School of Mechanical, Industrial, COLLEGE OF ENGINEERING and Manufacturing Engineering Human-in-the-loop Design Framework Dr. Onan Demirel B.S. Ph.D. M.S. Gabriel Kemling Salman Ahmed Kamolnat Tabattanon Valerie Byxbe Karina Roundtree Alex Jennings Timothy Slama Nicolás S. Zurita (co-advised with Irem Tumer) Jianfu Zhang Lukman Irshad (co-advised with Irem Tumer) MihirSunil Gawand
ABOUT ME Onan Demirel Assistant Professor School of Mechanical, Industrial, and Manufacturing Engineering Oregon State University Education: BS, MS, and PhD (2015) in Purdue University Research Interest: Design Theory and Methods Human Factors Engineering Digital Human Modeling Product Design and Development Contact: Email: onan.demirel@oregonstate.edu Website-1: https:// www.onandemirel.com Website-2: https://design.engr.oregonstate.edu/demirel 322 Rogers Hall | (765) 409-9419 | Corvallis, OR 97331
Human error is a determining factor in 60% to 80% of industrial accidents. 80% of accidents in commercial flights caused by pilot error. 45,000 Americans die each year due to medical errors. To err is human..... Ignoring human factors of work place costs about $4.6 billion per year. Human errors account for 80% of offshore accidents. Human error causes 94% of car accidents.
Poor judgement at the intersection! Driver was distracted! Bad driver! Driver was not paying attention! ... Who to blame?
To err is human, to forgive . divine. (Alexander Pope, 1711)
To err is human, to forgive . , design .
Good news: most of these failures and accidents can be prevented or mitigated!
PILLAR OBSCURATION
Focus: Developing design methodologies to optimize human wellbeing and overall system performance.
FUNCTION Simula4ons Op4miza4on Modeling ..... ENGINEERING HUMANS FORM Idea4on Biomechanics Crea4vity Cognition Prototyping Psychology ..... ..... DIGITAL HUMAN HUMAN INDUSTRIAL MODELING FACTORS DESIGN
A MIXED (HYBRID) PROTOTYPING TESTBED Beyond 3D Modeling: • Multi-physics simulations – Digital sculpting – ... – Not just physical prototypes: • Virtual reality – Photorealistic rendering – .... – Physical and Cognitive aspects: • Mental workload – Perception – .... –
HUMAN-IN-THE-LOOP FRAMEWORK Digital Human Modeling (DHM): representation of the human inserted into a simulation or a virtual environment to facilitate prediction of safety and/or performance . DHM includes: Visualization (form) – Math/science (function) – DHM can evaluate/predict human-product interactions: Biomechanics (L4/L5 moments) – Ergonomics (comfort / discomfort) –
HUMAN-IN-THE-LOOP FRAMEWORK Utilizes Digital Human Modeling research to integrate three domains: 1. Design: Engineering – Industrial Design – 2. Human Factors Engineering: Physiology – Cognition – 3. Systems Engineering: Detail Design and Development – Functional Failure Analysis –
HUMAN-IN-THE-LOOP FRAMEWORK INPUT OUTPUT DIGITAL HUMAN MODELING (Design Data) (Human-Product Interaction Assessment) “Objective” Motion Capture Muscloskletal Human Data Reach Envelope Eye Tracking Analysis L4/L5 Compression …. HUMANS RULA “Subjective” Questionnaire Motion & …. Posture Cooper Harper Test …. Vision Analysis Surface Model “CAD” Product Data Binocular Vision Parametric Model Obscuration Zones …. Feedback / FORM “Low-End Reflection Zones Control Prototype” Physical Props …. Fixtures & Handles …. Failure Analysis Failure Trends Risk of Failure Failure Data Visualization Failure Paths Statistical Data FUNTION Error Mitigation Failure Modes Reliability Data …. ……
HUMAN-IN-THE-LOOP FRAMEWORK
HUMAN-IN-THE-LOOP FRAMEWORK
EARLY DESIGN – COST & TIME SAVINGS Cost Associated with Product Development Conventional Design Process Reduction in Cost ($) Concurrent Engineering Human-in-the-loop Framework Market Researh Modeling Engineering Prototyping Manufacturing …. Product Development Phases
Understanding how we harness • technology to capture human: Needs – Abilities – Limitations – Desires – Implementing better products and • complex-systems that are: Effective – Efficient – Engaging – Error tolerant – Easy to use/learn –
HUMAN-IN-THE-LOOP FRAMEWORK Products that improve safety: Protective equipment – Lightweight cushions – ..... – Products that improve wellbeing: Medical devices – Exoskeletons and prosthetics – ..... – Modern product development : Transportation design – Fashion, textile and clothing – Advance manufacturing – Medical products – Consumer goods –
COURSES Computational design approach for modern product development ENGR 248: Engineering Graphics and 3D Modeling • solid modeling, drafting, rendering, industrial design – ME 611: Modern Product Development • with Dr. Rob Stone computational design, physical and digital prototyping – ME 599X: Digital Human Modeling for Design • new course offered in Winter 2018 New course includes computational human -centric design – Industrial + Engineering Design • Simulations • Human -in-the-loop design • Biomechanics for Ergonomics • Computational Ergonomics •
ASSESSMENT OF TYPES OF PROTOTYPING IN HUMAN-CENTERED PRODUCT DESIGN How the prototypes should be built to test a Human-Centered Product to save money, time and improve product quality? Physical Prototypes • Computational Prototypes • Physical or Computational or Mixed prototype? • How many prototypes to built? • How to account for complex human-product interaction, • emergency situation ? 1
APPROACH & METHOD 2
APPROACH & METHOD CAD (Computer Aided Design) is used to create Workplace • VR (Virtual Reality) is used to immerse a human subject in the Workplace • • Kinect is used to capture human motion and DHM (Digital Human Modeling) is used for ergonomic assessment KINECT HTC VIBE 3 https://www.google.com/search?q=kinect+1&rlz=1C1GGRV_enUS748US748&source=lnms&tbm=isch&sa=X&ved=0ahUKEwig4oyppqHaAhXLwlQKHWgLBB0Q_AUICygC&biw=1600&bih=1109#imgrc=drpMzoO9plgekM: https://www.google.com/search?q=htc+vive&rlz=1C1GGRV_enUS748US748&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjLwuPDpqHaAhULilQKHcjHC4IQ_AUIDSgE&biw=1600&bih=1109#imgdii=zR-Kza_9HNz18M:&imgrc=9iaJ9d7TKoCKgM:
APPROACH & METHOD 4
APPROACH & METHOD Mixed Prototype using VR, Human Subject, Kinect, Computational Prototype using CAD and DHM (JACK) 5 CAD,DHM
RESULTS Reaching Task Computational Prototype (JACK) Mixed Prototype 6
RESULT Reaching Task Computational Prototype (JACK) Mixed Prototype 7
RESULT Posture Analysis Routine Emergency 30 27 25 20 Upper Arm Flexion Angle 20 16 15 15 15 13 10 8 7 5 0 Throttle Circuit Breaker Front Panel Oxygen Mask 1 2 3 4 Reach Reach Reach Reach Reach Locations 8
FUTURE WORKS Use higher fidelity MoCap devices • Employ more subjects • Create higher fidelity prototypes by including smokes, fire, etc. • 9
Assistive and Adaptive Technology: Impacts on Human Performance for Early Design Phase Considerations Presenter: Karina Roundtree
Examples of Current Technology [1] Ground Collision Avoidance System [2] (Proximity) Automated Radar Plotting Aid (Collision Avoidance) Global Positioning System (Navigation) 1 [3]
Human Error Poor Timing Confusion Failure of Limited Human Vigilance Capabilities Lack of Situational Perceived Risk Awareness Easily Interrupted Stress [4] Negative Fatigue Emotions 2
Workload • Workload = amount of effort and energy an individual invests into a task + level of work necessary to complete task • Affects human performance • Encompasses • Operator • Task • System Demands • Environment • Yerkes-Dodson Law • Performance vs. Arousal [5] 3
Human and Machine Interaction Perfect amount of automation h c Too little u m o o T [5] 4
Levels of Automation vs. Adaptive Automation • Traditional Levels of Automation • Sheridan and Verplank’s 10 Levels of Automation • National Highway Traffic Safety Administration Classification of Vehicle Automation • Pilot Authorization and Control of Tasks (PACT) Framework [6] • Adaptive Automation • Capable of changing levels of automation by monitoring • Cognitive and physical aspects of operator • Task Difficulty • Environment 5
Do these assistive technologies work? How do we know? • How do humans and machines independently and concurrently • Communicate Senses • Understand Decision Process • Act upon given information Visual Skills • Humans decision process Bottom-Up Auditory Rules Vs. Tactile • Human Performance Knowledge Top-Down Smell • Subjective Measurements Taste • Psychophysiological Measurements • Performance Measurements 6
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