Module Descriptors
ERGONOMICS AND DESIGN II
PROD50104
Key Facts
Digital, Technology, Innovation and Business
Level 5
15 credits
Contact
Leader: Hugh Williamson
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 112
Total Learning Hours: 160
Assessment
  • Coursework weighted at 100%
Module Details
MODULE LEARNING OUTCOMES
On successful completion of this module, the student should be able to:

1. Familiarity with the roles within a research and development design team, and taking an active role within such a team. (MQF2, MQF6, MQF7) 2. Demonstration of competence in using a range of software to understand a design problem and visualise a solution (MQF2, MQF6, MQF7)

MQF Learning Outcome Area MQF1 - Knowledge MQF2 - Practical skills MQF3 - Social skills & responsibilities MQF4 - Values, attitudes and professionalism MQF5 - Communications, leadership and team skills MQF6 - Problem solving skills MQF7 - Information management and lifelong learning skills MQF8 - Managerial and entrepreneurial skills
MODULE LEARNING STRATEGIES
1. Working as a member of a design and research team. 2. Investigation of sources of ergonomic data and evaluating them against the needs of the selected user requirements. 3. Work with a user group to test and evaluate your ideas and designs based on your initial research. 4. Visits to 'expert' groups, interviewing the relevant users and having discussions about their needs, recording this visually and verbally to inform the development of your test rig. 5. Building test rigs and using these to develop design solutions. Evaluate data from research and testing and communicate this to your team and peer group. 6. Take responsibility for your own and your peer group's learning using peer and self-assessment strategies. 7. Using appropriate software to develop and present your design solution.
MODULE INDICATIVE CONTENT
Student will learn about the way in which people interact with spaces and environments and the artefacts within them, and be significantly involved with the practical application of ergonomic and anthropometric data.

Student will gain an understanding of the influences of anatomy, anthropometry, biomechanics upon Industrial Design and end users.

Student will learn and develop software skills relating to design realisation and visualisation

Student will operate as a member of a design and research team, helping to propose new ideas, to be realised through the construction of test rigs, helping them/stakeholders to evaluate a design concept and practically demonstrating how it improves human factors performance. Therefore, they will make a professional presentation of the test-rig, ergonomic evaluation and design concepts.
MODULE ADDITIONAL ASSESSMENT DETAILS
A COURSEWORK - ART & DESIGN weighted at 100%.

The compilation of appropriate visual 'mood', style boards and market mapping boards (Visual Analysis/Communication)

100% coursework comprising:
Continuous Assessment: 40% (LO1)
Final Assessment: 60% (LO2&3)
MODULE TEXTS
Bridger, R., (2017), Introduction to Human Factors and Ergonomics, Fourth Edition, 4th Edition. ed. CRC Press, Boca Raton.

Kortum, P., (2016), Usability Assessment: How to Measure the Usability of Products, Services, and Systems, 1st Edition. ed. Human Factors and Ergonomics Society, Santa Monica, CA.

Cuffaro, D., Zaksenberg, I., (2013), The Industrial Design Reference & Specification Book: Everything Industrial Designers Need to Know Every Day. Rockport Publishers, Beverly.

Salvendy, G., (2012), Handbook of Human Factors and Ergonomics, 4th Edition. ed. Wiley, Hoboken, NJ.

McCauley-Bush, P., (2011), Ergonomics: Foundational Principles, Applications, and Technologies, 1st Edition. ed. CRC Press, Boca Raton, FL.