• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 70
  • 10
  • 8
  • 3
  • Tagged with
  • 92
  • 92
  • 92
  • 56
  • 48
  • 45
  • 42
  • 38
  • 36
  • 32
  • 30
  • 27
  • 25
  • 23
  • 23
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Design of an automotive lighting system : Development of an overall solution for roof mounted LED light bars

Grothage, Alexander January 2018 (has links)
For a long time, auxiliary lights utilizing halogen or xenon light sources has been fitted in front of the car’s front grille when needing an improved high beam performance. The bigger the auxiliary light, the better its light performance has been. Today’s LED (Light Emitting Diode) technology, where several small light sources are used, has enabled a new market of auxiliary lights, smaller in size and more flexible in shape but with performance able to both match and outperform the traditional auxiliary lights. This master thesis focuses on developing an overall solution for mounting the type of LED auxiliary light commonly referred to as LED light bars on the roof of a car and aims to broaden an existing market. LED light bars are characterized by its oblong and cuboid-like shape. High-performance light bars are theft-desirable by nature as they have a high price and lack of theft security in themselves. In today’s market, there is no given solution for the attachment of roof mounted light bars without harming the car. As a result, mountings of this kind are mostly seen neither aerodynamic nor aesthetically appealing. The project has been performed according to the CDIO (Conceive, Design, Implement, Operate) phases. During the conceive phase, a comprehensive pre-study was carried out in which car, relevant theories, LED light bars, competitors and expert observations were investigated. In the design phase, ideas were developed using a number of creative methods implemented individually, in groups and in the form of a workshop. Ideas were clustered into categories and were screened prior to the implement phase. In the following phase, the ideas were combined into a concept that was defined in details. A prototype was manufactured and evaluated, after which the concept was iterated into a final solution. During the last phase, operate, all deliverables were produced at the same time as a manufacturing process was initiated. Together with Vparts, a company dedicated entirely to Volvo owners, an overall solution has been developed to enable a good-looking, anti-theft-proof, model specific and aerodynamic mounting of LED light bars onto the roofs of cars. The concept consists of a double curved light bar in combination with lockable and adjustable mounts having an aerodynamic shape. The solution is modular and includes two different versions of the mounts, which together cover 9 Volvo models, each variant consisting of four different components per side of the light bar.
12

Design of filter cloth analyser : Development of a portable filter cloth selection tool for filters used to regenerate the acid used in the pickling process during the production of  stainless steel

Andersson Egerlid, Axel, Westin, Fredrik January 2018 (has links)
The stainless steel industry is an industry which manufactures one of the most used ma-terials in the world. Even though the vast size of the industry many might not reflect werethe steel comes from when buying their IKEAcutlery etc. But in fact this industry is moreintricate and complex than one might think.During the manufacturing process, the steelgoes through several processes. One of thoseprocesses is done by treating the steel withstrong acid. This chemical process is calledpickling. The pickling process is what createsthe characteristic smooth and shiny surface ofa product made in stainless steel.This thesis is about the development of a testunit that is able to effectively test the ASRA(Acid Sludge Removal Apparatus) filter cloths.The ASRA is a filtration system developed by Scanacon in Stockholm that filtrates and puri-fies acid that is used during the pickling pro-cess of a steel manufacture process. Today, it is complicated, time consuming and dangerous totest and evaluate different filter cloths in orderto find the cloth that provides the best result,since the tests has to be conducted on the realsystems. The aim of this thesis was therefore tosolve these problems. Scanacon wanted to findan alternative solution, that would not includeinteraction with the real filtration system. Theyalso wanted a portable and safe solution. To solve the problem a iterative design pro-cess called RDCD which stands for research, design, create & delivery was developed. Theprocesses was heavily influenced by the CDIO process (Conceive, Design, Implement & Ope-rate). After the research phase was conducted it was decided that a small filter analysis productwould be the best way to solve the problem. The product was then developed one com-ponent at a time. During the project several prototypes and test was created and conductedin order to validate the design.The result is a small filtration unit speciallydesigned to simulate the ASRA system. Theproduct is able to rapidly test various filtercloths in an easy way, without putting the user in harm’s way. After the tests has been perfor-med can the user can identify which cloth that worked the best. The product is small enoughto be possible to be carried in a hard case bag,which in turn affords portability. / Stålindustrin är en industri som tillverkar ettav de mest använda materialen i världen. Trotsindustrins enorma storlek är det kanske intemånga som reflekterar varifrån stålet kommerifrån när man köper exempelvis IKEA bestick.Men faktum är att den här industrin är mycketmer invecklad och komplex än vad man kan tro. Under tillverkningsprocessen går stålet ige-nom flera processer. En av de här processerna genomförs genom att behandla stålet med starksyra. Den kemiska processen kallas för betningoch är det som ger en produkt tillverkad i stålden karaktäristiska lena och glänsande ytan. Den här examensrapporten handlar om ut-vecklandet av en test enhet som effektivt kan testa filter dukarna till ASRA (Acid SludgeRemoval Apparatus) systemet. ASRA systemetär ett filtreringssystem utvecklat av Scanaconi Stockholm som filtrerar och renar syran som används under betningsprocessen vid stål-tillverkning. Idag är det komplicerat, tidskrä-vande och farligt att testa och utvärdera olika filterdukar för att ta reda på vilken duk somger bäst resultat, eftersom att testerna måstegenomföras på de riktiga systemen. Målet fördet här examensarbetet var därför att lösa dehär problemen. Scanacon ville ha en alternativlösning som inte kräver interaktion med deriktiga systemen. De ville också ha en portabeloch säker lösning. För att lösa problemet utvecklades en itera-tiv designprocess kallad RDCD som står för research, design, create & delivery. Processen var tungt influerat av CDIO (Conceive, De-sign, Implement & Operate) processen. Efter att researchfasen var genomförd bestämdesdet att en liten filteranalysatorprodukt var detbästa sättet att lösa problemet på. Produktenutvecklades sedan en komponent i taget. Underprojektets gång har flera prototyper byggts och flera tester genomförts för att validera designen. Resultatet är en liten filtreringsenhet som är specialdesignad för att simulera ASRA syste-met. Produkten kan snabbt testa oliak filterdu-kar på ett enkelt sätt, utan utsätta användaren för fara. Efter att testerna genomförts kananvändaren identifiera vilken duk som funkatbäst. Produkten är tillräckligt liten för att fåplats i en hårdplast väska, vilket ger produktenden efterfrågade portabiliteten.
13

Compressible Waste Bin System for Public Environment : Design with a User-Centred Approach

Nilsson, Joel January 2018 (has links)
We consume more and more which also have led to an increase in the waste we most handle. In public environment, common solution have been to increase the size of the waste bin, but that’s not always an option. To big and it may interfere with the environment it placed in. Another approach is to compress the disposed waste and so increase the waste bins capacity without increasing the volume of the wastebin itself. BigBelly is one product which have embraced this apprach. It is a solar driven compressing waste bin commonly seen in big cities around the world. The problem is that some miner municipalities and private companies still are in need of a solution but don’t have the resources to obtain BigBellys or other similar solutions. One way to approach this market is to develop a waste bin without the electric usually expensive components and develop a less expensive compressible waste bin that’s still an effective choice. To understand the needs, both of those who dispose of waste publicly but also those who manage the waste bins, have interviews, observations, questionaries and focus groups been used to gather valuable data. This data have then been remade in terms of user needs and ranked according to importance by the users themselves and the project manager. Some highly ranked needs are: the waste bin is steady and robust, the waste bin can only be opened by those who handle/empty the waste bins, a manual compression can be performed by those who throw the waste, and a manual compression can be performed without any major effort.  By the method Design by analogies and a workshop held at Luleå University of Technology was ideas created. The three concepts with the highest potential were selected via Pugh’s selection matrix and tested according to efficiency and effectivity. The concept with the highest result was developed in Simens NX a CAD-program and then used as a template for the construction of a functional prototype. By testing and analyzing the prototype a product specification could be created. The final result, which is based on the prototype and the specification, consist of two rendered waste bins, developed towards compression in public environment. The compactor is based on a scissor-lift design modified to expand and so compress waste by gravity and contract by the energy of the users. Both models are estimated to enhance the capacity of 170-200% compared with a waste bin none-compressing waste bin of the same size. Model 1 requires a force of 196N from the user during use while model 2 requires force of 123N.
14

Phone Free Study : Encouraging students to put away their phones

Setterberg, Emil January 2023 (has links)
Many of us have grown up or have been acquainted with individuals who have grown up with smartphones in educational settings. We are well aware of how disruptive they can be, and I myself am not an exception. There have been instances when I have become distracted by my smartphone while studying, whether it was due to a notification popping up or feeling overwhelmed by a challenging assignment or a lack of understanding. My classmates have faced similar challenges. This served as the motivation behind my thesis: Can I, through the application of design, mitigate students' smartphone usage while studying? I set a personal goal to design a physical concept rather than a digital one, as I believed that there are already numerous digital alternatives available in the form of mobile applications and existing functions within smartphone operating systems. The design process employed in this thesis follows the Double Diamond approach, which encompasses both divergent and convergent thinking. Initially, extensive exploration of the subject was conducted through a literature review and benchmarking. Subsequently, the problem was defined through methods such as interviews and surveys to determine the validity of the project's objectives. During the development phase, co-design played a pivotal role, incorporating techniques such as brainstorming and dot-voting to ensure the solution was designed by students, for students. Finally, the delivery phase focused on presenting a finalized concept, employing sketches, prototypes, and digital models. Ultimately, the final concept takes the form of an accessory for existing smartphones that simplifies their functionality. This accessory conceals all notifications on the screen, leaving only incoming calls visible and actionable. Functionally, the concept serves as a reminder to students to refrain from checking their phones while studying, effectively reducing their inclination to do so. It introduces a deliberate obstacle to unlocking the device using fingerprint or facial recognition. The intention is for students to experience a sense of calmness during their study sessions, enhanced by the Zen-inspired design, while also providing the reassurance that they can be reached in case of urgent matters simply by calling instead of messaging them. / Många av oss har vuxit upp eller kommit i kontakt med personer som har vuxit upp med telefoner i utbildningssammanhang. Vi är alla väl medvetna om hur störande de kan vara, och jag själv är inget undantag. Det har funnits tillfällen då jag har blivit distraherad av min telefon under studier, antingen på grund av att en notifikation dyker upp eller för att jag känner mig överväldigad av en utmanande uppgift eller brist på förståelse. Mina klasskamrater har stött på liknande utmaningar under sina studier. Detta var bakgrunden till min avhandling: Kan jag, genom tillämpning av design, minska studenters användning av telefoner under studier? Jag satte upp ett personligt mål att utforma ett fysisk koncept istället för en digital lösning, eftersom jag ansåg att det redan fanns talrika digitala alternativ i form av mobilapplikationer och befintliga funktioner i telefoners operativsystem. Designprocessen som användes i denna avhandling följer Double Diamond-processen, vilket innefattar både divergent och konvergent tänkande. Inledningsvis genomfördes en omfattande utforskning av ämnet genom en litteraturstudie och benchmarking. Därefter definierades problemet genom metoder som intervjuer och enkäter för att fastställa projektets mål och dess validitet. Under utvecklingsfasen spelade co-design en avgörande roll, genom att använda metoder som brainstorming och dot-voting för att säkerställa att lösningen utformades av studenter, för studenter. Slutligen fokuserade den sista fasen på att presentera ett slutgiltigt koncept, med hjälp av skisser, prototyper och digitala modeller. Det slutgiltiga konceptet tar formen av ett tillbehör till befintliga telefoner som förenklar deras funktion. Detta tillbehör döljer alla notifikationer på skärmen och visar endast inkommande samtal som kan besvaras. Funktionellt fungerar konceptet som en påminnelse till studenter att avstå från att kolla sina telefoner under studier och minskar effektivt deras benägenhet att göra det. Det introducerar ett medvetet hinder för att låsa upp enheten med fingeravtryck- eller ansiktsigenkänning. Avsikten är att studenter ska uppleva en känsla av lugn under sina studiepass, förstärkt av den zen-inspirerade designen, samtidigt som de kan vara trygga i vetskapen om att de fortfarande kan nås vid akuta ärenden genom att bli ringd, istället för att bli kontaktad via sms.
15

Clarity in custom computer assembly : The design of a user-friendly small form factor computer chassis

Bagge, Niklas January 2021 (has links)
Building a computer is a difficult task which is why many choose to purchase a laptop or a pre-built stationary computer. However, some users choose to build a computer, allowing them to customize it to fit their needs. As technology advances, our electronic devices becomes more and more compact. Computers are no different, a rising trend in computer building is small form factor computer chassis. While these chassis are smaller and allow users to more effectively use their space at home, they become increasingly difficult to build in. In this master's thesis, I focus on developing a small form factor computer chassis that facilitates a positive building experience for the user. The project bears no ties with any company and is carried out exclusively by me (Niklas Bagge). The project was performed according to a three-phase design process which consisted of the following phases: contextual immersion phase, ideation and conceptualization, and implementation. Roughly 50% of the project was spent in the contextual immersion phase researching literature, performing interviews, distributing surveys, benchmarking, and analysing contextual data. In the next phase, ideation and conceptualization, ideas were generated using many different methods, many times in collaboration with users. Ideas were further developed, tested, evaluated, and selected before entering the implementation phase. The selected concepts were then combined and implemented to create a final concept. The project resulted in a small form factor chassis with an entirely new approach to computer building.The chassis is delivered in a flat package to the consumer, which is then assembled by the user. The design allows for cheaper production and distribution of the chassis, but most importantly, it facilitates an open assembly environment for the user. The chassis also integrates various new solutions that contribute to anoverall easier, more efficient, and more intuitive building process.
16

En guide till tjänstedesign : Utforskning av tjänstedesignmetodikens värdeskapande potential

Widgren, Ebba, Wredendal, Ellen January 2024 (has links)
Design är ett mångfacetterat område som handlar om att medvetet forma vår omgivning till det bättre. Det är ett strategiskt verktyg för att identifiera och lösa problem med människor som utgångspunkt. Tjänstedesign är en tvärvetenskaplig disciplin vars metodik främjar utforskandet av verkliga behov genom att aktivt involvera människor i samskapande. Metodiken strävar efter att identifiera och adressera de rätta problemen för att designa attraktiva produkter och tjänster. Detta examensarbete har utförts i syfte att introducera tjänstedesign till en kommunikations- byrå med målet att undersöka och förmedla värdet metodiken kan tillföra genom att tillämpa de kunskaper vi erhållit från vår utbildning i teknisk design vid Luleå tekniska universitet. För att förverkliga vårt mål har vi utgått från en designtänkandeprocess i fem faser: empatisera, definiera, idégenerera, prototypa och testa. Varje fas inkluderade centrala metoder inom både teknisk design och tjänstedesign, såsom intervju, fokusgrupp och observation, för att utforska och förstå intressenterna i den rätta kontexten. Den insamlade informationen definierades till behov och nyckelinsikter med metoder som personas, Service Blueprint och Developing Key Insights. Nyckelinsikterna resulterade i att öka designmedvetenheten och främja samskapande både inom byrån och gentemot deras kunder. Vi anordnade därtill workshops för kreativt skapande vilket resulterade i idéer som iterativt testades och justerades baserat på användarnas feedback. Denna process möjliggjorde designandet av ‘En guide till tjänstedesign.’ ‘En guide till tjänstedesign’ är en interaktiv prototyp bestående av två delar: den ena fokuserar på förhållningssätt inom tjänstedesign medan den andra vägleder användaren genom en designprocess. Förhållningssätten innehåller teoretiska aspekter av tjänstedesign, värdeskapande, människor i centrum, verkliga behov, samskapande, visuell kommunikation, helhetsupplevelsen och en iterativ process. Dessa teorier syftar till att introducera användaren till området. Processguiden vägleder i sin tur användaren genom designprocessen med hjälp av sex utvalda faser; planera, empatisera, definiera, skapa idéer, utveckla och leverera. Varje fas demonstrerar hur det praktiska genomförandet kan gå till genom aktiviteter, metoder samt tips och trix. Genom att kombinera teoretiska aspekter med konkreta exempel ger guiden användaren möjlighet att effektivt genomföra och tillämpa tjänstedesignmetodiken i verkliga projekt. / Design is a multifaceted field that involves intentionally shaping our environment for the better. It is a strategic tool for identifying and solving problems with humans at its core. Service Design is an interdisciplinary discipline whose methodology promotes the exploration of real needs by actively involving people in co-creation. The methodology aims to identify and address the right problems to design attractive products and services. This thesis was carried out to introduce Service Design to a communication agency with the goal to explore and convey the value of the methodology; by applying the knowledge we have gained from our education in Industrial Design Engineering at Luleå University of Technology. To achieve our goal, we followed a Design Thinking process in five phases: empathize, define, ideate, prototype, and testing. Each phase included key methods from both Industrial Design Engineering and Service Design, such as interviews, focus groups, and observations, to explore and understand our stakeholders in the right context. The collected information was defined into user needs and key insights using methods like Personas, Service Blueprint, and Developing Key Insights. The key insights resulted in increasing design awareness and promoting co-creation both within the agency and with their clients. Additionally, we organized workshops for creative creation, which resulted in ideas that were iteratively tested and adjusted based on user feedback. This process enabled the design of ‘A Guide to Service Design.’ ‘A Guide to Service Design’ is an interactive prototype consisting of two parts: one focusing on service design approaches and the other guiding the user through a design process. The approaches cover theoretical aspects of Service Design, Value Creation, Human-centeredness, Real Needs, Collaborative, Visual Communication, Holistic Experience, and An Iterative Process. These theories aim to introduce the user to the field. The process guide, in turn, leads the user through the design process with the help of six selected phases: plan, empathize, define, ideate, develop, and deliver. Each phase demonstrates how practical implementation can be carried out through activities, methods, tips and tricks. By combining theoretical aspects with concrete examples, the guide enables the user to effectively execute and apply the Service Design methodology in real projects.
17

Printing Prosthetics : Designing an additive manufactured arm for developing countries

Carlström, Mikael, Wargsjö, Hampus January 2017 (has links)
De traditionella armproteser som tillverkas i utvecklingsländer står inför stora problem i att leverera patienter med lämpliga hjälpmedel. Processen är inte bara tidskrävande eftersom varje enhet måste anpassas för varje enskild användare men vissa komponenter kan inte produceras lokalt vilket driver upp priset ytterligare. Syftet med detta examensarbete var att utveckla en armprotes för utvecklingsländerna med hjälp av additiv tillverkning (3D Printing) för klienten 3D Life Prints som baseras i Nairobi, Kenya. En protes är ett hjälpmedel som används för att underlätta en amputerad människa i dagliga aktiviteter och med hjälp av additiv tillverkning kan även en lokal tillverkningsprocess utvecklas och förbättras vilket skulle kunna minska tiden för tillverkning och distribution av proteser. Den initiala protesen, som låg till grund för designarbetet, var en underarmsprotes som fortfarande var i utvecklingsstadiet hos klienten. Protesen tillverkades med hjälp av tillverkningsmetoden Fused Deposit Modelling (FDM), som har den fördelen att den använder sig av relativt billiga 3D skrivare. För att sammanfatta syftet med projektet utvecklades följande frågeställningar 1. Hur tillverkas, distribueras och används konventionella proteser i jämförelse med additivt tillverkade proteser i Nairobi, Kenya? 2. Vem är den primära användaren av proteser i utvecklingsländer, vilka problem upplevs hos dagens lösningar och vilka faktorer anses vara den viktigaste hos användaren? Och varför?  3. Hur ska additivt tillverkade proteser utformas för optimal användning i utvecklingsländer?  Förutom att besvara frågeställningarna var målet att utvecklingen av systemet skulle leda till förbättrad funktionalitet för användaren och underlätta tillverkningen för organisationen.  För att få en allmän översikt över det vetenskapliga området av additivt tillverkade proteser studerades kontexten för utvecklingsländer, användarcentrerad design (eftersom syftet var att förbättra en produkt för en specifik användare), armproteser och additiv tillverkning. Resultatet, från de olika stadier av designprocessen, var den slutgiltiga designen av "3D Life Arm". Det slutliga systemet bestod av fyra huvudkomponenter, Kroppsselen, Inlägget, Proteshanden och Hylsan. Komponenterna använde sig utav additiv tillverkning i både styvt material (Kroppsselen, Hylsan och Inlägget) och flexibelt material (Proteshanden). Lokalt tillgängliga komponenter användes där additiv tillverkning inte var möjligt till exempel fisketråd och skruvar. En slutsats drogs att de två faktorer som ansågs viktigast för användaren var att produkten skulle vara estetiskt tilltalande och billig. Även sociala stigman spelar en stor roll och enligt användare och experter i Nairobi, måste protesen efterlikna den saknade armen så mycket som möjligt för att kunna smälta in. Författarna konstaterade att kostnaden var den viktigaste faktorn när man utformar proteser för utvecklingsländerna, eftersom användaren i dagsläget inte har råd med de proteser som tillverkas i Nairobi. Sammanfattningsvis utfördes en kostnads- och tidsanalys för att kontrollera tillverkningskostnaderna för hela systemet. Med tre skrivare kunde alla delar tillverkas för 282 kronor och skulle ta cirka 15 timmar och 15 minuter att skriva ut som är betydligt lägre än de funktionella proteser som tillverkades i Nairobi. Ytterligare utvärderingar krävs för att fastställa att protesen kommer att klara av påfrestningarna från dagliga aktiviteter hos användaren och en fungerande strategi för passning måste utvärderas ytterligare. Författarna tror dock att med hjälp av en fullt utbildad protestillverkare finns det en framtid för additiv tillverkning av armproteser. / The traditional prosthetic arms that are being fitted in developing countries are facing major issues in suppling patients with proper assistive aids. Not only is the process time consuming with every single unit having to be customized for the user but some parts can’t be locally produced which drives up price even further. The objective of this master thesis was to develop a prosthetic arm for developing countries with the help of additive manufacturing (3D printing) for the client 3D Life Prints which are based in Nairobi, Kenya. A prosthesis is used to aid an amputee in daily living activities. With additive manufacturing the intention is that a local manufacturing process could be developed and improved which would reduce the time of fitting and distributing a prosthesis. The initial prosthesis, that was the origin of the design, was a below elbow prosthetic arm that was being developed by the client. The prosthesis was fabricated with the additive manufacturing process fused deposition modelling (FDM) which has the advantage of providing the cheapest printers. To summarize the aim of the project the research questions that was established was as followed 1. How are conventional prosthetic arms generally being manufactured, distributed and used compared to additive manufactured prostheses in Nairobi, Kenya?  2. Who is the primary user of prosthetic arms in developing countries, what problems are they facing with current solutions and what factors are considered as the most important? And why? 3. How should additive manufactured prostheses be designed for optimal usage in developing countries? In addition to answer the research questions the aim was that the development of the system would lead to enhanced functionality for the user and to facilitate manufacturing for the organization. To get a general overview of additive manufacturing prostheses the fields theories that was studied included context of developing countries, user centred design (since the aim was to approve on a product which needed to suit a specific user), upper limb prostheses and additive manufacturing. As a result, from different stages of the design process a final design was reached called the “3D Life Arm”.  The final system was comprised of four main components, the Harness system, the Insert, the Cover and the Socket. These components used additive manufacturing in both rigid material (Harness parts, Socket and Insert) and flexible material (the Cover). Locally available components were used for parts not feasible to additive manufacture e.g. fishing wire and screws. The two factors that were concluded to be the most important for the user were the aesthetic appeal and cost. With social stigmas playing a major part according to users and experts in Nairobi, the prosthesis needs to resemble the missing limb as much as possible. It was concluded that cost was the major factor when designing prostheses for developing countries since user just wasn’t able to afford the prostheses that was being manufactured in Nairobi. In the end a cost and time analysis was conducted to verify what price the complete system would need to be manufactured. With three printers all parts could be printed for the price of 282 SEK and would take approximately 15 hours and 15 minutes to print which is considerably lower than that of the functional prosthesis being distributed in Nairobi. Further evaluations need to be done to establish that the prosthesis will manage the strains and stresses of daily living activities of the user and a complete fitting strategy needs to be evaluated further. It’s the authors belief however, that with the help of fully educated prosthetist there is a future for additive manufacturing of upper limb amputees.
18

Wristband Design for Pool Safety System : Redesign of Multifunctional Wearables for Drowning Detection

Larsson, Jonas, Carlén, Johan January 2017 (has links)
Every year, people are injured or even drowns in pools all over the world. Even in pools with monitoring lifeguards, accidents happen. One reason for submerge injuries or drownings is that they often are silent, which make incidents hard to detect. Lately, more reliable systems for pool surveillance have entered the market: Technology ranging from camera monitoring systems to wearables that detects if a person lying lifeless in the pool. This to, ensure good safety for bathing visitors around the world and make the work of the lifeguards easier. This master thesis project regards the development of a new wristband for a Pool Safety and Drowning Detection System. This involved studying the system, investigate the involved stakeholders, gather information about the current wristband and analyse the current situation. However, the primary focus for this master thesis project has been to create and design a; “One-size fit all” wristband, based on human measures, a more robust design, and with a higher resistance against wear. The master thesis project is done with Sentag AB as clients together with third party developers. Sentag´s system includes three sizes of wristband, sensors in the water to pick up signals, and a central unit from where the system is operated. When the alarm is triggered the wristband sends a signal in the water which the sensors pick up, and pass the information to the central unit, which notifies the lifeguards. Also, the wristbands contain a RFID tag which allows the user to use the wristband as a key card which can be used for lockers, make payments, and passing gates. Sentag aims to be a leader in high quality drowning detection technology on an international market. They want to improve their product to reach a broader market and prevent accidents. The project has followed a human-centred design process to understand the perspective of the lifeguards who operate the system, and also to better understand the users wearing the wristband. The project was performed in five phases, starting with a Project Plan and Research, followed by Context Immersion, Ideation, and Implementation. The work is based on demands form Sentag and third party consultants and findings from the Context Immersion phase where the team interviewed and observed stakeholders, analysed the system, and investigated materials. The team worked iterative within each phase, meaning the methods were repeated if necessary. In the Ideation phase the creative work was performed, and in Implementation phase were prototypes and evaluations performed to find a final solution. The project resulted in a “one-size fit all” wristband concept, which can be worn by people from three years upwards. The new design consists of several parts, most of which is a soft wristband casing, which protects the technology unit against wear and scratches. It is now possible to replace the bracelet without tools, which previously required and exposed electronics. The work presented in 3D visualizations and 3D printed prototype. / Varje år skadas eller till och med drunknar människor i pooler världen över. Även i poolområden med övervakning händer olyckor. En orsak till detta är att drunkning ofta sker helt ljudlöst, vilket gör att incidenter är mycket svåra att upptäcka. På senare tid har mer tillförlitliga system för poolövervakning kommit in på marknaden. Allt från kameraövervakningssystem och personliga larm som upptäcker om en person ligger livlös i poolen. Detta för att säkerställa en god säkerhet för besökare och göra arbetet som badvakt lättare. Detta examensarbete handlar om utveckling av ett nytt armband för ett säkerhetssystem i poolmiljöer. I arbetet studerades nuvarande poolbevakningssystem, intressenter, information om de aktuella armbanden och arbetet omfattade analysering av nuläget. Huvudfokus under detta projekt har varit att skapa och designa ett armband som passar alla och som baseras på människors kroppsmått. Det nya armbandet skulle vara mer motståndskraftig mot slitage. Detta examensarbete utförs med Sentag AB som klienter tillsammans med tredjepartsutvecklare. I Sentags system ingår tre storlekar av armband, sensorer i vattnet för att plocka upp signaler, och en central enhet där systemet styrs ifrån. När larmet utlöses sänder armbandet en signal i vattnet, som sensorerna plockar upp, sensorerna vidarebefordrar informationen till centralenheten, som meddelar badvakterna. Armbanden innehåller också en RFID-tagg som tillåter användaren att använda armbandet som ett passerkort, nyckel till skåp, göra betalningar, och passera grindar. Sentag strävar efter att vara ledande i högkvalitativa drunkningslarm på en internationell marknad. Nu vill de förbättra sin produkt för att nå en större marknad och förebygga olyckor. Projektet har följt en designprocess som är centrerad kring människan för att förstå badvakternas perspektiv som använder systemet, och även för att bättre förstå användarna som bär armbandet. Projektet genomfördes i flera faser där processen började med en projektplan och litteraturstudie, följt av informationsinsamling, Idégenerering och Implementation. Arbetet bygger på önskningar från Sentag och tredjepartskonsulter och den information som framkom under informationsinsamlingen, där gruppen intervjuade och observerade intressenter, analyserade systemet och sökte efter lämpliga material. Processen var iterativ, vilket innebär att metoder som användes inom faserna repeterades efter behov. I idégenereringsfasen skedde det kreativa arbetet och i implementeringsfasen gjordes prototyper, 3D modeller och utvärderingar för att finna en slutgiltig lösning. Projektet resulterade i ett armband med en storlek som kan bäras av alla. Det kan bäras av personer från tre år och uppåt. Den nya designen består av flera delar, varav huvuddelen är ett mjukt armbandshölje, som skyddar teknikenheten mot slitage och repor. Det är nu möjligt att byta ut armbandet utan verktyg vilket tidigare krävdes samt exponerade elektroniken. Arbetet presenterades i 3D visualiseringar och en 3D printad prototyp.
19

Designed around you : User Friendly Replenishment of Washer Fluid

Brorsson-Pierre, Hampus, Åhlund, Kristoffer January 2017 (has links)
This master thesis concerns the development of a refilling position and solution, for washer fluid. As well as a study and development of the use of a secondary washer fluid for winter and summer use. The focus of this work, however, has been on the development of the regular washer fluid with regards to creating a user-friendly ergonomic solution with a premium feel, that improves the user experience and simplifies the refilling process for the user. The automotive industry today is constantly evolving and always strive to improve their products in most areas when it comes to the environment and their clients, etc. Despite this, the process of refilling washer fluid has not been developed in the modern automotive history. The refilling of washer fluid today, looks the same as it ”always” has done. This takes place under hood in a small dirty compartment, with a relatively small tube opening where the user must aim the washer fluid when pouring. To get there, the user must carry out several unnecessary steps to get under the bonnet, where the user does not necessarily have anything to do. This, even though other areas around the washer fluid has evolved a lot, in terms of wiper blades and washer fluid nozzles. The work is done with Volvo Cars Cooperation as clients. Volvo Cars is a Swedish car manufacturer that manufactures passenger cars, which they have done since 1927, when the company started. They are aiming to become the world’s most modern and attractive premium car brand, a leader in innovation and people-centered development. They strive to make the life easier and more enjoyable for their users. Since Volvo has the intention to always improve their products to their users and make life easier for them, this project has used a human-centered design process. The work was done together with the demands and requests from the involved departments at Volvo Cars as well as customer surveys and interviews with mechanics. To find a solution that satisfies all stakeholders and Standards it required an iterative approach and design work.  The work resulted in two concepts where both ordinary and secondary washer fluid can be filled, these prototypes were made and built into a Volvo XC60, 3D renderings of these, as well as an interface for the secondary washer fluid. These solutions have made the process of refilling washer easier with less steps for the and gives a feeling of a premium and innovative solution.
20

Control 4.0 : Creating a vision for the future of industrial control rooms under Industry 4.0

Sundström, Erik January 2019 (has links)
Today’s industries are facing what some may call a new industrial revolution. Technological developments are heading towards more internet-based system solutions. This movement is often referred to as Industry 4.0 and is said to have the potential for more flexible, autonomous productions capable of managing themselves. With new technologies, however, there is also a demand for new competences and qualification requirements on the workforce. Furthermore, industries of today often have problems with recruiting new competent employees, especially younger people. Industries looking to implement Industry 4.0 would therefore have to manage the education and development of existing employees while also attracting new employees. As part of a larger research project at Luleå University of Technology, this thesis project aims to describe how the control rooms in Swedish metallurgic industries will be affected by Industry 4.0. Furthermore, the project aims to describe what changes that are desirable for achieving a sustainable, effective and equal industry. To better achieve this goal, the project was done in collaboration with the metallurgic industry SSAB, specifically the steel production in Luleå. Through visits, interviews and observations at the control rooms in SSAB’s steel production, the context of today’s control room work was detailed. This context was compared to and analyzed using reviewed literature regarding future technologies under Industry 4.0 along with my own speculations on future possibilities. The analyses consists of my reflections on what problems that existed, what could be improved and what worked well in the control rooms. Furthermore, my analyses included the positive and negative effects that the implementation of Industry 4.0 technologies could have on the control room work. The analyses were utilized as the basis for creating a vision of how control rooms can develop under Industry 4.0, and the changes that are desirable. The resulting vision compiled from my analyses consists of two scenarios; a dystopian and a utopian scenario. Each scenario depicts exaggerated depictions of the potential results of implementing Industry 4.0. The dystopian scenario depicts the few operators not made obsolete by an autonomous production and how they’ve been affected. They are constantly tracked and have their health monitored during their work, their equipment isn’t designed with the user in mind and the job no longer feels like qualified work. As a contrast, the utopian operators instead utilize the increased capabilities for communication and data gathering from systems and machines to work with tests, development work and optimization. Furthermore, instead of constant monitoring, tracking sensors are instead used to notify emergency personnel if the operator hurts themselves while out working. With these scenarios I also included recommendations for how the utopian vision can be achieved and the dystopian one avoided. These recommendations include involving operators in development of work tasks and instructions to promote employee involvement and control. Furthermore, their involvement allows for the better utilization of their knowledge and experiences, while also potentially helping with making the control room work better adapted to the operators’ needs. According to the results of this project, this will help improve and support efforts to create more attractive workplaces and promote qualifications development. By following the recommendations made, it is my hope that Swedish metallurgic industries like SSAB can better strive for an implementation of Industry 4.0 that is beneficial for both employer and employees. / Dagens industrier möter idag något som vissa kallar en ny industriell revolution. Inom teknikutvecklingen introduceras fler och fler internet-baserade systemlösningar. Denna utveckling namnges ofta som Industri 4.0 och ska kunna möjliggöra flexibla, autonoma produktionsflöden som kan drivas av sig själva. Med ny teknik kommer dock nya kunskapskrav och ett behov av nya kompetenser för arbetskraften. Vidare har dagens industrier ofta även problem med att rekrytera kompetent ny arbetskraft, speciellt bland yngre generationer. Industrier som vill implementera Industri 4.0 kommer därför att behöva hantera både kompetensutvecklingen och utbildningen av befintliga anställda, samt att attrahera nya anställda. Som en del av ett större forskningsprojekt på Luleå tekniska universitet ämnar detta examensprojekt att beskriva hur kontrollrummen i svenska metallindustrier kommer att påverkas av Industri 4.0. Vidare ämnar projektet att beskriva vilka förändringar som är önskvärda med målet att uppnå en hållbar, effektiv och jämställd industri. För att bättre uppnå detta mål utfördes projektet i samarbete med stålindustrin SSAB i Luleå. Genom besök, intervjuer och observationer i deras produktions kontrollrum kunde det nuvarande kontrollrumsarbetet undersökas. Besöken analyserades genom att använda kvalitetsgranskad litteratur om framtida teknik och system under Industri 4.0, samt genom mina egna spekulationer om framtiden. Vidare inkluderade mina analyser vilka positiva och negativa effekter Industri 4.0 kan ha på kontrollrumsarbete. Analyserna användes som en grund för att skapa en vision hur kontrollrumsarbete kan utvecklas under Industri 4.0 samt vilka utvecklingar som är önskvärda. Den resulterande visionen bestod av två scenarier; ett dystopiskt och ett utopiskt scenario. Varje scenario ger överdrivna beskrivningar av de potentiella följderna av en implementering av Industri 4.0. Det dystopiska scenariot beskriver det fåtal kvarvarande kontrollrumsoperatörerna som inte gjorts överflödiga av den autonoma produktionen och hur de påverkas. De spåras konstant i lokalen medan deras hälsa övervakas, samtidigt som deras utrustning inte anpassas efter deras behov och arbetet inte behöver någon vidare kompetens. Som kontrast till det använder den utopiske operatören de ökade möjligheterna för datainsamling från och kommunikation med system och maskiner för att arbeta mer med test, utvecklingsarbete och optimering. Vidare används spårningstekniken inte för konstant övervakning, utan meddelar istället akutpersonal om deras position och tillstånd om de skadar sig när de arbetar ute i lokalen. Med dessa två scenarier tog jag även upp rekommendationer för hur den utopiska visionen kan eftersträvas och den dystopiska undvikas. Rekommendationerna inkluderar att involvera operatörer i utvecklingen av nya arbetsuppgifter och instruktioner för att främja anställdas medverkan och kontroll över sitt arbete. Utöver det möjliggör deras medverkan att deras kunskap och erfarenheter utnyttjas och används, samtidigt som det potentiellt hjälper anpassa kontrollrumsarbetet bättre efter operatörernas behov. Det kommer att hjälpa förbättra och stödja arbetet med att skapa mer attraktiva arbetsplatser och främja kompetensutveckling. Genom att följa rekommendationerna hoppas jag att svenska metallindustrier som SSAB kan enklare arbeta mot en implementation av Industri 4.0 som är fördelaktig för både anställd och för företaget.

Page generated in 0.045 seconds