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Designed to fit
The use of 3D anthropometric data of children’s heads and faces in mask design
Objective: This study aimed to design a persuasive game, using objective adherence data, to motivate people with asthma to adhere to their medication regimen. Methods: A participatory user-centered design approach was employed, involving end-users and other stakeholders throughout the study. The approach consisted of four phases. Semi-structured interviews and a survey were conducted to understand user needs and reasons for poor adherence (Phase 1: define). Key themes were identified, leading to the formulation of behavior change strategies and design and game requirements. Several design directions were ideated, resulting in a concept for a serious game (Phase 2: ideate). Two rounds of user-tests were performed to evaluate a prototype of the serious game in terms of usability, perceived impact on medication adherence and motivation (Phase 3: prototype and Phase 4: evaluate). Results: Findings from semi-structured interviews (n = 6) and the online survey (n = 20) revealed that people’s non-adherence was often attributed to the perception of asthma as an episodic condition, the delayed experienced effect of maintenance inhalers, and lack of knowledge regarding difference of effect between maintenance and reliever inhalers. The study used behavior change strategies to translate these insights into design requirements for the development of the narrative-based persuasive game Ademgenoot. This six-week challenge-based game combines various behavior change strategies, including personal goal setting and continuous visual feedback, as well as persuasive game design elements, such as a narrative and rewards, with the aim of enhancing motivation to adhere to their medication regimen. User-testing (n = 8; round 1 and 2) showed that Ademgenoot is feasible in clinical practice and has the potential to support people with mild asthma in adherence to their maintenance medication. Discussion: Future efforts should be directed towards a larger evaluation to assess the impact on motivation and inhaler use behaviour. Plain Language Summary: The goal of this study was to create a serious game that encourages people with asthma to take their medication regularly. During the study, we worked closely with individuals who have asthma and other stakeholders throughout the study. We conducted interviews and surveys to understand why people have difficulties using their maintenance inhaler as prescribed by their doctor. Based on the feedback we received, we developed a serious game called “Ademgenoot”. The game uses information on inhaler use automatically collected with a device attached to the inhaler. The game includes features like personal goals and visual feedback on inhaler use to motivate users to take their medication consistently. We tested a prototype of the game with users to see if it was easy to use and if it motivated them to use their maintenance inhaler. The results showed that Ademgenoot is a viable option for helping individuals with mild asthma stay on track with their medication.
Non-invasive ventilation (NIV) is increasingly used in the support of acute respiratory failure in critically ill children admitted to the pediatric intensive care unit (PICU). One of the major challenges in pediatric NIV is finding an optimal fitting mask that limits air leakage, in particular for young children and those with specific facial features. Here, we describe the development of a pediatric head–lung model, based on 3D anthropometric data, to simulate pediatric NIV in a 1-year-old child, which can serve as a tool to investigate the effectiveness of NIV masks. Using this model, the primary aim of this study was to determine the extent of air leakage during NIV with our recently described simple anesthetic mask with a 3D-printed quick-release adaptor, as compared with a commercially available pediatric NIV mask. The simple anesthetic mask provided a better seal resulting in lower air leakage at various positive pressure levels as compared with the commercial mask. These data further support the use of the simple anesthetic mask as a reasonable alternative during pediatric NIV in the acute setting. Moreover, the pediatric head–lung model provides a promising tool to study the applicability and effectiveness of customized pediatric NIV masks in the future.
The use of 3D anthropometric data of children’s heads and faces has great potential in the development of protective gear and medical products that need to provide a close fit in order to function well. Given the lack of detailed data of this kind, the aim of this study is to map the size and shape variation of Dutch children’s heads and faces and investigate possible implications for the design of a ventilation mask. In this study, a dataset of heads and faces of 303 Dutch children aged six months to seven years consisting of traditional measurements and 3D scans were analysed. A principal component analysis (PCA) of facial measurements was performed to map the variation of the children’s face shapes. The first principal component describes the overall size, whilst the second principal component captures the more width related variation of the face. After establishing a homology between the 3D scanned face shapes, a second principal component analysis was done on the point coordinates, revealing the most prominent variations in 3D shape within the sample.
Three-dimensional scanning technologies have brought great opportunities in ergonomic and product design education as well as research. Not only the anthropometric size but also the shape and posture of the human, form of a product, or interactions between the human and product obtained based on the 3D scanning have been usefully applied in product design. This chapter introduces a number of educational and research cases, which have been performed at the Faculty of Industrial Design Engineering at Delft University of Technology. First, as ergonomics plays a big role in the product design process, but in a different and advanced way than before, we have broadly applied the emerging 3D scanning technology in our design education and research. Because the topic of “ergonomic design based on 3D scanning” have been taught in our education, the number of students who are using 3D human scans for their course work and/or graduate project has increased considerably. Some of our successful cases will be introduced in this chapter. Second, from the 3D scanning practices in our education, we concluded there is a need of a 3D scanner, especially for the human hand, that is both quick and accurate but is also capable of scanning parts that are normally hard to cover. Multiple final master projects have contributed to the development of a working prototype of an accurate and low-cost 3D hand scanner. Finally, based on our experience, techniques, methods, software, and relevant information that can support design education based on 3D human scans will be discussed.
applied in product design to support technical ideas regarding accommodation, tolerance, and adjustability. This study is aimed to briefly introduce a few analysis methods of
body shape variation using 3D facial scan images of Dutch children in order to acquire useful features for the design of a children's facial mask. ...
applied in product design to support technical ideas regarding accommodation, tolerance, and adjustability. This study is aimed to briefly introduce a few analysis methods of
body shape variation using 3D facial scan images of Dutch children in order to acquire useful features for the design of a children's facial mask.
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Kinderbeademingsmaskers dankzij 3D-technologie
design engineering in the world.
Practitioner Summary:
This paper is about the experience of a large school trying to teach ergonomics including 3D scanning and 3D printing as tools. ...
design engineering in the world.
Practitioner Summary:
This paper is about the experience of a large school trying to teach ergonomics including 3D scanning and 3D printing as tools.