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"#$%&'()* + ,--. /% 0123 4 Proceedings of IDETC/CIE 2009 ASME 2009 International Design Engineering Technical Conference & Computers and Information in Engineering Conference August 30-September 2, San Diego, California, USA DETC2009-87507 REPRESENTING USER ACTIVITY AND PRODUCT FUNCTION FOR UNIVERSAL DESIGN ABSTRACT This paper presents a product analysis framework to improve universal design research and practice. Seventeen percent of the US population has some form of a disability. Nevertheless, many companies are unfamiliar with approaches to achieving universal design. A key element of the framework is the combination of activity diagrams and functional models. The framework is applied in the analysis of 20 pairs of products that satisfy a common high level need but differ with one product intended for fully able users and the other intended for persons with some disability or reduced functioning. Discoveries based on the analysis include the observation that differences in typical and universal products can be categorized functionally, morphologically, or parametrically different than typical products. Additionally, simple products appear to be made more accessible through parametric changes whereas more complex products require functional additions and changes. 1 1. INTRODUCTION Seventeen percent of the US population has some form of a disability. Additionally, a high percentage of people with disabilities have a negative impact on their education and working environment as a result of their disability. Roughly two in five people with disabilities do not even finish high school. Even if they obtain a post secondary degree, disabled people often face some form of discrimination at work [1]. As persons age, the probability of them developing a disability increases. As life expectancy rises, a greater percentage of the population will have some form of disability [2]. Universal designs are needed across the entire product spectrum. Two examples of successful companies that have implemented universal design concepts are O.X.O and Toyota. Initially, O.X.O designed their Good Grip product-line as a line 4 055&677 899 :#&&67$#;56;:6 *# *)'7 8<*)#& 8* 5=:858=7>*8=<?65< @ .A.B CD,BACEF? of kitchen tools with comfortable grips easily accessible to arthritic customers [3]. In subsequent years, the market segment shifted to younger users interested in cooking with ergonomically friendly peelers, bottle openers and other cooking utensils. As a result, the O.X.O Good Grips products are an oft-cited example of a universal product success. An example of a vegetable peeler from the Good Grips line is shown in Figure 1. Figure 1.O.X.O Good Grip Serrated Vegetable Peeler. The Universal Design showcase in Japan highlights universal design concepts [4]. Figure 2 shows an example from an exercise in which universal design was implemented from the ground up while developing minivans and sedans. For instance, the chairs, knob placement, and trunk configurations are all designed to be universal as stock items rather than after market add-ons. For example, the Toyota Crown Comfort has a mechanical handle that will pull out and swivel a rear seat towards the entering passenger as shown in Figure 2. It is worth noting that aside from this pull out handle, the configuration of the seat is very similar to any other sedan. Though there is additional design effort needed to design this universal seat, that material and manufacturing costs would Vincent Kostovich, Daniel A. McAdams 1 , and Seung Ki Moon Department of Mechanical Engineering Texas A&M University College Station, TX 77843, USA

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Proceedings of IDETC/CIE 2009 ASME 2009 International Design Engineering Technical Conference

& Computers and Information in Engineering Conference August 30-September 2, San Diego, California, USA

DETC2009-87507

REPRESENTING USER ACTIVITY AND PRODUCT FUNCTION FOR UNIVERSAL DESIGN

!

ABSTRACT This paper presents a product analysis framework to

improve universal design research and practice. Seventeen

percent of the US population has some form of a disability.

Nevertheless, many companies are unfamiliar with approaches

to achieving universal design. A key element of the framework

is the combination of activity diagrams and functional models.

The framework is applied in the analysis of 20 pairs of products

that satisfy a common high level need but differ with one

product intended for fully able users and the other intended for

persons with some disability or reduced functioning. Discoveries

based on the analysis include the observation that differences in

typical and universal products can be categorized functionally,

morphologically, or parametrically different than typical

products. Additionally, simple products appear to be made more

accessible through parametric changes whereas more complex

products require functional additions and changes. 1

1. INTRODUCTION Seventeen percent of the US population has some form of a

disability. Additionally, a high percentage of people with

disabilities have a negative impact on their education and

working environment as a result of their disability. Roughly

two in five people with disabilities do not even finish high

school. Even if they obtain a post secondary degree, disabled

people often face some form of discrimination at work [1]. As

persons age, the probability of them developing a disability

increases. As life expectancy rises, a greater percentage of the

population will have some form of disability [2].

Universal designs are needed across the entire product

spectrum. Two examples of successful companies that have

implemented universal design concepts are O.X.O and Toyota.

Initially, O.X.O designed their Good Grip product-line as a line

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !

4!055&677!899!:#&&67$#;56;:6!*#!*)'7!8<*)#&!8*!5=:858=7>*8=<?65<@!.A.B

CD,BACEF?!

of kitchen tools with comfortable grips easily accessible to

arthritic customers [3]. In subsequent years, the market segment

shifted to younger users interested in cooking with

ergonomically friendly peelers, bottle openers and other

cooking utensils. As a result, the O.X.O Good Grips products

are an oft-cited example of a universal product success. An

example of a vegetable peeler from the Good Grips line is

shown in Figure 1.

Figure 1.O.X.O Good Grip Serrated Vegetable Peeler.

The Universal Design showcase in Japan highlights

universal design concepts [4]. Figure 2 shows an example from

an exercise in which universal design was implemented from

the ground up while developing minivans and sedans. For

instance, the chairs, knob placement, and trunk configurations

are all designed to be universal as stock items rather than after

market add-ons. For example, the Toyota Crown Comfort has a

mechanical handle that will pull out and swivel a rear seat

towards the entering passenger as shown in Figure 2.

It is worth noting that aside from this pull out handle, the

configuration of the seat is very similar to any other sedan.

Though there is additional design effort needed to design this

universal seat, that material and manufacturing costs would

Vincent Kostovich, Daniel A. McAdams1, and Seung Ki Moon

Department of Mechanical Engineering Texas A&M University

College Station, TX 77843, USA

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likely only be marginally higher than a typical seat. An

advantage of including these features early in the design

process and integrating them in a universal product is the

avoidance of the high costs of retrofitting the vehicle later for

disabled users. Though seemingly simple to execute, these

examples of successful universal design serve as exceptions,

not the rule.

Figure 2.Toyota Crown Comfort Swivel Chair

Sequence [5].

As the population of persons with a disability grows, so

does the ethical and economic pressure to provide that

population with products that provide services and value.

Nevertheless, many companies are unfamiliar with approaches

to applying universal design. One of the authors of this article

had a recent conversation with a research engineer from a large

consumer electronics manufacturing firm in which he asked:

“What is your biggest design challenge?” The response was

simple: “Universal design, how do you do it?”

Before continuing, it is worth briefly touching on

terminology. Within the community that serves persons with

disabilities, multiple terms are used, including universal design,

accessible design, inclusive design, design for all,

transgenerational design, rehabilitation design, and barrier free

design, to indicate goods and services for persons with

disabilities. Below, we do present some clarification on the

relationship between these different types of design for persons

with a disability. Nevertheless, there is ongoing discussion

about the precise meanings, overlap, and best use of the terms.

Though these discussions have philosophical and practical

importance, they are not crucial to the discussion here. With

awareness that at times one of the other terms would be more

accurate, we will use the term universal design here to indicate

design for persons with disabilities.

In a United Kingdom study of 87 design, manufacturing,

and retail sector companies, existing barriers to universal

design were explored [6]. Initially, these barriers were

evaluated based on the companies’ general awareness of

universal design. When asked why the designer, or company,

didn’t perform universal design, ‘not aware’ was the most

frequent response. Furthermore, for those ‘not aware’ the most

popular answer was lack of knowledge and tools creating a

barrier to implementing universal design. For those

participants who were ‘extremely aware’ of the concept of

universal design, their most common answer was thinking that

universal design is too hard to implement.

Clearly, a key barrier to universal design is lack of

knowledge about its practice and what tools can be used to

develop a universal product. While these barriers do exist,

there are companies and products that have achieved success

while implementing strategies to achieve universal products. In

addition, there are principles and rules developed by

researchers and companies explaining what a universal product

does. However, there remain significant knowledge gaps that

would allow universal design to be implemented broadly in

product design.

In this paper, we present a framework for performing

research that enables an understanding of product differences in

the context of universal design. Additionally, the framework

allows for the recognition of these differences early in the

design process. The focus is on the early recognition of

differences and commonalities in typical and universal products

to recognize opportunities for product families that contain both

typical and universal products.

The remainder of this paper is organized as follows.

Section 2 reviews related literature and background. Section 3

describes the research approach and method for supporting

universal design. Section 4 discusses a case study comparison

of twenty product pairs of typical and universal products. In

Section 5, conclusions and future work are presented.

2. LITERATURE REVIEW AND BACKGROUND Universal design has many closely related types of design.

For example, transgenerational design focuses on design for

older people and rehabilitation design focuses on design for

those with a new or temporary disability. Transgenerational and

rehabilitation design are closely related as they focus on a

specific segment of the population that requires the easiest

means of using a product. This ease of use idea is similar to

principles of universal design [7-9]. There are also existing

typical and universal design methods that have been

documented and explained [10, 11].

2.1 Motivation for Universal Design A universal design is a design that can be used equally as

well by people of any ability: it does not discriminate against

users based on their ability. Accessible design is another term

used for describing design for persons with a disability.

Accessible design is frequently used to describe specific

modifications of typical designs for someone with a disability

such as the addition of a ramp entry to a building. Adaptable

design can also be universal in the sense that it changes an

existing product by merely modifying a part or component to

make it easier to use [12]. As a result, the stigma of using an

accessible or adaptable product may still be prevalent despite

its ease of use. Figure 3 below shows how accessible,

universal, and adaptable designs vary across the design space

[12].

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Figure 3.Design Venn Diagram-Overlap shows

designs that are in more than one category [12].

As shown in Figure 3, there is an opportunity to create a

universal design from more commonplace adaptable or general

designs. However, as a designer, there is a tendency to focus on

adaptable or merely general designs because of cost, market or

time constraints. These constraints are associated with product

assessment techniques and are believed to be the most common

problem with universal design because of extra design steps

[13]. In addition, it is often the lack of education and tooling

that prevents a company from reaching the overlapping areas of

universal design. Companies desire a quick, visual, and an easy

to understand tool with associated product examples and case

studies in order to feel more comfortable implementing

universal design techniques. Designers want to know how to

use the plethora of information about universal design in a

more systematic way [14].

Designers are frequently unaware of differing customer

preferences of those with different physical and mental

disabilities. The designer is uncertain how to incorporate

universal design into the design process [15]. Moreover,

designers tend to work reactively rather than proactively. For

instance, a designer may react to a definite set of customer

needs and focus on satisfying them. In the case of universal

design, a designer should proactively focus on the product’s

capabilities and ability to work with a variety of consumers

[16]. Reactive design focuses more on redesigning a specific

part of an existing device to satisfy a customer. However, if the

user is redefined at the front end of the design process, the

designer will produce a more universal product.

One aspect that delays the development of methods for

universal design is discussion of the interpretation of the

meaning as well as the general challenge of designing for those

with a disability. For example, designs that either focus too

much on specific market segments such as transgenerational

design are sometimes criticized for their shortcoming rather

than being celebrated for what they can do. Transgenerational

design theory describes how older adults are the focus for

design often misinterpreted as universal [7]. People may also

get this type of design confused with rehabilitation design

dealing with impairments. Even cultural interpretations of how

to tackle universal design make it a less ubiquitous method.

For instance, Europe has a method called the User Pyramid

Approach [17] whereas the US, Japan and Australia focus on

universal design as expressed by the terminology used in the

introduction of this paper [18].

2.2 Universal Design Methods More comprehensive summaries of universal design can be

found in The Universal Design Handbook [19], Fisk and

Rogers [20], and Salvendy [21]. The research approach

proposed here builds on recent developments from the

universal design, engineering design, and health communities.

The review of related work is focused as such.

The landscape of universal design literature is vast and

contains significant coverage of historical and social context.

As an example, of the sixty-two chapters in The Universal

Design Handbook, fifty-two chapters have significant coverage

focused on the history of universal design, the rationale behind

it, legal issues, documentation of workshops, or similar.

Notably, about twenty-four chapters provide descriptive

guidelines and quantitative requirements for universal

architectural design. Only about seven chapters contain

guidelines, case studies, or other content that provides some

insight into universal product design. The volume and emphasis

of universal design research publication mirrors the coverage in

The Universal Design Handbook.

Though universal design of architecture is not a solved

problem, there is a large and high quality set of resources

available for architectural design [22-27]. The materials

available include qualitative guidelines as well as quantitative

parametric guidelines such as room layouts, counter heights,

dimensional requirements for appropriate sight lines in large

classrooms, and etc. The available guidance for universal

architectural design far surpasses what is available for universal

product design.

A team of researchers organized through The Center for

Universal Design at North Carolina State University has

compiled seven principles of universal design [9]. The seven

principles are: 1. equitable use, 2. flexibility in use, 3. simple

and intuitive use, 4. perceptible information, 5. tolerance for

error, 6. low physical effort, and 7. size and space for approach

and use. For each principle, several guidelines have been

created. For example, principle 6 has a guideline of “minimize

repetitive actions.” These principles have been well received by

designers in a range of disciplines.

Though the seven principles of universal design provide

high-level guidance, they provide more of an evaluation aid

than a design or synthesis aid for product design. Continuing

with principle 6 as the example, products need to be designed

for low physical effort. Minimizing repetitive actions helps

with reducing effort, but how does one design a product to

minimize repetitive actions and require low physical effort?

Also, as stated by the compilers of the seven principles: “…the

practice of design involves more than consideration for

usability. Designers must also incorporate other considerations

such as economic, engineering, cultural, gender, and

environmental concerns in their design processes [9].”

Another set of design principles and guidelines for product

design focuses more on functions of a product and how to

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fulfill these guidelines in order to cover as many disabilities a

possible. The five function areas are: output/displays,

input/controls, manipulations, documentation, and safety. For

each function area, five disabilities are addressed by stating

problems and example solutions [28]. To take this approach

one step further, another means for evaluating the universality

of a product is by associating exclusion scores for various

human attributes. If the score is low, a user with a disability

similar to one of the five function areas addressed in the

previous approach will have difficulty using the device. This

product assessment method includes: product description,

context of use, sequence of use, capability, score and

justification [29].

Keates proposed a seven-step approach for universal

design by modifying the traditional three-step [11]. As shown in

Figure 4, the first two levels of the seven-step approach parallel

the first two into a traditional design method to make it

universal. Level 3 describes user’s perception of the product or

how the physical layout of the product affects the user

interaction. Often anthropometric, ergonomic and empirical

data from trials are needed to complete design at this level.

Level 4 focuses on the user’s mental or cognitive interaction.

Cognitive walkthroughs are used to correlate user system

behavior to user expectations. Thirdly, level 5 focuses on user

input or interaction with the product and relies on similar

techniques as those used at level 3 to address design at this

level [30].

Vanderheiden has developed a set of guidelines for the

design of consumer products [28]. Some of these guidelines are

useful only for evaluation. Others include suggestions that

augment product synthesis. For example, guideline I-2 is

maximize the number of people who can find the individual

controls or keys if they can’t see them. To help synthesize a

solution that achieves such a goal, this guideline includes

suggestions for shapes of computer keyboard keys (or similar)

that will allow someone with a sight limitation to locate the

correct key. The guidelines and suggestions tend to be focused

on products surrounding electronic communication or

information technology but should be extendable to product

design in general.

Housed in the Center for Inclusive Design and

Environmental Access at the University of Buffalo is an active

group of researchers with focus on universal design [31-34].

Though this group is focused on architectural design and comes

from an architectural background, they have performed

research on appliances and other applications that extend to

product design.

A team of researchers at the University of Cambridge has

produced implementable results for universal design [35-40].

The focus of this research group has been in modeling user

groups, creating product assessment methods, and extending

the needs of universal design to modern product design

processes. The results of the Cambridge team are the most

directly applicable to product design. Their effort has been

primarily focused on the user and the design challenges of

accommodating that user.

Figure 4. The 7-level design approach [11]

Universal design is an active research area. Nevertheless,

fundamental work applicable to product design is still a

sparsely populated space. Universal design is more of an

objective than a systematic design approach. There is little in

the way of a prescriptive approach to universal design with

more detail than simply broad design objectives [41].

Additionally, though creating modular products that minimize

modification to become universal is a recognized approach to

universal design, specific knowledge and methods to do it do

not exist [40].

3. PRODUCT ANALYSIS FRAMEWORK AND RESEARCH APROACH

Our interest is early in the design effort where product

function is being established and solution concepts are being

generated to provide that function. Our goal is to understand the

differences and similarities in typical and universal products

and being able to do so early in the design effort. Though

beyond the scope of the work presented here, this interest is

related to a future goal of creating product families that include

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typical and universal products built on some common product

platform. Thus, understanding the relationship between user

activity, disability, and common and differing product

characteristics is important.

Here we develop an analysis framework that allows the

comparison of two products that fulfill the same overall need.

The comparison is focused on the result of decisions that are

made early in the design process, i.e. what functions must the

product have and what is the form and characteristic of the

solution that will best provide that functionality. The

framework and analysis method are illustrated with an example.

3.1 Product Analysis Framework

We will use the term product pair to refer to two products

that satisfy the same high level need or provide the same

overall black box functionality but differ in ease of use for

someone with a disability [42]. Figure 5 illustrates a product

pair of utility cutters. The Fiskars Rotary Cutter and the typical

box cutter provide similar paper and cardboard cutting but the

Fiskars Rotary cutter has features that make it preferable for

users with reduced hand functioning.

Figure 5. A product pair of a Fiskars Rotary Cutter

(above) and standard box cutter (below) As product pairs are analyzed, we want to compare them in

terms of attributes crucial to making the product accessible and

relevant to decisions that are made early in the design. Thus, we

will compare product pairs based on differences in

functionality, morphology, and parametric realization.

A Functional Difference reflects the situation in

which the typical and universal product have differing

functionality particularly as it pertains to the making the

universal product more accessible. As an example, some

signage adds the function of “export tactile signal” embodied as

Braille lettering to become accessible to an unsighted user. A

Morphological Difference refers to a product pair that has the

same detailed functionality but the typical and universal

product solve said functionality via a different solution

principal or form. For example, an “allow a degree of freedom”

function could be solved by either a mechanical linkage or

springs. Both the linkage and the spring provide a similar

motion but their component makeup is different. A parametric

difference indicates the case in which the universal and typical

product have the same functionality, solve the required

functionality through essentially the same solution principle

and form, but have a different parametric embodiment. For

example, the handgrip of an object could be bigger or more

ergonomically designed as exemplified by the O.X.O Good

Grip vegetable peeler shown in Figure 1.

Based on the notions of product pairs, functional

differences, morphological differences, and parametric

differences, we want to compare product pairs in the context of

user activity and product function. To do this, we combine

activity diagrams and functional models into a single

representation that we will term an actionfunction diagram.

Before introducing the actionfunction diagram, activity

diagrams and functional models are briefly reviewed.

An activity diagram is a sequence of user interactions from

purchase to recycling or disposal [10]. This sequence may

include parallel or series actions. A series of actions implies

that one action must occur before another. Whereas, a parallel

action implies that two actions occur simultaneously. Activity

diagrams model the entire range of user product interaction to

better design the product for each user activity. An example

activity diagram for a typical box cutter is shown in Figure

68.The activity diagram shows the user interaction process

from purchasing and unpacking the cutters to cutting cardboard

with them.

Figure 6. An example of an activity diagram for box or

paper cutter

A functional model is a graphical depiction of detailed

product functionality. Functional models include functions,

generally represented as verbs, which describe the desired

transformations of flows, which are generally described using

nouns. The process for creating a functional model depends on

the modeling methodology chosen but in general involves the

following basic steps:

1. Create a black-box model that includes the overall

functionality of the product along with external flows,

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2. For each input flow in the black-box model identify

the sequence of functional transformations that are

required to produce one or more of the output flows,

3. Aggregate these function sequences into a complete

functional model for the product,

4. Assess the model’s coverage of customer needs and

system requirements, add functions/flows or

decompose as required.

A range of reasons for creating a functional model during

product design are detailed by Otto and Wood [10]. In general,

the primary reason is to create a solution-neutral method of

representing what a product needs to do without assuming how

it is going to do it. This mapping of what to how represents the

remainder of the conceptual design process.

Frequently, functional models use function and flow

terminology from the Functional Basis in order to maintain

consistency from one product to another [42]. A functional

model for a standard box cutter intended for a typical user is

shown in Figure 7.

Figure 7. A Functional model for standard box cutter

An actionfunction diagram is the combination of an

activity diagram and a functional model together into a single

representation. Figure 8 shows a template for the actionfunction

diagram. In an actionfunction diagram user activities are

represented by dashed rectangles with related functions

clustered within each activity.

Figure 8. Generic template for an actionfunction diagram

Specifically with the goal of understanding the design

differences between universal and typical products,

actionfunction diagrams include an indication of the differences

between the typical and universal products being compared as

well as the user activities and product functions. Different

product functionality is indicated by a bold-lined function box.

Common product function but different morphology is

indicated with a double lined function. Common product

function and morphology with different parametric

implementation is indicated with a shaded function box. Where

the typical and accessible or universal products are the same is

indicated with a standard function box.

3.2 Research Approach Figure 9 illustrates the steps used to explore differences

between typical and universal products. For each product pair, a

common activity diagram is constructed, then a functional

model is made for the both the typical and universal products,

then the functional models and specific products are compared.

The activities are performed using tabular comparisons of the

actionfunction diagrams to highlight the differences and

similarities between the product pair. A template table is shown

in Table 3.

Figure 9.Outline for Visual Analysis

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Table 3. Product Pair Actionfunction Diagram Template

Typical Product Universal Product

The products are carefully analyzed in terms of differences

as it pertains to improved usage for a user with a disability or

reduced functioning. Specific focus is placed on how the

products do or don’t implement the principles of universal

design. If impact of a design difference on usage is not clear,

both products are acquired and used to perform a physical

testing comparison.

We illustrate the design and analysis framework and

approach through an example of a paper and cardboard cutter

product pair, in this case the Fiskars rotary cutter and standard

box cutter as shown in Figure 7. Both products provide the

same overall usage of cutting but are different in their

embodiment.

To start, the rotary cutter has a more ergonomic handle. In

this example, the handle which provides the secure hand

function is based on the same basic principle, but was shaped

differently, specifically more ergonomically, for the universal

cutter. Thus, this difference is shown as a parametric change in

the actionfunction comparison shown in Table 4.

The rotary cutter has a circular blade with a guard whereas

the standard box cutter has a retractable angled blade. The

difference in blade shape and motion impacted the effort

needed to cut. The rotation of the circular blade naturally added

a little sawing motion to the material-blade interface reducing

the total pushing force needed to cut paper and cardboard as the

user pulled the cutter across paper or cardboard. Also, the

rotary cutter can cut with a pushing away motion by the user

whereas the traditional utility knife only works well with a

pulling toward the user motion. This is a morphological

difference as rotating is a different principle for cutting than

just pulling the blade through the material to be cut. The

actionfunction diagram shown in Figure 4 represents this

morphological difference in the solution of the convert human

to mechanical energy function.

The blade extension and retraction design of the cutters is

significantly different. There are two switches to lock and

unlock the blade for the rotary cutter whereas only one switch

is for both extending and retracting the blade for the standard

box cutter. In the case of the rotary cutter, the blade extensions

and retraction switches are both activated with a simple pushing

in, or pushing down, motions on a single axis of travel. The

blade on the rotary cutter is spring loaded to snap back into

place when the retraction switch is pushed. For the traditional

utility knife, the user pushes the switch into the knife to release

a lock, then forward along the length of the knife to extract the

blade. The simple pushing in is easier then the push in then

push forward motion. Additionally, the actual force to push the

switches on the rotary cutter was less then the force needed to

either push in or forward on the utility knife.

Both the typical utility knife and the rotary cutter provide

the function of transferring human energy into the device to

move the blade. The difference is categorized as morphological

as there is not clear parametric representation that encompasses

both concepts.

The differences between the product pair are shown in the

actionfunction comparison in Table 4.

Table 4. Actionfunction product pair comparison for the standard utility cutter and the Fiskars rotary style cutter. Shown here in a single column for readability.

An actionfunction diagram of a typical utility cutter.

An actionfunction diagram of the Fiskars rotary cutter.

4. CASE STUDY AND RESULTS Twenty product pairs ranging from automobile interiors to

scissors are compared in this study. Products marketed or

generally accepted as universal or accessible are chosen along

with similar typical products to form the product pair. Most of

the products are handheld kitchen utensils. However, products

such as a typical recliner and universal chair lift and

automobiles are included. The vehicle product pairs have

modification to improve user egress and ingress accessibility.

Appendix A shows a table of the twenty products studied. As

with the paper and cardboard cutter product pair analyzed

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above, a comparison using the actionfunction diagram and

experimentation is performed on each product pair. Results are

summarized and discussed here.

In the study of products, the user activities associated with

some parametric, morphological, or functional difference in the

product pair are adjust, apply force, drive, exit, grab, position,

press, remove, speak, squeeze, touch, translate, transport, and

use human force. These differences occurred primarily where

direct contact with the product took place and are primarily

relevant to reduced hand strength and motor functioning.

The user activities for which there is no associated

difference in the product pairs studied are approach, attach,

connect, demolish, dispose, drive, exit, insert, install, look,

program, purchase, read instructions, recycle, release, replace,

retract, return, sell, stand, start, store, stop, twist (turn),

unpackage, wait, and walk. These activities generally occur

early or late in the product life cycle.

These results appear to be based on what has been done in

universal design practice as opposed to a fundamental result of

what needs to be done in a broad and general context. Such a

result is consistent with the sample size of the study and the

challenge and complexities of universal design. Also, during

the study the author team noticed that though some activities

did not relate to design differences, they should have been. For

example, the product pair solutions for the activities of read

instructions and unpackage were effectively equivalent for

product pairs. Nevertheless, the instructions were not always

particularly accessible to someone with reduced vision

functioning. Similarly, the heavy plastic blister packs that many

of the products came packaged in are difficult to open for a user

with reduced hand strength and motor function.

Table 5 shows the specific type of design change correlated

with each specific activity. Complex activities of drive and

speak result in a more comprehensive change (function).

Simple activities such as grab, position, press, result in less

comprehensive change. Based on the product pairs studied, no

specific conclusions on trends of what activities are related to

what specific types of changes can be drawn.

Table 6 indicates which functions did not feature a

parametric or morphological difference nor were they a

functional difference in a product pair. Many of the functions

were import or convert functions. In general, these functions

are internal to the functional model. Though, this is not always

so as exemplified by the position hand and guide hand

functions.

Table 7 summarizes the parametric, morphological, and

functional differences between universal and typical products

analyzed. The percentage difference reflects the changes in the

product at a functional level. For example, a parametric change

in 1 function out of a total of 10 functions in a product would

result in a 10% parametric change. The measure uses the

typical product functionality as a base for comparison thus

enabling for greater than 100% change. For example, the

typical recliner only had four functions. The universal recliner

added 9 additional functions thus resulting in a 225% functional

difference.

75% of the products had a parametric difference, 50% of

the products had a morphological difference, and 65% of the

products featured a functional difference. For all 20 products,

the average parametric difference is 8%, the average

morphological difference is 6%, and the average functional

difference is almost 50%.

Table 5. Activity and Design Changes Activity Parametric Morphological Function

Adjust X

Apply force X

Drive X

Exit X

Grab X

Position X

Press X

Remove X

Speak X

Squeeze X

Touch X

Translate X

Transport X

Use Human Force X

Table 6. Functions not related to any product pair design difference.

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Table 7. A summary of difference between the typical and universal products analyzed.

The fact that the average functional differences is about six

times greater than parametric or morphological differences

indicates that universal design needs to be considered early in

the design process. Product function drives many early design

decisions including product architecture. Parametric redesigns

are often cost effective. Changing product function is a more

complex and expensive task.

Of the products studied, simple products feature less

functional change than complex products. For example, the

cheese grater, bottle opener, potato masher, food container, and

jar opener use parametric changes to be more accessible. By

contrast, the sink, can opener, and recliner contain significant

functional changes. The universal products adding

functionality are often adding functionality that the user

provides for the typical product. For example, the can opener

adds a motor to prove the cutting motion and torque that the

user provides with a typical can opener. Similarly, the recliner

adds functionality that essentially stands the user up.

5. CONCLUSIONS AND FUTURE WORK In this paper we explored the relationship between user

activity, product function, and product form as it pertains to

differences in typical and universal products. Specifically, we

explored a research framework that uses the formal design

methods of activity diagrams and functional models. We

combined these methods into a single graphical representation

called an actionfunction diagram that allows the user to see

functional, morphological, and parametric differences between

a typical and universal product that provide the same overall

use. Using this approach, 20 products were studied to

understand the trends in function, morphological, and

parametric differences in typical and universal products that

provide the same overall usage.

The actionfunction diagram provided a clear, repeatable

framework for analyzing products for differences as it pertains

to typical and universal products. Though used in this study as a

research framework, the actionfunction diagram framework is

applicable to design activities. The actionfunction diagram

clusters product functions as they relate to user activity, thus the

designer can identify activities, and user limitations, for which

a product needs specific function, morphological, or parametric

embodiment.

Within the products studied, the majority of differences

between universal and typical products are related to user hand

manipulation of the product. Functions that are internal to the

product (those that do not have an exciting or entering flow that

crosses the product boundary) generally remain the same for

the product pairs studied. Additionally, boundary functions not

related to human flows generally remained unchanged.

Universal design remains a challenge. Toward the goal of

creating a fundamental framework for universal product family

design, many questions remain. A deeper understanding of

classes of products, classes of functions, classes of user

limitation, and the interaction between them needs to be

discovered so that designers can reason about integrating

product functions and features into a universal product family.

Using the framework developed here, further study can reveal

what functions are common across a range of typical and

universal products. With this knowledge, designers can extend

current product family design methods to create universal

product families that share these common elements as the

product platform and extend to a product family with the

unique elements.

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AppendixA. Twenty Universal Products

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