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Human Factors / Ergonomics
Instructor: Jose Alcala
Final Project: The New Worker
Due no later than Friday, December, 22nd at 11:59 PM
AD 201 – Section 001
NJIT Fall 2023
Description
Humans exist and evolve in a dynamic relationship with the rest of nature. In spite of our
impressive cognitive and technological abilities we remain, after all, fundamentally
biological creatures. With that said, humans have found ways of evolving outside of the
limits of our own biology through a “biocultural evolution” 1. This marks the difference
between tool-using, as in human, and tool-growing, as in most other animals. No other
biological “novelty” has been more instrumental in the “biocultural evolution” of the
modern, social human than the co-evolution of the human hand and the human brain.
It is because of this “novelty” that allowed humans to be the first animal to “grow” a limb
outside themselves through the making and using of tools. These tools do not only serve
to manipulate their environment, as a means to improve their chances of survival, but
also to gain control over nature by magnifying their power and reach. Though the power
and versatility of the human hand is evident, it is the human brain, with its intricate and
elaborated nervous system, that commands and coordinates the human’s eye and hand
to satisfy its needs. Thus, humans are born with a hand free to do the “work” of their
expanded brain, as Kant is reported to have said, “the hand is man’s outer brain”. It can
be argued that through the advent of computers the hand has helped evolve the brain
beyond its cranial limits and into the larger, shared environment, yet, the body still tags
along to perform its menial and subservient duties.
Over the last century, within Developed nations, we have seen the activity called “work”
customarily done by an employed laborer go from a predominantly physical effort
(manual laborer) to a heavily cognitive one (knowledge worker 2) that leaves the body
largely unengaged. Yes, there is much ergonomic research focused on keeping the body
“comfortable” during these prolonged periods of “knowledge work”, but at what cost?
Muscle atrophy, obesity, repetitive strain injury (RSI), computer vision syndrome (CVS),
headaches, emotional and mental exhaustion, etc. So, the question is: how do you keep
the brain productive and the body happy? In other words, balance Physical Ergonomics
with Cognitive Ergonomics.
1 The pattern of human evolution in which the effects of natural selection are altered by cultural
inventions. Culture can alter the direction of evolution by creating non-biological adaptations to
environmental stresses (e.g., wearing insulating clothes on very cold days rather than evolving fur, making
tools for defense to compensate for lack of biological weapons like strength, speed, claws, teeth, etc.).
2 Knowledge workers are workers whose main capital is knowledge. What differentiates knowledge work
from other forms of work is its primary task of “non-routine” problem solving that requires a combination of
convergent, divergent, and creative thinking.
Objectives
Use all the knowledge you have acquired thus far in the areas of physical and cognitive
ergonomics as well as new information you will acquire through your own independent
research, to propose a product or system that improves the work experience between a
“knowledge worker” and their work “environment”. The definition of “environment”, as it
applies to this project, may be considered physical and/or virtual/digital and dependent
on your discipline and your area of design intervention. However, it is physically limited
to an area no larger than that which a knowledge worker can reach, touch and
manipulate without getting out of their workspace (see rule 4 below for details).
Following are possible areas of focus for each discipline, however, you are not limited to
discipline specific interventions:
• Digital Design students may focus on the digital and/or haptic3 interface(s)
between the “knowledge worker” and their “digital work environment” including
(but not limited to) infographics, information navigation, usability heuristics,
interface metaphors, augmented realities, equipment/devices, etc.
• Industrial Design students may focus on the interface(s) between the “knowledge
worker” and their “physical work environment” including (but not limited to)
furniture, lighting, equipment/devices, haptics, etc.
• Interior Design students may focus on the interface(s) between the “knowledge
worker” and her/his “physical work environment” including (but not limited to)
space, surface, proxemics, lighting, furniture, environmental control systems, etc.
Rules
1. You will work individually.
2. Your target user is a Millennial knowledge worker in a Tech Startup Company.
The user works from home and communicates with colleagues and clients
through phone, DM, email, video meetings, etc.
3. Your product(s) or system(s) will be launched next year.
4. Your design interventions are physically limited to an area no larger than that
which a knowledge worker can reach, touch and manipulate without getting out
of their workspace. Maximum is a 5 foot reach in any direction from user. Floor to
ceiling height is 9 foot maximum.
5. You may focus on your area of expertise. however, you are welcome to touch
upon or design within any other area of the ergonomic spectrum:
a. Digital Design
b. Industrial Design
c. Interior Design
d. Architecture
e. Human Computer Interaction
6. Wherever possible, you will follow Universal Design principles
7. You are to make predictions/assumptions of what “knowledge work” is and what
“knowledge workers” do on a daily basis. You are also expected to make
assumptions regarding the Millennial demographic group.
8. You will use and/or adapt existing and/or developing technologies that are no
more than 1 year out from market (this is not a fantasy project)
3 Of or relating to the sense of touch, in particular relating to the perception and manipulation of objects
using the senses of touch and proprioception.
9. You are encouraged to use and adapt the drawings and data from the
assignments done throughout the semester – 2D Anthropometric Avatar and Day
to Day Physiology.
10. Justify your designs with existing ergonomic data, research, diagrams,
anthropometrics, neuroimaging data (MRI, EEG, NIRS) from research studies,
etc.
Deliverables:
Due no later than Friday, December 22nd, at 11:59 PM
One complete project package (8-1/2” x 11”) in PDF form
uploaded to Canvas.
Project must include (at minimum):
1. Day-in-the-Life Narrative
A fictitious narrative (in prose form) of a typical work day of your
Millennial knowledge worker. It should revolve around “work” as
you predict it will be for your user. Include the habits, rituals and
protocols as well as the interactions with the worker’s personal
life. Consider the life stage and situational demands of the
Millennial cohort on their workday. Be as creative and imaginative
as you like but it must be detailed, concrete and entertaining minimum one paragraph, single spaced, typed.
2. Define the Problem(s)
Clearly state what problem(s) in the work day of your user you will
be addressing in your Design Proposal. Justify your reasons and
state your goals. Please do not try to address every problem –
choose one or two that offers the most value for your user.
Minimum one paragraph, single spaced, typed.
3. Design Proposal
A clear and descriptive design proposal of your interface(s),
product(s) or system(s). What is in your package depends on your
discipline and the problem(s) you are addressing. It may include
drawings, physical and/or digital models, animations, storyboards,
interactive graphics, diagrams, narrative or descriptive writing,
simulations, photographs, etc. or any combination of these
formats including formats that I did not list here. What is critically
important is that the material be delivered in a clear, cohesive and
coherent way that is easy to understand and follow. That means
you must have a neatly packaged project with – at minimum –
title, your name, page numbers, images scaled properly and
labeled, hand drawings (if applicable) scanned (not
photographed), written content spell checked and a cohesive
graphic language. Minimum one 8-1/2” x 11” sheet.
4. Research
Include references, bibliographies and links to documents that you
used to substantiate your work. Include technology that you
used/adapted, current product and research being developed,
anthropometric data (not included in design portion), links to white
papers regarding physical and cognitive ergonomics in workplace
environments, research and predictions regarding future and
current work trends, etc.
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