POD

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2 Team members:

description

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

Transcript of POD

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Team members:

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Contents

1. Aim of the project .............................................................................................................. 4

2. 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 .......................................................................................................... 14

3. 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

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1. Aim of the project

The aim of the project is to look for new solutions for PERSONAL TRAINING EQUIPMENT for

ordinary people with their body, mind and space in mind. In this case the project is not

looking for the specific needs of professional sportsmen nor professional gyms. Instead is

looking 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 possibilities

for sustainable business ideas. As concepts these new solutions should try to make a step

further from current solutions and products available on the market. These steps further

should stand either on the new technological possibilities, addressing formerly unnoticed

new user groups and their needs or new possibilities emerging from changing habits, trends

or 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/

Market research

Defining the problem

Market research for

problem

Principle and testing

Generating ideas

Evaluating + choice of

ideas

Concept

I

II

III

IV

V

VI

Figure 1. Process to concept

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2. Process

2.1. Defining the target group

Three main groups of users were analyzed to understand, where is the necessity for a new

equipment. The table 1 contains the results of the analysis.

Table 1. Results of the analysis

Men Women Children (age=…14)

Home Big choice of

equipment

Big choice of

equipment

No choice, use adult

equipment

Gym Big choice of

equipment

Big choice of

equipment

Not allowed till 12, use

adult equipment

Aerobics Not as a aerobics target Big choice of

equipment

No choice, use adult

equipment

From the table it can be seen, that adults have big choice of equipment, where they can

choose from. Some of these training equipments are designed so they can be also used by

children. 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 to

do it by doctors and they have no good opportunities to train necessary muscle groups

easily, because of the poor training equipment. But it must be understood, that children

actually also have necessity to train to prevent diseases caused by poor muscle

development.

As the hole was seen in the choice of equipment for young people, then it was decided to

focus on children as a target group. The target group was decided to be aged 7…10. The

reason for choosing this age group is explained in next paragraphs. From the giga map, in

figure 5, it can be seen the bigger and deeper research about the problem and target

group.

2.2. Defining the problem

Analyzing the children training necessity and habits, it was understood that the biggest

problem is about the posture. Posture is affected by the deformation of spine and diseases

caused by this. This in turn is caused by the different bad habits, which make core muscles

weak or damaged.

Spine deformation can be inborn as well as acquired during the lifetime. Mostly it is acquired

because of the wrong habits and the biggest risk group is children. What younger age it

appears the bigger the progress of risk is. Due to children everyday activities and habits, 95

% of preschoolers already have some kind of posture problem.

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It is important to deal with this problem at the very beginning, because once someone has a

scoliosis it is not possible to get rid of it. The only thing that can be done is to prevent it from

going worse.

Figure 2. Core muscles

Figure 3. Spine deformation

In figure 2, it can be seen core muscles, which are the most important muscle group for

spine. These muscles are attached tightly to spine and if they are unevenly developed, then

the spine or posture problems may start developing.

In figure 3, it can be seen spine deformation, which is already more serious disease. Once

the deformation has developed, it can only be prevented from getting worse. It cannot be

liquidated.

The reason for spine deformation seriousness is that the posture is not

the only thing, which can be affected. All organs are attached to it as well

and the amount of organs, which are as well effected can be seen in figure

4.

There are exercises and products to prevent it, but why not to start doing

it before the problem has appeared.

The aim of the project is to prevent posture and spine problems as well

deformation by children everyday activities. As playing video games is

getting more popular in younger age group and children sit most of the

day, it is decided to focus on improving the condition while sitting and Figure 4. Organs

playing. attached to spine

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Figure 5. Giga map

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2.3. Market research

In market research, it was focused on existing video games and other products, which

purpose 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

without effect to the

game

To alive the experience

and improve posture

problems

Move body to move

game characters

To alive the experience,

improve posture

problems and make

children move more

Move body to move

game characters

To alive the experience,

improve posture

problems and make

children move more

From the market research it can be seen, that the problem is actual and there is already

some great solutions. To take a closer look, the solutions already existing are actually

considering the fact, that the games make a big part in children lives and the playing has

been made more active and live as possible.

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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. There

are 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 an

extra console missing, which would expand the opportunities to make playing video games

with as maximum effect as possible.

2.4. Principle

To take into account the previous facts, the idea was to offer a chair-console, which needs to

be 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: The

concept will be made of the product, where a children must sit to play a game. The game will

be leaded by the movements, which child makes on the product and the movements should

have an effect on the core muscle training, which helps to improve the balance between

muscles and posture problems.

After a discussion about the principle it was decided, that it is going to be a chair, which has

an 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.

Figure 7. Testing the Mock-up

To take the information in the figure into consideration, it can be concluded that the

principle is proved and works as hoped.

Making a

mock-up

Analyzing

the

results

Mock-up shown in the picture

After 5 minutes of moving the

mock-up with hips, while sitting on

it, there was possible to feel

tiredness of the core muscles

The principle worked, as it was

moveable with hips while sitting on

it and after moving it for 5 minutes,

the tiredness of muscles was felt

Human

testing

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2.5. Generating ideas

2.5.1. Introduction

After the principle was proven, next step was generating ideas. Ideas for different parts of

concept were generated separately and the fitting to the whole concept was also analyzed.

The preparatory work (testing, theoretical analysis, consult with specialists) helped to

determine the criteria for the chair, which were the points to consider in the process of

generating ideas.

Criteria for details are written in each part’s chapter and the general criteria for chair are

written in figure 8.

Figure 8. Criteria for chair

2.5.2. Chair legs

The criteria for chair legs were following:

- Stable

- As light as possible

- Not disturbing the action

The ideas are shown in the figure 9 with their pros and cons.

?

Minimum height 405mm

Maximum height 460mm

Light weight

Compact

Seat helps to hold right spine position

Possible to bend chair with hips

Bending chair makes strain in core muscles

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:

Figure 9. Choice of chair legs

In the figure, there can be seen star-leg, plate- leg and three- leg ideas. Pros can be

understood as points, why a certain idea was thought as potential and cons can be

understood 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 its

design is comfortable for user and the legs would not be on the way. Three-leg chair offers

enough stability, which is actually almost the same as six-leg chair. Three leg needs user’s

own legs, but not for better stability but for better playing posture, which also maximizes the

effect for user.

2.5.3. Elastic part

Criteria 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 strain

The ideas for elastic part are shown in the figure 10.

- Needs much material

- Heavy weight - Takes lots of space

- Disturb the action

+Stable

- Takes lots of space

- Disturbs the action

+Stable

+Needs less material +Light

+Better look

+Stable

+Needs less material

+Light

+Better look

+Compact

+Does not disturb the

action

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Figure 10. Choice of elastic part

In 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 enough

elastic and necessary fatigue properties. The chosen idea is better than others, because the

fatigue properties are better than in spring. Today it is possible mould very strong and

lasting rubber joints, even the softness is very easily elective. Because of that, the choice

came quite easily. The extra value that appears in this choice is the necessity of less

maintenance.

2.5.4. Seat

Criteria for seat were following:

- Suitable for children aged 7…10

- Seat shape lets spine to go right position

- Seat shape lets user exert force equably

The ideas for seat are shown in the figure 11.

- Bad fatigue properties

- Maintenance

- Smaller choice of

properties

-

+Bendable

+Gives strain in core

muscles while playing

- Spring’s maintenance

+Bendable

+Better brace

+Balance each other’s

fatiguing

+Gives strain in spine

while playing

+Bendable

+Choice of material

+Better fatigue proper-

ties are possible to ge-

nerate

+Less maintenance

+Gives better strain in

core muscle’s action

- Little maintenance

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Figure 11. Choice of seats

From the figure, there can be seen saddle principle and large bicycle seat. From the figure 11

it is possible to conclude, that the most convenience choice was the mix of saddle principle

and big bicycle seat. As the saddle principle would have too much obstacles, then the best

properties are gotten when taking positive point from both and mixing them. The result was

a seat, which have enough space to sit on and good shape to push spine in right position.

2.5.5. Chair height regulation

Criteria 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 use

The ideas for chair height regulation are shown in the figure 12.

- Obstacles while moving

- Uncomfortable for girls

+Pushes the spine in

right position

+Comfortable to sit on

+Pushes the spine in

right position

+Comfortable to sit on

+Comfortable to move

+More comfortable for

girls

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Figure 12. Choice of height regulation

From the figure 12, it can be seen, that both thoughts have cons. As gas-cylinder has

standard dimensions, it was hard to make it more narrow, which was needed. As the second

thought gives more freedom in choosing the dimension, because it can be made strong

enough so it would not need much maintenance, it is chosen to be used in concept.

2.5.6. Electronics

From the electronics, there were three main points, which needed solution. The first one

was connectivity to the game, second was the data communication between the chair and

game and last one was the supply of chair.

There was no big discussion, as the topics were studied and the best choices were sorted out

almost immediately.

Connectivity was solved with standard USB- cable system, so it would be connective to

bigger group of game consoles and it is better to get. When it should get damaged, user can

- Takes lots of space

- More maintenance

- Standard dimensions

+Comfortable +Small

+Long-lasting

- Less comfortable

- Little maintenance

-

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very easily use another same cable, because many computer and technical machinery use

the same standard USB-system.

In data communication part, it was decided to use sensors in the seat part. The chosen

sensor was 3-Axis Gyroscope Module. The information runs through USB-cable or if not

connected with cable, then via Bluetooth.

The supply problem was thought to be solved by battery or electricity. The final choice was

to use battery, which can be charged via USB- cable and chair can be used on battery as well

while charging.

3. Concept

3.1. Overview

The concept is a gaming device

compatible to consoles like Sony Play

Station, X-Box. These consoles are

chosen, because they have infrared

camera sensor, which makes using

chair maximally possible. It is

designed to be a playing and a

training device for improving core

muscles during the game process. As

most of the people during the game

get very excited, the efficiency of the

device is made as high as possible

and the motivation for core muscle

training is doubled by not even

understanding that the user is

training them. Figure 13. Chair concept

The concept is a chair, which works as a console. It is used to control the game. To control a

game, user must sit on it and use hips as well core muscles to move it. While moving it and

playing a game, very important muscle groups are trained. To have right spine position, the

chair seat is made with special curves and console have a infra-red camera that fixes the

lenght of top of the hear to hips. When reaching out from the fixed points, the game will

reminds user to sit straightly otherwise, it will affect game. The concept principle is shown in

figure 14.

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Figure 14. Concept principle

The chair is built up by using chair legs, adjustment system, seat and rubber joint, which

ables the chair to be bent. To have an information transportation between the chair and a

game, there are used USB cables, that gives opportunity to have a quick and comfortable

connection, and sensors, that read the movements of user. If the cables are not used, the

information is sent vie Bluetooth.

3.2. Legs

Back legs and front leg have different

height, because force would be divided

equally then. With users legs the force

from front is bigger than from back and

to balance it, the back legs are higher

and have a bigger angle between

central axis. Such measurements help

to avoid pushing the chair upside down.

Chair is completely stable, when user is

sitting there. This is to have a bigger

effect on user.

Chair-leg is made of plastics.

Figure 15. Chair-leg

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3.3. Height adjustment

Chair height adjustment is mechanical and

very easy to use. As it is closed system, it

does not reflect any danger to the user. It

consists of two cylindrical tubes, where

one fits and moves inside another. The

one which moves inside another, has

openings in different height level, which

able to choose the right height. Other

tube has one opening, which has a

stopper and fixes the chosen height.

The system is very easily usable and

understandable. It has only tube, which

needs to be moved by hand and the

stopper that must be pushed to fix the

level of height. Figure 16. Height adjustment

Adjustment shaft is made of plastics.

3.4. Seat

Seat has been made as a mix of big

bicycle seat and saddle principle.

Saddle principle reflects the shape of

the saddle, which moves spine to the

right position. So the seat has

designed comfortably large, so user

could sit there and move it without

obstacles and it also has a curves in

its shape, that let the spine be in

right position while sitting on it and

playing.

Such approach helps to train core

muscles more equally and train

children sitting posture as well

habits. Figure 17. Seat

Seat is made of plastic and covered with textile

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3.5. Elastic part

Elastic part makes bending the chair

and same time training effect

possible. As the chair’s main point is

training effect, then the elastic part

can be thought to be most important

part of the chair.

It is designed so it would bend

enough and would not be too easy to

move, so it would cause a strain in

muscles. The fatigue properties are

chosen, so it would not need much of

maintenance and the initial quality

would stay long.

Elastic part is made of polyurethane

and attached to other details with

bolts.

Figure 18. Elastic part

3.6. Electronics

3.6.1. Sensors

There are used positioning sensors, because

one of the features of our project is that it

works as a gaming console remote control.

The Parallax 3-Axis Gyroscope Module -

L3G4200D is a low power 3-axis angular rate

sensor featuring which is used in the project

for movement control. Raw measured

angular rate and temperature data are

accessed from the selectable digital interface

(I2C or SPI). The module features a small

package design and has an easy to access its Figure 19. Place of sensors

interface with a mounting hole for quick connectivity to project. It is designed for use with a

large variety of batteries/adapters with different voltage requirements.

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The sensor module is shown in figure 20.

Figure 20. Sensor module

3.6.2. Bluetooth connectivity

SPBT2532C2.AT Bluetooth™ Micro-Sized Module- For establishing a wireless bridge between

the device and gaming console or PC it is used small sized (10mm x 13mm) Bluetooth

module. The figure of bluetooth module can be seen in figure 20.

The parameter for Bluetooth module are

following:

- 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 connectivity

As the product is meant to be a gaming device, it has to be connected to the gaming console

or PC. The table 3 gives an overview of the types of compatible gaming consoles, type of

connection and charging opportunity.

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

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During the gaming process via mini USB port gaming device is being charged within 1,5 hours

and therefore can be disconnected from the gaming console/PC. Then the device will be

automatically redirected to the Bluetooth connection and can be used for at least 10 gaming

hours 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. Battery

The battery gives opportunity to play without charging. As it was mentioned before, that if

the USB- cable is not connected to the video game console, it is not charging and the

information runs trough Bluetooth. This is the time, when long-lasting battery is needed the

most.

Because of the battery, it was decided to leave out vibrating feedback in chair, which would

vibrate if game crashes or something else happens in the game. With further development it

could be considered to add this extra.

The information about the battery is following:

- Battery voltage: 4.2V

- Battery capacity: 1800mAh

- Battery lifetime: approx. 10h

In the figure 21, it is seen where all the electronics is exactly placed.

Figure 21. Locations of electronics