A comprehensive resource, this handbook covers consumer product research, case study, and application. It discusses the unique perspective a human factors approach lends to product design and how this perspective can be critical to success in the market place. Divided into two volumes, the handbook includes introductory and summary chapters on case study design, design methods and process, error and hazards, evaluation methods, focus groups, and more. It discusses white goods, entertainment systems, personnel audio devices, mobile phones, gardening products, computer systems, and leisure goods.
VOLUME 1, Preface, Acknowledgments, Editors, Contributors, Section I: Methods for consumer Products DesignChapter 1: Techniques to Translate Design Research into Useful, Usable, and Desirable Products, Chapter 2: Manufacturing Attractive Products Logically by Using Human Design Technology: A Case of Japanese Methodology, Chapter 3: Persona: A Method to Produce Representations Focused on Consumers’ Needs, Chapter 4: Model-Based Framework for Infuencing Consumer Products Conceptual Designs, Chapter 5: Smarter Products User-Centered Systems Engineering, Section II: Design ProcessChapter 6: Supply and Demand: Perspectives on Mental Workload with Consumer Products, Chapter 7: Intelligence, Creativity, and Decisions in Product Design, Chapter 8: Role of Standards in Design, Chapter 9: Addressing Human Factors and Ergonomics in Design Process, Product Life Cycle, and Innovation: Trends in Consumer Product Design, Chapter 10: Integration of Ergonomics in the Design Process: Conceptual, Methodological, and Practical Foundations, Chapter 11: Design, Usability, and Maintainability of Consumer Products, Chapter 12: Assembly Complexity and the Design of Self-Assembly Products, Chapter 13: Proposed Framework for Integrating Environmental Issues in Ergonomics to Product Development, Chapter 14: Cultural Ergonomics Issues in Consumer Product Design, Chapter 15: Affective Design and Consumer Response, Chapter 16: Universal Design: Empathy and Affnity, Chapter 17: Integration of Elderly Users into Product Development Processes: Senior Research Groups as Organizational and Methodical Approach, Chapter 18: IEA EQUID Template for Cooperation between Product Designers and Ergonomists, Section III: Digital Design, Chapter 19: Behavior Video: A Methodology and Tool to Measure Human Behavior; Examples in Product Evaluation, Chapter 20: Digital Human Modeling in the User-Centered Design Process, Chapter 21: Digital Human Modeling in Product Evaluation, Chapter 22: Three-Dimensional Foot Imaging: Axial Alignment Theory in Footwear Design, Fit, and Function, Chapter 23: Science of Footwear Design, Chapter 24: Virtual Reality in Consumer Product Design: Methods and Applications, Section IV User-centered Design of consumer Products, Chapter 25: Product Design: User-Centered versus a Task-Based Approach, Chapter 26: Needs Analysis: Or, How Do You Capture, Represent, and Validate User Requirements in a Formal Manner/Notation before Design, Chapter 27: Users’ Interactions with Design Models, Chapter 28: Eco-Design: The Evolution of Dishwasher Design and the Potential for a More User-Centered Approach, Chapter 29: User-Centered Design Method to Attend Users’ Needs during Product Design Process: A Case Study in a Public Hospital in Brazil,
VOLUME 2, Preface, Acknowledgments, Editors, Contributors, Section I: Design for Product SafetyChapter 1: Reducing the Risk to Consumers: Implications for Designing Safe Consumer Products, Chapter 2: Consumer Product Risk Assessment, Chapter 3: Hazard Control Hierarchy and Its Utility in Safety Decisions about Consumer Products, Chapter 4: Communication-Human Information Processing Stages in Consumer Product Warnings, Chapter 5: Safety Design under the Perspective of Ergonomics in Consumer Products: Accident Studies in Users Welfare Promotion, Chapter 6: Product Design Issues Related to Safe Patient Handling Technology, Chapter 7: Ergonomics of Packaging, Section II: Design for Usability, Chapter 8: User Research by Designers, Chapter 9: Near Field Communication: Usability of a Technology, Chapter 10: Empathy Meets Engineering: Implanting the User’s Perspective into a Systematic Design Process, Chapter 11: Building Empathy with the User, Chapter 12: Usability Testing of Three Prototype In-Vehicle Information Systems, Chapter 13: Ergonomics and Usability in an International Context, Chapter 14: Consumer eHealth, Chapter 15: Consumer Behavior of Employees Using Information and Communication Technology Products in an Organizational Setting, Section III: Case Studies, Chapter 16: Constraint-Based Approach to Design, Chapter 17: Development of a Media Player: Ambition and Constraints in the Consumer Electronics Industry, Chapter 18: Interaction Design for Mobile Phones, Chapter 19: Human Factors in Protective Headgear Design, Chapter 20: Creating a User-Centered Supermarket Checkout, Chapter 21: Design and Development of an Interactive Kiosk for Customers of Jobcentre Plus, Chapter 22: Participatory Method for Evaluating Offce Chairs: A Case Study, Chapter 23: Procedural Pictorial Sequences for Health Product Design: A Study of Male and Female Condoms Conducted with Adults with a Low Level of Literacy in Brazil, Chapter 24: Special Needs in Pleasure-Based Products Design: A Case Study, Chapter 25: Applied Anthropometry in Ergonomic Design for School Furniture, Chapter 26: Anthropometric Fitting of Offce Furniture for Mexican Users, Chapter 27: User-Centered Approach for Sailing Yacht Design, Chapter 28: Design for Driver’s Comfort: Discomfort Assessment and Discomfort Manifestation among Professional and Amateur Car Drivers, Chapter 29: Ergonomics as a Strategy Tool: An Approach through Design