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This is a study project of the Design & Engineering program, The joint International programme of Tallinn University of Technology and Estonian Academy of Arts.

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POD

  1. 1. Team members: 2
  2. 2. Contents1. Aim of the project .............................................................................................................. 42. Process................................................................................................................................ 5 2.1. Defining the target group ............................................................................................ 5 2.2. Defining the problem................................................................................................... 5 2.3. Market research .......................................................................................................... 8 2.4. Principle ....................................................................................................................... 9 2.5. Generating ideas ........................................................................................................ 10 2.5.1. Introduction........................................................................................................ 10 2.5.2. Chair legs ............................................................................................................ 10 2.5.3. Elastic part .......................................................................................................... 11 2.5.4. Seat ..................................................................................................................... 12 2.5.5. Chair height regulation ....................................................................................... 13 2.5.6. Electronics .......................................................................................................... 143. Concept ............................................................................................................................ 15 3.1. Overview .................................................................................................................... 15 3.2. Legs ............................................................................................................................ 16 3.3. Height adjustment ..................................................................................................... 17 3.4. Seat ............................................................................................................................ 17 3.5. Elastic part ................................................................................................................. 18 3.6. Electronics.................................................................................................................. 18 3.6.1. Sensors ............................................................................................................... 18 3.6.2. Bluetooth connectivity ....................................................................................... 19 3.6.3. Mini USB connectivity ........................................................................................ 19 3.6.4. Battery ................................................................................................................ 20 3
  3. 3. 1. Aim of the projectThe aim of the project is to look for new solutions for PERSONAL TRAINING EQUIPMENT forordinary people with their body, mind and space in mind. In this case the project is notlooking for the specific needs of professional sportsmen nor professional gyms. Instead islooking for different user groups and their needs in homes, workplaces, spas or public parks.These new solutions should address real life and real user problems, finding so possibilitiesfor sustainable business ideas. As concepts these new solutions should try to make a stepfurther from current solutions and products available on the market. These steps furthershould stand either on the new technological possibilities, addressing formerly unnoticednew user groups and their needs or new possibilities emerging from changing habits, trendsor value systems. But most importantly these ideas should offer real new value to users.The process of reaching the final concept is shown on the figure 1. Finding the target group/I Market research II Defining the problem Market research for III problem IV Principle and testing V Generating ideas Evaluating + choice of VI ideas Concept Figure 1. Process to concept 4
  4. 4. 2. Process 2.1. Defining the target groupThree main groups of users were analyzed to understand, where is the necessity for a newequipment. The table 1 contains the results of the analysis.Table 1. Results of the analysis Men Women Children (age=…14) Home Big choice of Big choice of No choice, use adult equipment equipment equipment Gym Big choice of Big choice of Not allowed till 12, use equipment equipment adult equipment Aerobics Not as a aerobics target Big choice of No choice, use adult equipment equipmentFrom the table it can be seen, that adults have big choice of equipment, where they canchoose from. Some of these training equipments are designed so they can be also used bychildren. But it is hard to find something designed especially for younger target group.Children in certain age do not focus on their muscular development if they are not asked todo it by doctors and they have no good opportunities to train necessary muscle groupseasily, because of the poor training equipment. But it must be understood, that childrenactually also have necessity to train to prevent diseases caused by poor muscledevelopment.As the hole was seen in the choice of equipment for young people, then it was decided tofocus on children as a target group. The target group was decided to be aged 7…10. Thereason for choosing this age group is explained in next paragraphs. From the giga map, infigure 5, it can be seen the bigger and deeper research about the problem and targetgroup. 2.2. Defining the problemAnalyzing the children training necessity and habits, it was understood that the biggestproblem is about the posture. Posture is affected by the deformation of spine and diseasescaused by this. This in turn is caused by the different bad habits, which make core musclesweak or damaged.Spine deformation can be inborn as well as acquired during the lifetime. Mostly it is acquiredbecause of the wrong habits and the biggest risk group is children. What younger age itappears the bigger the progress of risk is. Due to children everyday activities and habits, 95% of preschoolers already have some kind of posture problem. 5
  5. 5. It is important to deal with this problem at the very beginning, because once someone has ascoliosis it is not possible to get rid of it. The only thing that can be done is to prevent it fromgoing worse. Figure 2. Core muscles Figure 3. Spine deformationIn figure 2, it can be seen core muscles, which are the most important muscle group forspine. These muscles are attached tightly to spine and if they are unevenly developed, thenthe spine or posture problems may start developing.In figure 3, it can be seen spine deformation, which is already more serious disease. Oncethe deformation has developed, it can only be prevented from getting worse. It cannot beliquidated.The reason for spine deformation seriousness is that the posture is notthe only thing, which can be affected. All organs are attached to it as welland the amount of organs, which are as well effected can be seen in figure4.There are exercises and products to prevent it, but why not to start doingit before the problem has appeared.The aim of the project is to prevent posture and spine problems as welldeformation by children everyday activities. As playing video games isgetting more popular in younger age group and children sit most of theday, it is decided to focus on improving the condition while sitting and Figure 4. Organsplaying. attached to spine 6
  6. 6. Figure 5. Giga map 7
  7. 7. 2.3. Market researchIn market research, it was focused on existing video games and other products, whichpurpose is to liven playing video games. The result for this subject is shown in table 2.Table 2. Market research results Product Usage Effect Can be moved every side To alive the experience without effect to the and improve posture game problems To alive the experience, Move body to move improve posture game characters problems and make children move more To alive the experience, Move body to move improve posture game characters problems and make children move moreFrom the market research it can be seen, that the problem is actual and there is alreadysome great solutions. To take a closer look, the solutions already existing are actuallyconsidering the fact, that the games make a big part in children lives and the playing hasbeen made more active and live as possible. 8
  8. 8. But what is missing?If the Wii and X-box Kinetic let children to participate as actively in games as it is possible,there are still games, which cannot be played only using body movements in free air. Thereare some opportunities, but then the effect to health isn’t maximal.So it can be concluded, that the hole in the market is not the game itself, but there is anextra console missing, which would expand the opportunities to make playing video gameswith as maximum effect as possible. 2.4. PrincipleTo take into account the previous facts, the idea was to offer a chair-console, which needs tobe controlled by user and same time give an improving effect to him.Without a bigger discussion, it was decided that the principle is going to be previous: Theconcept will be made of the product, where a children must sit to play a game. The game willbe leaded by the movements, which child makes on the product and the movements shouldhave an effect on the core muscle training, which helps to improve the balance betweenmuscles and posture problems.After a discussion about the principle it was decided, that it is going to be a chair, which hasan elastic part, that lets the chair be moved by a user. The principle needed to be tested.Information about the testing is written down in the figure 6. Making a Mock-up shown in the picture mock-up After 5 minutes of moving the mock-up with hips, while sitting on Human it, there was possible to feel testing tiredness of the core muscles The principle worked, as it was Analyzing moveable with hips while sitting on the it and after moving it for 5 minutes, results the tiredness of muscles was felt Figure 7. Testing the Mock-upTo take the information in the figure into consideration, it can be concluded that theprinciple is proved and works as hoped. 9
  9. 9. 2.5. Generating ideas 2.5.1. IntroductionAfter the principle was proven, next step was generating ideas. Ideas for different parts ofconcept were generated separately and the fitting to the whole concept was also analyzed.The preparatory work (testing, theoretical analysis, consult with specialists) helped todetermine the criteria for the chair, which were the points to consider in the process ofgenerating ideas.Criteria for details are written in each part’s chapter and the general criteria for chair arewritten in figure 8. Light weight Minimum height 405mm Compact Maximum height 460mm Seat helps to hold right spine position ? Possible to bend chair with hips Bending chair makes strain in core muscles Figure 8. Criteria for chair 2.5.2. Chair legsThe criteria for chair legs were following:- Stable- As light as possible- Not disturbing the actionThe ideas are shown in the figure 9 with their pros and cons. 10
  10. 10. : +Stable +Stable +Stable +Needs less material +Needs less material - Needs much material +Light +Light - Heavy weight +Better look +Better look - Takes lots of space +Compact - Takes lots of space - Disturb the action +Does not disturb the - Disturbs the action action Figure 9. Choice of chair legsIn the figure, there can be seen star-leg, plate- leg and three- leg ideas. Pros can beunderstood as points, why a certain idea was thought as potential and cons can beunderstood as reasons, why the idea was voted out.According to the figure, the idea of three-leg chair was the best from these three ideas as itsdesign is comfortable for user and the legs would not be on the way. Three-leg chair offersenough stability, which is actually almost the same as six-leg chair. Three leg needs user’sown legs, but not for better stability but for better playing posture, which also maximizes theeffect for user. 2.5.3. Elastic partCriteria for elastic part were following:- Lets chair to be bent by movement of a user- Enough elastic to be moveable- Fatigues slowly- Good strength properties- Makes enough strain in core muscles, while moving- Bends as much as necessary to determine strainThe ideas for elastic part are shown in the figure 10. 11
  11. 11. +Bendable +Bendable +Bendable +Gives strain in core +Better brace +Choice of material muscles while playing +Balance each other’s +Better fatigue proper- fatiguing ties are possible to ge- - Bad fatigue properties +Gives strain in spine nerate - Maintenance while playing +Less maintenance - Smaller choice of +Gives better strain in properties - Spring’s maintenance core muscle’s action - - Little maintenance Figure 10. Choice of elastic partIn the figure there can be seen spring, spring with rubber joint and filled rubber join.According to figure 10, the best solution is filled joint made from strong rubber with enoughelastic and necessary fatigue properties. The chosen idea is better than others, because thefatigue properties are better than in spring. Today it is possible mould very strong andlasting rubber joints, even the softness is very easily elective. Because of that, the choicecame quite easily. The extra value that appears in this choice is the necessity of lessmaintenance. 2.5.4. SeatCriteria for seat were following:- Suitable for children aged 7…10- Seat shape lets spine to go right position- Seat shape lets user exert force equablyThe ideas for seat are shown in the figure 11. 12
  12. 12. +Pushes the spine in +Pushes the spine in right position right position +Comfortable to sit on +Comfortable to sit on +Comfortable to move - Obstacles while moving +More comfortable for - Uncomfortable for girls girls Figure 11. Choice of seatsFrom the figure, there can be seen saddle principle and large bicycle seat. From the figure 11it is possible to conclude, that the most convenience choice was the mix of saddle principleand big bicycle seat. As the saddle principle would have too much obstacles, then the bestproperties are gotten when taking positive point from both and mixing them. The result wasa seat, which have enough space to sit on and good shape to push spine in right position. 2.5.5. Chair height regulationCriteria for chair height regulation were following:- Minimum height is 405 mm- Maximum height is 460 mm- As light as possible- Safe- Easy to understand- Easy to useThe ideas for chair height regulation are shown in the figure 12. 13
  13. 13. +Comfortable +Small +Long-lasting - Takes lots of space - More maintenance - Less comfortable - Standard dimensions - Little maintenance - Figure 12. Choice of height regulationFrom the figure 12, it can be seen, that both thoughts have cons. As gas-cylinder hasstandard dimensions, it was hard to make it more narrow, which was needed. As the secondthought gives more freedom in choosing the dimension, because it can be made strongenough so it would not need much maintenance, it is chosen to be used in concept. 2.5.6. ElectronicsFrom the electronics, there were three main points, which needed solution. The first onewas connectivity to the game, second was the data communication between the chair andgame and last one was the supply of chair.There was no big discussion, as the topics were studied and the best choices were sorted outalmost immediately.Connectivity was solved with standard USB- cable system, so it would be connective tobigger group of game consoles and it is better to get. When it should get damaged, user can 14
  14. 14. very easily use another same cable, because many computer and technical machinery usethe same standard USB-system.In data communication part, it was decided to use sensors in the seat part. The chosensensor was 3-Axis Gyroscope Module. The information runs through USB-cable or if notconnected with cable, then via Bluetooth.The supply problem was thought to be solved by battery or electricity. The final choice wasto use battery, which can be charged via USB- cable and chair can be used on battery as wellwhile charging. 3. Concept 3.1. OverviewThe concept is a gaming devicecompatible to consoles like Sony PlayStation, X-Box. These consoles arechosen, because they have infraredcamera sensor, which makes usingchair maximally possible. It isdesigned to be a playing and atraining device for improving coremuscles during the game process. Asmost of the people during the gameget very excited, the efficiency of thedevice is made as high as possibleand the motivation for core muscletraining is doubled by not evenunderstanding that the user istraining them. Figure 13. Chair conceptThe concept is a chair, which works as a console. It is used to control the game. To control agame, user must sit on it and use hips as well core muscles to move it. While moving it andplaying a game, very important muscle groups are trained. To have right spine position, thechair seat is made with special curves and console have a infra-red camera that fixes thelenght of top of the hear to hips. When reaching out from the fixed points, the game willreminds user to sit straightly otherwise, it will affect game. The concept principle is shown infigure 14. 15
  15. 15. Figure 14. Concept principleThe chair is built up by using chair legs, adjustment system, seat and rubber joint, whichables the chair to be bent. To have an information transportation between the chair and agame, there are used USB cables, that gives opportunity to have a quick and comfortableconnection, and sensors, that read the movements of user. If the cables are not used, theinformation is sent vie Bluetooth. 3.2. LegsBack legs and front leg have differentheight, because force would be dividedequally then. With users legs the forcefrom front is bigger than from back andto balance it, the back legs are higherand have a bigger angle betweencentral axis. Such measurements helpto avoid pushing the chair upside down.Chair is completely stable, when user issitting there. This is to have a biggereffect on user.Chair-leg is made of plastics. Figure 15. Chair-leg 16
  16. 16. 3.3. Height adjustmentChair height adjustment is mechanical andvery easy to use. As it is closed system, itdoes not reflect any danger to the user. Itconsists of two cylindrical tubes, whereone fits and moves inside another. Theone which moves inside another, hasopenings in different height level, whichable to choose the right height. Othertube has one opening, which has astopper and fixes the chosen height.The system is very easily usable andunderstandable. It has only tube, whichneeds to be moved by hand and thestopper that must be pushed to fix thelevel of height. Figure 16. Height adjustmentAdjustment shaft is made of plastics. 3.4. SeatSeat has been made as a mix of bigbicycle seat and saddle principle.Saddle principle reflects the shape ofthe saddle, which moves spine to theright position. So the seat hasdesigned comfortably large, so usercould sit there and move it withoutobstacles and it also has a curves inits shape, that let the spine be inright position while sitting on it andplaying.Such approach helps to train coremuscles more equally and trainchildren sitting posture as wellhabits. Figure 17. SeatSeat is made of plastic and covered with textile 17
  17. 17. 3.5. Elastic part Elastic part makes bending the chairand same time training effectpossible. As the chair’s main point istraining effect, then the elastic partcan be thought to be most importantpart of the chair.It is designed so it would bendenough and would not be too easy tomove, so it would cause a strain inmuscles. The fatigue properties arechosen, so it would not need much ofmaintenance and the initial qualitywould stay long.Elastic part is made of polyurethaneand attached to other details withbolts. Figure 18. Elastic part 3.6. Electronics 3.6.1. SensorsThere are used positioning sensors, becauseone of the features of our project is that itworks as a gaming console remote control.The Parallax 3-Axis Gyroscope Module -L3G4200D is a low power 3-axis angular ratesensor featuring which is used in the projectfor movement control. Raw measuredangular rate and temperature data areaccessed from the selectable digital interface(I2C or SPI). The module features a smallpackage design and has an easy to access its Figure 19. Place of sensorsinterface with a mounting hole for quick connectivity to project. It is designed for use with alarge variety of batteries/adapters with different voltage requirements. 18
  18. 18. The sensor module is shown in figure 20. Features: - Three selectable scales: 250/500/2000 deg/sec - High shock survivability - Embedded temperature sensor -40 to +85 °C - Embedded power-down and sleep mode - 16 bit-rate value data output - 8- bit temperature data output - 3-axis angular rate sensor - Power requirements: 2,7...6,5 V - Supply current 6,1 mA Figure 20. Sensor module 3.6.2. Bluetooth connectivitySPBT2532C2.AT Bluetooth™ Micro-Sized Module- For establishing a wireless bridge betweenthe device and gaming console or PC it is used small sized (10mm x 13mm) Bluetoothmodule. The figure of bluetooth module can be seen in figure 20.The parameter for Bluetooth module arefollowing:- Bluetooth® specification compliant V2.1- Output power class-2- Transmission rate up to 2Mbps with EDR- Adaptive frequency hopping (AFH)- Efficient and flexible support for WLAN coexistence in collocated scenario- Memory: 256 Kbytes Flash memory & 48 Kbytes RAM memory- 3.3V to 4,2V single supply voltage Figure 20. Bluetooth module 3.6.3. Mini USB connectivityAs the product is meant to be a gaming device, it has to be connected to the gaming consoleor PC. The table 3 gives an overview of the types of compatible gaming consoles, type ofconnection and charging opportunity. 19
  19. 19. During the gaming process via mini USB port gaming device is being charged within 1,5 hoursand therefore can be disconnected from the gaming console/PC. Then the device will beautomatically redirected to the Bluetooth connection and can be used for at least 10 gaminghours on the integrated Lion battery.Table 3. Connectivity Type of console Type of connection Charging Sony Play Station USB/Bluetooth USB X-Box USB/Bluetooth USB 3.6.4. BatteryThe battery gives opportunity to play without charging. As it was mentioned before, that ifthe USB- cable is not connected to the video game console, it is not charging and theinformation runs trough Bluetooth. This is the time, when long-lasting battery is needed themost.Because of the battery, it was decided to leave out vibrating feedback in chair, which wouldvibrate if game crashes or something else happens in the game. With further development itcould be considered to add this extra.The information about the battery is following:- Battery voltage: 4.2V- Battery capacity: 1800mAh- Battery lifetime: approx. 10hIn the figure 21, it is seen where all the electronics is exactly placed. Figure 21. Locations of electronics 20

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