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S.A.J. van den Elshout
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1
A new generation in the evolution of wakeboarding
The design of a feature within the vision to enrich the experience of Entertainment Enjoyers
Master thesis
(2018)
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Wouter Potma, Bruno Ninaber Van Eijben, Sebastiaan van den Elshout, Sebastian Podda
Although wakeboarding is increasing in popularity and number of participants, the market of wakeboard features only fulfils the needs of a part of its potential customers. A gap has been determined in the expertise development of riders. Therefore, the focus of this project is on riders that have enough skills to complete a full round on a cable park but are not ready for currently existing features. Additionally, a distinction is made between Adrenaline Seekers and Entertainment Enjoyers. The latter is focussed on within this project. Based on this target audience analysis, an interaction vision with the qualities of Surprise, Togetherness and Encouraged is developed. This was the starting point for ideation.
In the development phase the minimum viable version of the Pad, a feature that provides a different riding experience than water without the risk for injuries, has been designed. This development is executed by combining the results of a material exploration into prototypes that are realised and tested by riders on a cable park.
The evaluation of these prototypes led to the final design of the Pad, which is the first product in the development process of this new generation. According to the vision created, this development process should be continued in order to enlarge the product portfolio and realise this new generation. By enriching the wakeboarding experience of Entertainment Enjoyers, a new generation has started in the evolving sport wakeboarding. ...
In the development phase the minimum viable version of the Pad, a feature that provides a different riding experience than water without the risk for injuries, has been designed. This development is executed by combining the results of a material exploration into prototypes that are realised and tested by riders on a cable park.
The evaluation of these prototypes led to the final design of the Pad, which is the first product in the development process of this new generation. According to the vision created, this development process should be continued in order to enlarge the product portfolio and realise this new generation. By enriching the wakeboarding experience of Entertainment Enjoyers, a new generation has started in the evolving sport wakeboarding. ...
Although wakeboarding is increasing in popularity and number of participants, the market of wakeboard features only fulfils the needs of a part of its potential customers. A gap has been determined in the expertise development of riders. Therefore, the focus of this project is on riders that have enough skills to complete a full round on a cable park but are not ready for currently existing features. Additionally, a distinction is made between Adrenaline Seekers and Entertainment Enjoyers. The latter is focussed on within this project. Based on this target audience analysis, an interaction vision with the qualities of Surprise, Togetherness and Encouraged is developed. This was the starting point for ideation.
In the development phase the minimum viable version of the Pad, a feature that provides a different riding experience than water without the risk for injuries, has been designed. This development is executed by combining the results of a material exploration into prototypes that are realised and tested by riders on a cable park.
The evaluation of these prototypes led to the final design of the Pad, which is the first product in the development process of this new generation. According to the vision created, this development process should be continued in order to enlarge the product portfolio and realise this new generation. By enriching the wakeboarding experience of Entertainment Enjoyers, a new generation has started in the evolving sport wakeboarding.
In the development phase the minimum viable version of the Pad, a feature that provides a different riding experience than water without the risk for injuries, has been designed. This development is executed by combining the results of a material exploration into prototypes that are realised and tested by riders on a cable park.
The evaluation of these prototypes led to the final design of the Pad, which is the first product in the development process of this new generation. According to the vision created, this development process should be continued in order to enlarge the product portfolio and realise this new generation. By enriching the wakeboarding experience of Entertainment Enjoyers, a new generation has started in the evolving sport wakeboarding.
Computer Aided Consumer Design
Designing furniture for Mass Customization using Parametric Algorithms-aided design
The consumer market shows a growing heterogeneity in demand. This means that consumers are more and more looking for custom and unique products. As a reaction, companies developed a new strategy called Mass Customization (MC) which revolves around offering products that are developed and produced custom to user specific needs. Via online tool-kits consumers can personally customize the products they buy by choosing colours, materials and combining building blocks. The developments of Algorithms Aided Design (AAD) introduce a new form of Mass Customization: Computer Aided Consumer Design (CaCODE) which enables the laymen consumer to design their own products by letting them modify Computer Aided Design (CAD) models directly. This way consumers can modify the physical shape of products they buy.
Algorithms Aided Design is the use of algorithms to generate and control CAD geometry. Its parametric nature enables to generate a variety of product shapes. It also enables the creation of design complexity that exceeds human capabilities.
The context sketched above introduces the principle of consumers becoming the designers of their own products. However, these developments do not guarantee good products. Consumers’ lack of knowledge and skills might actually result in dissatisfying products.
This leads to a dilemma. On the one hand we need the consumer to think along and make decisions in order to come up with personalized, single customer products. On the other hand these consumers might not be able to judge the outcome of what they are doing so their decisions might lead to bad products. The question is how to design products for mass customization that find the right balance for this dilemma.
The above lead to the research question: ‘How can a Mass Customization system, that enables the consumer to modify a CAD model, be successfully implemented for Bende?’ The aim of this report is to answer this question.
The result of this project is an algorithm that produces a variety of tables. By changing parameters millions of different table designs can be created serving multiple functions from small coffee tables to large dining tables. The table is designed to be fully manufactured out of CNC routed sheet material. Each unique design will be produced, flat packed and delivered to the consumer who assembles the table himself.
The design of the table originates from the goal to showcase typical design characteristics of Algorithms Aided Design defined by a three dimensional body with organic appearance built up from a mathematically repeating geometry.
...
Algorithms Aided Design is the use of algorithms to generate and control CAD geometry. Its parametric nature enables to generate a variety of product shapes. It also enables the creation of design complexity that exceeds human capabilities.
The context sketched above introduces the principle of consumers becoming the designers of their own products. However, these developments do not guarantee good products. Consumers’ lack of knowledge and skills might actually result in dissatisfying products.
This leads to a dilemma. On the one hand we need the consumer to think along and make decisions in order to come up with personalized, single customer products. On the other hand these consumers might not be able to judge the outcome of what they are doing so their decisions might lead to bad products. The question is how to design products for mass customization that find the right balance for this dilemma.
The above lead to the research question: ‘How can a Mass Customization system, that enables the consumer to modify a CAD model, be successfully implemented for Bende?’ The aim of this report is to answer this question.
The result of this project is an algorithm that produces a variety of tables. By changing parameters millions of different table designs can be created serving multiple functions from small coffee tables to large dining tables. The table is designed to be fully manufactured out of CNC routed sheet material. Each unique design will be produced, flat packed and delivered to the consumer who assembles the table himself.
The design of the table originates from the goal to showcase typical design characteristics of Algorithms Aided Design defined by a three dimensional body with organic appearance built up from a mathematically repeating geometry.
...
The consumer market shows a growing heterogeneity in demand. This means that consumers are more and more looking for custom and unique products. As a reaction, companies developed a new strategy called Mass Customization (MC) which revolves around offering products that are developed and produced custom to user specific needs. Via online tool-kits consumers can personally customize the products they buy by choosing colours, materials and combining building blocks. The developments of Algorithms Aided Design (AAD) introduce a new form of Mass Customization: Computer Aided Consumer Design (CaCODE) which enables the laymen consumer to design their own products by letting them modify Computer Aided Design (CAD) models directly. This way consumers can modify the physical shape of products they buy.
Algorithms Aided Design is the use of algorithms to generate and control CAD geometry. Its parametric nature enables to generate a variety of product shapes. It also enables the creation of design complexity that exceeds human capabilities.
The context sketched above introduces the principle of consumers becoming the designers of their own products. However, these developments do not guarantee good products. Consumers’ lack of knowledge and skills might actually result in dissatisfying products.
This leads to a dilemma. On the one hand we need the consumer to think along and make decisions in order to come up with personalized, single customer products. On the other hand these consumers might not be able to judge the outcome of what they are doing so their decisions might lead to bad products. The question is how to design products for mass customization that find the right balance for this dilemma.
The above lead to the research question: ‘How can a Mass Customization system, that enables the consumer to modify a CAD model, be successfully implemented for Bende?’ The aim of this report is to answer this question.
The result of this project is an algorithm that produces a variety of tables. By changing parameters millions of different table designs can be created serving multiple functions from small coffee tables to large dining tables. The table is designed to be fully manufactured out of CNC routed sheet material. Each unique design will be produced, flat packed and delivered to the consumer who assembles the table himself.
The design of the table originates from the goal to showcase typical design characteristics of Algorithms Aided Design defined by a three dimensional body with organic appearance built up from a mathematically repeating geometry.
Algorithms Aided Design is the use of algorithms to generate and control CAD geometry. Its parametric nature enables to generate a variety of product shapes. It also enables the creation of design complexity that exceeds human capabilities.
The context sketched above introduces the principle of consumers becoming the designers of their own products. However, these developments do not guarantee good products. Consumers’ lack of knowledge and skills might actually result in dissatisfying products.
This leads to a dilemma. On the one hand we need the consumer to think along and make decisions in order to come up with personalized, single customer products. On the other hand these consumers might not be able to judge the outcome of what they are doing so their decisions might lead to bad products. The question is how to design products for mass customization that find the right balance for this dilemma.
The above lead to the research question: ‘How can a Mass Customization system, that enables the consumer to modify a CAD model, be successfully implemented for Bende?’ The aim of this report is to answer this question.
The result of this project is an algorithm that produces a variety of tables. By changing parameters millions of different table designs can be created serving multiple functions from small coffee tables to large dining tables. The table is designed to be fully manufactured out of CNC routed sheet material. Each unique design will be produced, flat packed and delivered to the consumer who assembles the table himself.
The design of the table originates from the goal to showcase typical design characteristics of Algorithms Aided Design defined by a three dimensional body with organic appearance built up from a mathematically repeating geometry.
This project is executed for Cesys, a company which develops and produces high-end, innovative racing simulators for the entertainment industry. Recently, the company started using Virtual Reality headsets on their racing simulators. Currently, a consumer grade VR headset (Oculus Rift) is used in these type of racing simulators. However, it should preferably be a customised VR headset that is fitting for the simulators and is suitable to be used in an entertainment context. In short, the assignment is to integrate two products together: A racing helmet and a VR headset. Main requirements were that the VR Helmet should re-use components of a current VR Headset and should be one-size-fits-all.
The project started with an analysis phase. A contextual analysis showed that hygiene and durability are important aspects to take into account during the development of the VR Helmet. A technological analysis provided insights which components of a chosen VR headset were necessary to be reintegrated. In an ergonomic analysis, various aspects such as anthropometrics, thermal comfort, pressure sensitivity and maximum weight was researched. In a business analysis, a batch size and first cost price estimation for the VR Helmet was set. Finally, a product experience analysis led to the questions regarding the desired look, feel and use of the VR Helmet. Basically, the question was whether the VR Helmet should be a Racing helmet with VR or a VR headset with racing helmet characteristics.
This above mentioned question was answered during the conceptualisation phase. Two concepts were constructed in order to answer this question. The first concept stayed close to the look, feel and use of a racing helmet. The second concept was almost the opposite of the first concept regarding the look, feel and use. This concept was designed as a VR headset with racing helmet characteristics. Both concepts were detailed to such extent that it could be user tested. The user test showed that the first concept was preferred on various aspects, such as intended emotional response, matching the current simulators, (surprisingly) comfort and practicality. Therefore, concept 1 (Racing helmet with VR approach) was taken as a basis for the final design proposal.
A final design proposal was made (see pictures). This VR Helmet is designed to match and enhance the current experience of the VR simulators by mimicking the look, feel and use of a racing helmet. Like a real racing helmet, it has a visor which can be opened and closed. In this visor the VR components are situated which provide the VR experience. Besides displaying VR, it also has speakers integrated in the helmet for audio display. Moreover, this is one of the first VR Helmets which has a one-size-fits-all feature. By turning the knobs located at the back and top of the helmet, the VR Helmet can be adjusted and fixed on various head sizes. In order to guarantee a hygienic experience, the helmet has to be worn in combination with a balaclava.
The final design proposal was prototyped and user evaluated. In this user evaluation, the VR Helmet was compared to the current solution: The Oculus Rift. Combined with a review on the product requirements, a full evaluation on the final concept was conducted. The final design proposal meets the requirements regarding comfort (one-size-fits-all), experience, hygiene and cost-price. However, aspects such as durability, the weight of the product, integration of the Oculus Rift (electronics) need to be researched further or improved.
In all, the final design proposal is a promising concept, but will need another full iteration before it will meet all the product requirements. ...
The project started with an analysis phase. A contextual analysis showed that hygiene and durability are important aspects to take into account during the development of the VR Helmet. A technological analysis provided insights which components of a chosen VR headset were necessary to be reintegrated. In an ergonomic analysis, various aspects such as anthropometrics, thermal comfort, pressure sensitivity and maximum weight was researched. In a business analysis, a batch size and first cost price estimation for the VR Helmet was set. Finally, a product experience analysis led to the questions regarding the desired look, feel and use of the VR Helmet. Basically, the question was whether the VR Helmet should be a Racing helmet with VR or a VR headset with racing helmet characteristics.
This above mentioned question was answered during the conceptualisation phase. Two concepts were constructed in order to answer this question. The first concept stayed close to the look, feel and use of a racing helmet. The second concept was almost the opposite of the first concept regarding the look, feel and use. This concept was designed as a VR headset with racing helmet characteristics. Both concepts were detailed to such extent that it could be user tested. The user test showed that the first concept was preferred on various aspects, such as intended emotional response, matching the current simulators, (surprisingly) comfort and practicality. Therefore, concept 1 (Racing helmet with VR approach) was taken as a basis for the final design proposal.
A final design proposal was made (see pictures). This VR Helmet is designed to match and enhance the current experience of the VR simulators by mimicking the look, feel and use of a racing helmet. Like a real racing helmet, it has a visor which can be opened and closed. In this visor the VR components are situated which provide the VR experience. Besides displaying VR, it also has speakers integrated in the helmet for audio display. Moreover, this is one of the first VR Helmets which has a one-size-fits-all feature. By turning the knobs located at the back and top of the helmet, the VR Helmet can be adjusted and fixed on various head sizes. In order to guarantee a hygienic experience, the helmet has to be worn in combination with a balaclava.
The final design proposal was prototyped and user evaluated. In this user evaluation, the VR Helmet was compared to the current solution: The Oculus Rift. Combined with a review on the product requirements, a full evaluation on the final concept was conducted. The final design proposal meets the requirements regarding comfort (one-size-fits-all), experience, hygiene and cost-price. However, aspects such as durability, the weight of the product, integration of the Oculus Rift (electronics) need to be researched further or improved.
In all, the final design proposal is a promising concept, but will need another full iteration before it will meet all the product requirements. ...
This project is executed for Cesys, a company which develops and produces high-end, innovative racing simulators for the entertainment industry. Recently, the company started using Virtual Reality headsets on their racing simulators. Currently, a consumer grade VR headset (Oculus Rift) is used in these type of racing simulators. However, it should preferably be a customised VR headset that is fitting for the simulators and is suitable to be used in an entertainment context. In short, the assignment is to integrate two products together: A racing helmet and a VR headset. Main requirements were that the VR Helmet should re-use components of a current VR Headset and should be one-size-fits-all.
The project started with an analysis phase. A contextual analysis showed that hygiene and durability are important aspects to take into account during the development of the VR Helmet. A technological analysis provided insights which components of a chosen VR headset were necessary to be reintegrated. In an ergonomic analysis, various aspects such as anthropometrics, thermal comfort, pressure sensitivity and maximum weight was researched. In a business analysis, a batch size and first cost price estimation for the VR Helmet was set. Finally, a product experience analysis led to the questions regarding the desired look, feel and use of the VR Helmet. Basically, the question was whether the VR Helmet should be a Racing helmet with VR or a VR headset with racing helmet characteristics.
This above mentioned question was answered during the conceptualisation phase. Two concepts were constructed in order to answer this question. The first concept stayed close to the look, feel and use of a racing helmet. The second concept was almost the opposite of the first concept regarding the look, feel and use. This concept was designed as a VR headset with racing helmet characteristics. Both concepts were detailed to such extent that it could be user tested. The user test showed that the first concept was preferred on various aspects, such as intended emotional response, matching the current simulators, (surprisingly) comfort and practicality. Therefore, concept 1 (Racing helmet with VR approach) was taken as a basis for the final design proposal.
A final design proposal was made (see pictures). This VR Helmet is designed to match and enhance the current experience of the VR simulators by mimicking the look, feel and use of a racing helmet. Like a real racing helmet, it has a visor which can be opened and closed. In this visor the VR components are situated which provide the VR experience. Besides displaying VR, it also has speakers integrated in the helmet for audio display. Moreover, this is one of the first VR Helmets which has a one-size-fits-all feature. By turning the knobs located at the back and top of the helmet, the VR Helmet can be adjusted and fixed on various head sizes. In order to guarantee a hygienic experience, the helmet has to be worn in combination with a balaclava.
The final design proposal was prototyped and user evaluated. In this user evaluation, the VR Helmet was compared to the current solution: The Oculus Rift. Combined with a review on the product requirements, a full evaluation on the final concept was conducted. The final design proposal meets the requirements regarding comfort (one-size-fits-all), experience, hygiene and cost-price. However, aspects such as durability, the weight of the product, integration of the Oculus Rift (electronics) need to be researched further or improved.
In all, the final design proposal is a promising concept, but will need another full iteration before it will meet all the product requirements.
The project started with an analysis phase. A contextual analysis showed that hygiene and durability are important aspects to take into account during the development of the VR Helmet. A technological analysis provided insights which components of a chosen VR headset were necessary to be reintegrated. In an ergonomic analysis, various aspects such as anthropometrics, thermal comfort, pressure sensitivity and maximum weight was researched. In a business analysis, a batch size and first cost price estimation for the VR Helmet was set. Finally, a product experience analysis led to the questions regarding the desired look, feel and use of the VR Helmet. Basically, the question was whether the VR Helmet should be a Racing helmet with VR or a VR headset with racing helmet characteristics.
This above mentioned question was answered during the conceptualisation phase. Two concepts were constructed in order to answer this question. The first concept stayed close to the look, feel and use of a racing helmet. The second concept was almost the opposite of the first concept regarding the look, feel and use. This concept was designed as a VR headset with racing helmet characteristics. Both concepts were detailed to such extent that it could be user tested. The user test showed that the first concept was preferred on various aspects, such as intended emotional response, matching the current simulators, (surprisingly) comfort and practicality. Therefore, concept 1 (Racing helmet with VR approach) was taken as a basis for the final design proposal.
A final design proposal was made (see pictures). This VR Helmet is designed to match and enhance the current experience of the VR simulators by mimicking the look, feel and use of a racing helmet. Like a real racing helmet, it has a visor which can be opened and closed. In this visor the VR components are situated which provide the VR experience. Besides displaying VR, it also has speakers integrated in the helmet for audio display. Moreover, this is one of the first VR Helmets which has a one-size-fits-all feature. By turning the knobs located at the back and top of the helmet, the VR Helmet can be adjusted and fixed on various head sizes. In order to guarantee a hygienic experience, the helmet has to be worn in combination with a balaclava.
The final design proposal was prototyped and user evaluated. In this user evaluation, the VR Helmet was compared to the current solution: The Oculus Rift. Combined with a review on the product requirements, a full evaluation on the final concept was conducted. The final design proposal meets the requirements regarding comfort (one-size-fits-all), experience, hygiene and cost-price. However, aspects such as durability, the weight of the product, integration of the Oculus Rift (electronics) need to be researched further or improved.
In all, the final design proposal is a promising concept, but will need another full iteration before it will meet all the product requirements.