Small and medium-sized enterprises (SMEs) play a significant role in the EU economy and account for a large number of employment opportunities. Improvements in the working conditions and well-being of employees in SMEs are crucial for the development of businesses, societies, and workers. This study investigated and developed the safety, health, and well-being (SHW) of employees in SME manufacturing companies. The proposed company-specific development process involved four companies and consisted of an e-survey, interviews, and a workshop. Both employers and employee representatives participated in the process. The process revealed a good working community and support received from others as resources in the studied companies. The factors needing development were found to be work posture and movement, workplace thermal environment, communication, haste, orderliness, and tidiness. This study provides knowledge about SHW risks, resources, and development measures in manufacturing SMEs.
{"title":"Promoting Occupational Safety, Health, and Well-Being in SME Manufacturing Companies","authors":"Susanna Mattila, Sari Tappura, Elli Karttunen","doi":"10.54941/ahfe1002645","DOIUrl":"https://doi.org/10.54941/ahfe1002645","url":null,"abstract":"Small and medium-sized enterprises (SMEs) play a significant role in the EU economy and account for a large number of employment opportunities. Improvements in the working conditions and well-being of employees in SMEs are crucial for the development of businesses, societies, and workers. This study investigated and developed the safety, health, and well-being (SHW) of employees in SME manufacturing companies. The proposed company-specific development process involved four companies and consisted of an e-survey, interviews, and a workshop. Both employers and employee representatives participated in the process. The process revealed a good working community and support received from others as resources in the studied companies. The factors needing development were found to be work posture and movement, workplace thermal environment, communication, haste, orderliness, and tidiness. This study provides knowledge about SHW risks, resources, and development measures in manufacturing SMEs.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122998072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
“Kratua Thaeng Suea” is a story of hunting the tigers that trespass into town. It is a Thai traditional folk play which has been passed down from generation to generation for more than 200 years. However, this folk play is rapidly fading away from the Thai society due to the change of aesthetic preference which caused its unpopularity. Nowadays, there are only two troupes left in Bangkok which recently one of them decided to discontinue their show because of COVID-19 situation. How to preserve this intangible cultural heritage and combine it with modern aesthetics for transmission is an urgent issue. This study combines literature research and field trip methods in order to identify some of the problems faced in the dissemination of it. The research results show that, in order to renew this folk play that complement the new aesthetic preference, all related elements of this play such as its story, costumes, music, and performance need to be modernized. The new play will combine “Street Culture” such as street art, street fashion, street music, and street performance into the play with a new storyline which is twisted from the story of a tiger hunter to be rescuing the tigers instead. All of this could draw some attention from the society and thus achieve the goal of sustainable inheritance and preservation of this folk play. The new concept of “Kratua Thaeng Suea” is the combination between the old and the new which does not only reflect the beauty of cultural dynamic or build up the sense of ecological awareness in the form of “Soft Power”, but also provides a “Cultural Revitalizing model” which could be an alternative model to inherit the culture.
{"title":"Revitalizing The National Folk Play: The Tiger Hunting Folk Play","authors":"Sarawuth Pintong","doi":"10.54941/ahfe1002046","DOIUrl":"https://doi.org/10.54941/ahfe1002046","url":null,"abstract":"“Kratua Thaeng Suea” is a story of hunting the tigers that trespass into town. It is a Thai traditional folk play which has been passed down from generation to generation for more than 200 years. However, this folk play is rapidly fading away from the Thai society due to the change of aesthetic preference which caused its unpopularity. Nowadays, there are only two troupes left in Bangkok which recently one of them decided to discontinue their show because of COVID-19 situation. How to preserve this intangible cultural heritage and combine it with modern aesthetics for transmission is an urgent issue. This study combines literature research and field trip methods in order to identify some of the problems faced in the dissemination of it. The research results show that, in order to renew this folk play that complement the new aesthetic preference, all related elements of this play such as its story, costumes, music, and performance need to be modernized. The new play will combine “Street Culture” such as street art, street fashion, street music, and street performance into the play with a new storyline which is twisted from the story of a tiger hunter to be rescuing the tigers instead. All of this could draw some attention from the society and thus achieve the goal of sustainable inheritance and preservation of this folk play. The new concept of “Kratua Thaeng Suea” is the combination between the old and the new which does not only reflect the beauty of cultural dynamic or build up the sense of ecological awareness in the form of “Soft Power”, but also provides a “Cultural Revitalizing model” which could be an alternative model to inherit the culture.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115270676","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, we introduce our theoretical approach of Prospective Cognitive Ergonomics, our methodology and the results obtained through Homo Textilus, a project for designing what might be Smart Clothes, the future of interactions between people and their digital clothes. For collecting data, we used different kinds of inquiries (questionnaires, short interviews, brainstorming) resulting in more than 300 proposals about digital clothes involving many kinds of functions (ranging from textile properties to garments made of electronic parts such as sensors and actuators). We emphasize more precisely how counterfactual based reasoning may be a powerful tool to elicit responses about future objects by making people envisage alternative worlds by using, for instance, the “WHAT IF NOT” (WIN) method of creativity for innovation. Indeed, counterfactual reasoning plays an important role in predicting, planning and decision making and this kind of reasoning can be seen, at the same time, as a simulation mechanism (what could / would happen if…) and a computing mechanism (what I have to do to make it possible…). Finally, we demonstrate how the “WHAT IF NOT” method of creativity can be applied to objects, functions, procedures, and objects states to elicit new ideas about future things.
在本文中,我们介绍了我们的前瞻性认知人体工程学的理论方法,我们的方法和通过Homo Textilus获得的结果,这是一个设计智能衣服的项目,未来人与他们的数字衣服之间的互动。为了收集数据,我们使用了不同类型的调查(问卷调查,简短访谈,头脑风暴),结果产生了300多个关于数字服装的建议,涉及多种功能(从纺织品性能到由传感器和执行器等电子部件制成的服装)。我们更准确地强调,基于反事实的推理如何成为一种强大的工具,通过使用例如“如果不”(WIN)的创新创造力方法,使人们设想另一个世界,从而引发对未来物体的反应。事实上,反事实推理在预测、计划和决策中起着重要作用,这种推理同时可以被看作是一种模拟机制(如果……可能/会发生什么)和一种计算机制(我必须做什么才能使它成为可能……)。最后,我们演示了如何将“WHAT IF NOT”的创造性方法应用于对象、功能、过程和对象状态,以引出关于未来事物的新想法。
{"title":"Open Innovation and Prospective Ergonomics for Smart Clothes","authors":"C. Tijus, J. Barcenilla, M. Rougeaux, F. Jouen","doi":"10.54941/ahfe1001350","DOIUrl":"https://doi.org/10.54941/ahfe1001350","url":null,"abstract":"In this paper, we introduce our theoretical approach of Prospective Cognitive Ergonomics, our methodology and the results obtained through Homo Textilus, a project for designing what might be Smart Clothes, the future of interactions between people and their digital clothes. For collecting data, we used different kinds of inquiries (questionnaires, short interviews, brainstorming) resulting in more than 300 proposals about digital clothes involving many kinds of functions (ranging from textile properties to garments made of electronic parts such as sensors and actuators). We emphasize more precisely how counterfactual based reasoning may be a powerful tool to elicit responses about future objects by making people envisage alternative worlds by using, for instance, the “WHAT IF NOT” (WIN) method of creativity for innovation. Indeed, counterfactual reasoning plays an important role in predicting, planning and decision making and this kind of reasoning can be seen, at the same time, as a simulation mechanism (what could / would happen if…) and a computing mechanism (what I have to do to make it possible…). Finally, we demonstrate how the “WHAT IF NOT” method of creativity can be applied to objects, functions, procedures, and objects states to elicit new ideas about future things.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125990331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The purpose of this paper is to study the challenge of the evaluation in the context of the services. Because of their specific nature the traditional evaluation methods and measures are not able to capture neither the diversity of the innovations nor the multifaceted dimensions of performance. This paper aims to contribute to the need for a more diverse evaluation approach. We focus on the context of service innovation in the environmental sector, in which we develop further multi-criteria and multi-actor perspectives. The multi-criteria framework describes the impacts of sustainability services and the multi-actor framework aims at analyzing the impacts from the perspective of various actors involved. Thus, our study provides a two dimensional approach to assess the impacts of services. The focus is on understanding the dynamics of service creation in the environmental sector, and on using new evaluation methods and indicators in that sector.
{"title":"A Multi-Criteria and Multi-Actor Perspective for the Evaluation of Sustainability Services","authors":"K. Hyytinen, F. Gallouj, M. Toivonen","doi":"10.54941/ahfe100299","DOIUrl":"https://doi.org/10.54941/ahfe100299","url":null,"abstract":"The purpose of this paper is to study the challenge of the evaluation in the context of the services. Because of their specific nature the traditional evaluation methods and measures are not able to capture neither the diversity of the innovations nor the multifaceted dimensions of performance. This paper aims to contribute to the need for a more diverse evaluation approach. We focus on the context of service innovation in the environmental sector, in which we develop further multi-criteria and multi-actor perspectives. The multi-criteria framework describes the impacts of sustainability services and the multi-actor framework aims at analyzing the impacts from the perspective of various actors involved. Thus, our study provides a two dimensional approach to assess the impacts of services. The focus is on understanding the dynamics of service creation in the environmental sector, and on using new evaluation methods and indicators in that sector.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116135694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2006-07-27DOI: 10.1201/9781420009743.CH3
W. Karwowski, G. Bedny
This paper describes new basic principles that underline the successful application of time study in ergonomics. The main purpose of time study is estimation of time required to perform a task. Often, time for task performance is based upon actual performance studies in which measurement are taken. Time not only reflects the duration of human performance and the distinguishing features of external behavior but also specifies internal cognitive processes. The time study becomes particularly important in those professions that have time restrictions. The presented material can be used not only for studying human productivity and effectiveness of human performance but also in ergonomic design.
{"title":"Time Study and Design","authors":"W. Karwowski, G. Bedny","doi":"10.1201/9781420009743.CH3","DOIUrl":"https://doi.org/10.1201/9781420009743.CH3","url":null,"abstract":"This paper describes new basic principles that underline the successful application of time study in ergonomics. The main purpose of time study is estimation of time required to perform a task. Often, time for task performance is based upon actual performance studies in which measurement are taken. Time not only reflects the duration of human performance and the distinguishing features of external behavior but also specifies internal cognitive processes. The time study becomes particularly important in those professions that have time restrictions. The presented material can be used not only for studying human productivity and effectiveness of human performance but also in ergonomic design.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130536034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ergonomics is a discipline concerned with human well being and in making resources adequate to human activities. Nevertheless we witness that the pressure of the market, regarding economy of time and resources make activities that involve optimization, such as ergonomic planning, design and evaluation, be penalized by the cuts performed by the industry. On the other hand, customers do not make a firm demand for ergonomic qualities which are not easily recognizable and can be complex to be designed and evaluated. Therefore the resource to protect human well-being regarding the resources available for them to develop their activities exists but is not well known or even recognized.This work proposes the valorization of Ergonomic activities by means of joining forces with the Systemic Design methodology in the development of strategies for increasing the awareness of customers. It also presents an instrument, the model of Systemic Network of Integral Endeavors, to be used to create strong network of businesses that are fully sustainable and that understand the importance of the respect for the customer.
{"title":"Ergonomics’ Valorization through the Systemic Design – Innovation for an Active Society","authors":"Rosângela Míriam Lemos Oliveira Mendonçaab","doi":"10.54941/ahfe1001319","DOIUrl":"https://doi.org/10.54941/ahfe1001319","url":null,"abstract":"Ergonomics is a discipline concerned with human well being and in making resources adequate to human activities. Nevertheless we witness that the pressure of the market, regarding economy of time and resources make activities that involve optimization, such as ergonomic planning, design and evaluation, be penalized by the cuts performed by the industry. On the other hand, customers do not make a firm demand for ergonomic qualities which are not easily recognizable and can be complex to be designed and evaluated. Therefore the resource to protect human well-being regarding the resources available for them to develop their activities exists but is not well known or even recognized.This work proposes the valorization of Ergonomic activities by means of joining forces with the Systemic Design methodology in the development of strategies for increasing the awareness of customers. It also presents an instrument, the model of Systemic Network of Integral Endeavors, to be used to create strong network of businesses that are fully sustainable and that understand the importance of the respect for the customer.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115118886","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bianca Mercy Cinco, Crissen Ann Ico, Franz Jmarc Tabafunda, Kyla Louise Uy, Y. Kurata
Online gaming is a popular pastime for people of all ages, with most players using their mobile devices or going online to play with their game consoles. It has been a prospering industry in the Philippines, especially since the beginning of the COVID-19 pandemic. The study aims to identify how online gaming influences Filipino gamers' effective decision-making, incorporating the Theory of Planned Behavior and Behavioral Decision Theory utilizing the structural equation modeling approach. A self-administered survey was conducted in the study and identified variables such as Cognitive Flexibility, Personality, Online Game Strategies, Certainty, Uncertainty, Subjective Norms, Behavioral Intention, and Attitude as significant factors affecting the perceived decision-making among Filipino online game players. Findings may serve as input to gaming developers in software and game development. This paper is the first study to analyze the factors affecting effective decision-making among Filipino online game players.
{"title":"Predicting Factors Influencing Online Gaming Towards Effective Decision Making among Filipinos: A Structural Equation Modeling Approach","authors":"Bianca Mercy Cinco, Crissen Ann Ico, Franz Jmarc Tabafunda, Kyla Louise Uy, Y. Kurata","doi":"10.54941/ahfe1003931","DOIUrl":"https://doi.org/10.54941/ahfe1003931","url":null,"abstract":"Online gaming is a popular pastime for people of all ages, with most players using their mobile devices or going online to play with their game consoles. It has been a prospering industry in the Philippines, especially since the beginning of the COVID-19 pandemic. The study aims to identify how online gaming influences Filipino gamers' effective decision-making, incorporating the Theory of Planned Behavior and Behavioral Decision Theory utilizing the structural equation modeling approach. A self-administered survey was conducted in the study and identified variables such as Cognitive Flexibility, Personality, Online Game Strategies, Certainty, Uncertainty, Subjective Norms, Behavioral Intention, and Attitude as significant factors affecting the perceived decision-making among Filipino online game players. Findings may serve as input to gaming developers in software and game development. This paper is the first study to analyze the factors affecting effective decision-making among Filipino online game players.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"723 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115128130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Physical and social activities should be included in an efficient e-coaching for older adults and immersive virtual reality (IVR) is efficient if behavioral changes are transferred to the real physical world. In an experiment con-ducted with 42 older adults (63-85 years-old), participants were asked to interact with a specific immersive virtual reality (IVR) daily for 4 months in their homes, at least 15 minutes per day. Results demonstrate several positive impacts related to the use of the IVR (decrease of weight, decrease of waist circumference, number of steps outside) even if the time spent to use this IVR system decreases. So the transfer from the IVR to the real world is very encouraging.
{"title":"Promoting Physical Activity for Elderly People with Immersive Virtual Reality (IVR)","authors":"J. Dinet, R. Nouchi","doi":"10.54941/ahfe1001682","DOIUrl":"https://doi.org/10.54941/ahfe1001682","url":null,"abstract":"Physical and social activities should be included in an efficient e-coaching for older adults and immersive virtual reality (IVR) is efficient if behavioral changes are transferred to the real physical world. In an experiment con-ducted with 42 older adults (63-85 years-old), participants were asked to interact with a specific immersive virtual reality (IVR) daily for 4 months in their homes, at least 15 minutes per day. Results demonstrate several positive impacts related to the use of the IVR (decrease of weight, decrease of waist circumference, number of steps outside) even if the time spent to use this IVR system decreases. So the transfer from the IVR to the real world is very encouraging.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115159844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Information and Communication Technologies (ICT) and applications (apps) for tourists are key tools for sustainability of World Cultural Heritage Sites (WCHS). Their integration into tourism marketing strategies poses challenges regarding the satisfaction of the expectations of the target stakeholders. This paper adopts an exploratory approach, to understand the relation between cultural tourism and ICT and how digital technologies must be considered in the context of creating more sustainable, accessible destinations with innovative experiences that promote cultural heritage. The results reveal that ICT are essential tools for tourists and positively influence tourists’ final perception of the travel experience. The development of mobile applications must consider the expectations of senior tourists, who constitute a relevant generation for cultural tourism and are of special interest for the sustainability of WCHS.
{"title":"The importance of design and digital media for the promotion and sustainability of cultural and religious tourism","authors":"Nuno Martins, Sergio Dominique Ferreira, Rita Perdiz, Susana Barreto, Cláudia Lima, E. Penedos-Santiago","doi":"10.54941/ahfe1002047","DOIUrl":"https://doi.org/10.54941/ahfe1002047","url":null,"abstract":"Information and Communication Technologies (ICT) and applications (apps) for tourists are key tools for sustainability of World Cultural Heritage Sites (WCHS). Their integration into tourism marketing strategies poses challenges regarding the satisfaction of the expectations of the target stakeholders. This paper adopts an exploratory approach, to understand the relation between cultural tourism and ICT and how digital technologies must be considered in the context of creating more sustainable, accessible destinations with innovative experiences that promote cultural heritage. The results reveal that ICT are essential tools for tourists and positively influence tourists’ final perception of the travel experience. The development of mobile applications must consider the expectations of senior tourists, who constitute a relevant generation for cultural tourism and are of special interest for the sustainability of WCHS.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115429010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kin Wai Michael Siu, Kwok Yin Angelina Lo, Yi Lin Wong, Chi Hang Lo
The design of public space and facilities in a country park aims to serve a wide scope of people with diverse needs and interests. Research on human factors should include users of different ages and capabilities. Children are often a forgotten category of users for collecting views and preferences in public design. Their voices and ideas are seldom heard and heeded. It is crucial to involve children in the design process to optimise outdoor recreational and educational experience in a country park. Playful Public Design by Children is a design research project which involved 1,023 children aged 3 to 18. They were guided to use a human factors (or ergonomics) approach to identify and solve problems in the real-life setting of Shing Mun Country Park in Hong Kong. The design research, spanning from 2019 to 2020, was conceived and co-led by a public design lab of a university and a group of art and design studios for children and teenagers. This paper reports an investigation of children’s perception of, observations on and concerns about the country park and the values underlying these concerns. Different phases engaged children in site research and visual-based design projects. For clarity and more in-depth discussion, this paper focuses specifically on children aged 8 -12. The projects allowed children to participate in observing the inadequacies of current park features such as space and facilities design. Research findings reveal children’s ability to embrace complexity in different design situations as they adopted the role as researcher, designer and change-maker. The common problem-solving strategies among their proposed design ideas reflect their concern for fun, fulfilment, adventure, action and harmony of different users (animals included) in the shared outdoor environment. Their proposed design solutions go beyond existing park design that covers only functional and physical aspects. Children’s perspective addresses other human factors such as psychological, emotional and social needs of different users resulting in an array of whimsical designs, such as zoomorphic gazebos, tree houses and observation towers for star-gazing, bird-watching, daydreaming and quiet reading. The significance of the research project is in the pedagogical practice that reveals children’s inherent creativity, design ability and potential as contributing citizens. The project changes urban children’s perception of nature, design and problem-solving strategies, and parents’ perception of design education in children’s creative development. Through the lens of children, designers can find a more well-rounded view inclusive of different human factors that can optimise users' interaction with the country park environment.
{"title":"Playful Public Design by Children","authors":"Kin Wai Michael Siu, Kwok Yin Angelina Lo, Yi Lin Wong, Chi Hang Lo","doi":"10.54941/ahfe1002044","DOIUrl":"https://doi.org/10.54941/ahfe1002044","url":null,"abstract":"The design of public space and facilities in a country park aims to serve a wide scope of people with diverse needs and interests. Research on human factors should include users of different ages and capabilities. Children are often a forgotten category of users for collecting views and preferences in public design. Their voices and ideas are seldom heard and heeded. It is crucial to involve children in the design process to optimise outdoor recreational and educational experience in a country park. Playful Public Design by Children is a design research project which involved 1,023 children aged 3 to 18. They were guided to use a human factors (or ergonomics) approach to identify and solve problems in the real-life setting of Shing Mun Country Park in Hong Kong. The design research, spanning from 2019 to 2020, was conceived and co-led by a public design lab of a university and a group of art and design studios for children and teenagers. This paper reports an investigation of children’s perception of, observations on and concerns about the country park and the values underlying these concerns. Different phases engaged children in site research and visual-based design projects. For clarity and more in-depth discussion, this paper focuses specifically on children aged 8 -12. The projects allowed children to participate in observing the inadequacies of current park features such as space and facilities design. Research findings reveal children’s ability to embrace complexity in different design situations as they adopted the role as researcher, designer and change-maker. The common problem-solving strategies among their proposed design ideas reflect their concern for fun, fulfilment, adventure, action and harmony of different users (animals included) in the shared outdoor environment. Their proposed design solutions go beyond existing park design that covers only functional and physical aspects. Children’s perspective addresses other human factors such as psychological, emotional and social needs of different users resulting in an array of whimsical designs, such as zoomorphic gazebos, tree houses and observation towers for star-gazing, bird-watching, daydreaming and quiet reading. The significance of the research project is in the pedagogical practice that reveals children’s inherent creativity, design ability and potential as contributing citizens. The project changes urban children’s perception of nature, design and problem-solving strategies, and parents’ perception of design education in children’s creative development. Through the lens of children, designers can find a more well-rounded view inclusive of different human factors that can optimise users' interaction with the country park environment.","PeriodicalId":259265,"journal":{"name":"AHFE International","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123081526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}