Finland, (pp. 40-42)<br />
[5]O’Connor F & O’Rafferty S, (2005), Developing a Welsh Ecodesign Initiative: Stage 1,<br />
Interim Report, <strong>Cardiff</strong>, (p. 21)<br />
[6] Ferrendier S et al., (2002) ECOLIFE <strong>The</strong>matic Network Eco-design Guide:<br />
Environmentally Improved Product Design Case Studies <strong>of</strong> the European Electrical and<br />
Electronics Industry, Switzerland, (p. 8)<br />
[7] British Standards <strong>Institute</strong>, (2002) PD ISO/TR 14062:2002, Environmental management –<br />
Integrating environmental aspects into product design and development, London: ISBN 0 580<br />
40711 X, (p. v)<br />
[8] Ecma International, (2004) Standard ECMA-341: Environmental design considerations for<br />
ICT & CE products, Geneva<br />
[9] Fujitsu Limited, (2005), 2005 Fujitsu Group Sustainability Report, Kanagawa, (pp. 33-<br />
48)<br />
[10] O’Rafferty S & O’Connor F, (2006) An ecodesign case study <strong>of</strong> the award winning<br />
TinyLab, In: proceedings <strong>of</strong> the 13 th CIRP International Conference on Life Cycle<br />
Engineering, Leuven<br />
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