159 Technology and Disability 21 (2009) 159–170 DOI 10.3233/TAD-2009-0292 IOS Press Why did it take four times longer to create the Universal Design solution? A comparative study of two product development projects Evastina Bjo¨ rk NHV- Nordic School of Public Health, Box 12133, 402 42 G o¨ teborg, Sweden E-mail: evastina.bjork@nhv.se Abstract. In this paper, different aspects of the development of universally designed (UD) products have been highlighted, and two different product development projects have been compared, in order to try to analyse the challenges companies face when they engage in creating UD solutions compared to the development of assistive technology and modular based solutions. Some conclusions have been drawn: The time before reaching break-even in the project whose purpose it was to create a universal design solution, was many times longer, due to the unstable and complex development circumstances. When time-to-market is longer and project costs are higher for universally designed products compared to modular systems (often represented by assistive technology) or mainstream technology products, there are limited commercial reasons to invest in universally designed solutions. Keywords: Assistive technology, dynamic product development, innovation, project work, universal design 1. Introduction As we grow older, get pregnant or experience some accident or illness, our abilities change. Depending on our present condition, we will need different types of products to help us maintain independence. Desires for mainstream products that fulfil the needs of both able bodied and people with disabilities – universally designed products – put pressure on companies and designers. To design universal mainstream products we have to design highly usable products with desirable identities and features. The concept of universal design represents a potential for innovation that can lead to products that are easier and safer to use for everyone, regardless of age and ability. The main goal of Universal Design is to achieve universal performance of designed products, buildings and environments, especially at an urban level. It promotes a shift towards user-centred design by following a holistic approach and aiming to accommodate the needs and wishes of people regardless of any changes they might experience in the course of their lives. Consequently, universal design is a concept that extends beyond the issues of mere accessibility of buildings for people with disabilities and should become an integrated part of policies and planning in all aspects of society. On the 12th December 2007, The Committee of Ministers of the Council of Europe – see Resolution ResAP (2007)3 – decided to recommend that the Governments of the EU states accept universal design as a philosophy and strategy supporting implementation of full citizenship and independent living for all people, including those with disabilities. According to the resolution, “Universal design is a strategy which aims to make the design and composition of different environments, products, communication, information technology and services accessible, usable and understandable to as many as possible in an independent and natural manner, preferably without the need for adaptation or specialized solutions.” To make the Universal Design concept more useful, the Center for Universal Design at North Carolina State University developed seven principles [5] that aim to support the evaluation of existing designs, guide the design process and to educate both designers and consumers about the characteristics of more usable products and environments. The seven Universal Design principles are [21]: ISSN 1055-4181/09/$17.00 2009 – IOS Press and the authors. All rights reserved 160 E. Bj¨ork / Why did it take four times longer to create the Universal Design solution? – PRINCIPLE ONE: Equitable Use The design is useful and marketable to people with diverse abilities. – PRINCIPLE TWO: Flexibility in Use The design accommodates a wide range of individual preferences and abilities. – PRINCIPLE THREE: Simple and Intuitive Use Use of design is easy to understand, regardless of the user’s experience, knowledge, language skills, or current concentration level. – PRINCIPLE FOUR: Perceptible Information The design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities. – PRINCIPLE FIVE: Tolerance for Error The design minimizes hazards and the adverse consequences of accidental or unintended actions. – PRINCIPLE SIX: Low Physical Effort The design can be used efficiently and comfortably and with a minimum of fatigue. – PRINCIPLE SEVEN: Size and Space for Approach and Use Appropriate size and space is provided for approach, reach, manipulation, and use regardless of users’s body size, posture or mobility. The seven principles define the degree of fit between individuals or groups and their environments, but they also refer to the attributes of products and environments that are perceived to support or impede human activity. They also imply the objective of minimizing the adverse effects environments may have on their users such as stress, distraction, inefficiency and sickness. However, the seven UD principles require perspective and reflection. Some have criticized their orientation toward products (e.g. [17]), and others have criticized them as vague, incomplete, and difficult to understand (e.g. [20]). Although little re-evaluation, reconsideration, or questioning of the principles has occurred since their introduction in 1997,Duncan [8] suggested adding new principles that relate to affordability and sustainability. He also requested guidance in weighting the principles. The political ambitions and initiatives such as, for example, the COE Resolution are important and well known prerequisites for implementing a UD perspective into the development of a democratic and integrated society. In addition, activities and engagement from users/user organizations are also necessary to create a society accessible to, and usable by as many people as possible. However, the third stakeholder is the business sector which is involved in the technical and market/sales-oriented development of universal solutions of various kinds. Thus, there are three parties forming the BUS triangle – Business, User and Society [13], which is shown in Fig. 1. Fig. 1. The BUS triangle illustrates three important stakeholders for the creation of UD solutions. However many companies are not adopting Universal Design concept simply as they do not know about the term or what benefits there is connected to it [10]. In this paper, different aspects of the development of universally designed products are highlighted and two different product development projects are compared, to try to analyse the challenges companies can face when they engage in creating UD solutions compared to the development of assistive technology, modular based solutions. 2. Background The small sized enterprise Careva Systems AB specializes in positioning equipment for safe and comfortable transportation of disabled children in cars and vans. In June 2002 the company concluded that its existing main product line – a belt system, the Careva belt, supporting body posture for people with reduced body functions – was not saleable in the general public transport sector e.g. school buses, vans and taxis [2]. Dialogues with drivers from this target group in Great Britain and Sweden revealed the opinion that the existing Careva belt modular system was too expensive, consisted of too many parts, in total 20 to be used individually for different disabilities/body shapes, and was therefore difficult to store in vehicles when not used for the transport of non-disabled passengers. It was also argued that it was time consuming to fasten each individual. However, it was found that the interviewed E. Bjo¨ rk / Why did it take four times longer to create the Universal Design solution? drivers and managers wanted a cheap, simple and universal solution to ease problems with transporting passengers with disabilities. No other products or solutions were known of, that directly solved or could solve these expressed desires. This resulted in the start up of the Crossit project in January 2003 [2]. Six and a half years later (July 2009) the new product was ready for the market. The time needed to develop the product was extremely long in fact about four times longer than the development of the Careva modular belt system. The two projects had the same project leader, a team of four professionals, and were developed in Sweden. The purpose of this paper is to shed light on why the universally designed product, the Crossit belt, took about four times longer to develop than the Careva modular belt system. If variables can be defined that explain the time difference between developing the UD solution compared to modular system solution, companies will be able to make more realistic project plans for cost, performance and time for universal design projects. Society can also be more realistic in estimating what resources are required for supporting the implementation of UD solutions to achieve full citizenship and independent living for all people, as stated in resolutions and documents of human rights. 3. Research method Insider Action Research (IAR) [3] is the method used on both the development projects, meaning a qualitative case study where the researcher spending substantial time, on site, personally in contact with activities and operations of the case, reflecting, revising meanings of what is going on [19]. The project leader/researcher of the two projects had a professional background as occupational therapist which provided a personal preknowledge about disability issues, assistive technology and a network of professional colleagues, whose experiences became a resource in the project. The two cases will be compared with the aim to identify variables that could explain the big time difference in completion of a final solutions and their market introduction. 4. Theory, a frame of reference 4.1. The user – a term with several implications The number of consumers who neglect products because of insufficient accessibility, bad usability, and/or 161 no satisfaction in the interaction with products is increasing [12] and constitutes a large number of prospective customers. The number of elderly people, especially, is increasing worldwide which indicates an increasing market for products that can fulfill users’ greater variety of needs, wants and desires, which should be of interest for companies who wants to increase their market share. To be able to create solutions which are inventive and attractive and which go beyond today’s users’ needs and functionality, the focus should be on users’ desires. Edefors [9] highlights the problems with focusing on the actual local user and argues for a wider perspective. The prospective users are interesting to investigate as they have the arguments and motives for not using an actual product or environment today. Their motives for being non users create demands for new, inventive solutions. The number of individuals with some form of disability has, in Europe, been estimated to be between 12 and 15% of the population [18], a figure which is increasing due to a growing number of elderly worldwide. What this figure does not take into account, however, is that disability statistics tend to count those individuals who are registered as permanently disabled, whereas people who do not consider themselves as disabled or prefer not to register as such, are not counted. Studies have also shown that about two thirds of a country’s population, experience some difficulty in handling technical products [12]. The consequence is that disability statistics almost certainly underestimate the number of individuals who experience limitations in activities due to reduced body function. Based on statistics from the USA, Fig. 2 has been drawn to illustrate the current market situation. Users with severe mobility problems (in black, in Fig. 2) require a high degree of both technical and practical functionality in environments, products and systems as they cannot compensate for practical disadvantages in the same way as ordinary users or those with slight impairments. The user groups who experience they have a disability are heterogeneous and consists of individuals who have individual demands to a higher degree than ordinary users. Individually developed solutions – based on assistive technology – often have to be developed for these users. General standard products and modular based systems can also sometimes be adjusted to fulfil their requirements. Users with special needs (in grey, in Fig. 2) represent those who normally require smaller adjustments of standard products to maintain independence. Often 162 E. Bj¨ork / Why did it take four times longer to create the Universal Design solution? A 100 % Disabled users -Assistive technology often needed B Users with special needs -Smaller adjustments often needed Ordinary users -Standard solutions 10 20 30 40 50 60 70 80 Age Fig. 2. An illustration of how different groups of users are represented in relation to age [15]. modular based systems can be used without adjustments. As Fig. 2 indicates, up to the age of 50, about 80– 85% of all users can use standard solutions based on mainstream technology. After 50 the number of users who require assistive devices or adaptations increases. From the age of 60 this figure increases to about 35% and at 80 years of age about 50% have the need for assistive technology. The group of users with disabilities increases nearly linear from the age of 50 up to 80 years of age, while the group of disabled users is very small in younger ages. A, in Fig. 2 illustrates the span in age where UD solutions can increase companies’ market share and motivate investments to increase sales. B, in Fig. 2 illustrates the small group of about 15% over 50 years of age, who require assistive technology solutions and most of them are elderly. Consequently, companies that develop mainstream products or systems for usage also by the elderly can benefit from developing UD solutions, while companies that develop mainstream products for younger ages will have difficulties finding motivation for this from a business perspective. 4.2. Needs, wants and wishes – what’s the difference? Most product development (PD) models – Integrated Product Development (IPD) [1], Simultaneous Engineering (SE), Concurrent Engineering (CE) [22], and Stage-Gate [6] – are designed for re-engineering and managing controlled processes where the outcome is almost always known in advance. They build on the tradition that, “Without an existing customer or market need, no PD project will be successful.” The need is generally seen as an existing need or a problem that can clearly be stated. These classical PD models are the same within each development stage. A common factor within all these models is that the PD process starts out with first finding a customer need or simply just a need. The next step is to plan the PD project. Then – or in parallel – the project team is set up representing different knowledge areas. According to common definitions, projects should be completed at a predetermined performance (P) to a specific Cost (C) and at a fixed finish time (T). These three measures form the PCT (performance cost and time) which form how most PD projects are managed [15]. However, for designers who seek to create inventive solutions; new solutions for the future that correspond to a want and a more distant wish, a need based platform is not what is required [14]. Incremental innovations are often based on satisfying a want. Radical innovations are more often based on satisfying a wish or a desire not concrete outspoken. The relevance of using the three terms – and not only a need for everything – is that the conditions for want- and wish-based PD differ much from need-based PD for which the well-known PD models were initially designed. The main differences between the three PD driving forces mentioned are shown in Table 1. E. Bjo¨ rk / Why did it take four times longer to create the Universal Design solution? 163 Table 1 Three types of background for product development causing different circumstances for PD work (based on Holmdahl [11]) PD based on: Characteristics PD target Planning Need Knowledge and solutions exist to re-use or modify Combination of known and unknown solutions, creativity needed No solutions exist, creativity needed Fixed Fulfil plan Moving Adapt to the situation Partly Vision Create, make and test No Want Wish – For need-based product development, time-tomarket is an extremely important factor, as a need is there to be satisfied, and the same need is probably being experienced by many competitors in the market. The price of the product is also critical as many similar solutions will be in competition, meaning that the cost to develop the product is critical for its commercial success. The performance demands are high but must be balanced against the total price that will be accepted in the market. – For want-based product development, time-tomarket is also an important factor, as the want can soon become a need. The want is probably being experienced by one or more competitors on the market. The price for the product is not critical but has to be set by comparing similar solutions, meaning that the cost to develop the product is of importance for its economical success. The performance demands are high but must be balanced against the market price that is set. Project planning in a want-based project can only be done in a short time perspective. The demands on performance are the same as, or higher than, for need-based development. Lead users [23] who are those users who face needs that will be general in a marketplace – but face them months or years before the bulk of that marketplace encounters them, and Lead users are positioned to benefit significantly by obtaining a solution to those needs. Lead users can initially make important contributions and iteration backwards is needed when problems occur, which means that the PD models guiding these kinds of projects have to be flexible and dynamic in their structure. – For wish-based product development, time-tomarket is often not an important factor, and the price of the product, generally speaking, cannot be set by doing market research. Therefore, the cost of the development is usually based on resources available and performance demands are very high. Stable conditions Yes Ottosson [14,15] argues that for products or solutions that are based on a wish, the time and price factors are less important, as few – if any – solutions exist for use in development and production. However, for both want- and wish-based PD, often the team initially has to take decisions based on very little and/or unreliable data. In turn, that often results in reaching “dead-ends” and a frustrated team that has to go back into what can be described as a PD labyrinth to make a new start. 4.3. The product development concept in the two studies Product development (PD) is a learning process driven by an existing or constructed need, want, or wish [14]. Generally, need-based PD projects have stable conditions, while want/wish-based PD projects experience unstable conditions. Two philosophically different views exist on how to best perform need-based PD development, leading to a categorization of PD methods as either classic or dynamic depending on their ability to handle stable/unstable conditions. In both PD projects described in this paper, the Dynamic Product Development (DPD TM ) method [13] guided the processes, although it was more structured in the Careva modular belt system project. DPDTM is based on a usability philosophy; good usability is based on knowledge about human performance and of the environment where the performance takes place. To cope with complexity and unstable situations, DPDTM recommends that the project leader is mentally and physically in the centre of the development in order to gain immediate feedback from the development activities, and to take counter measures when necessary, which was the case in both projects presented here. The use of Brain Aided Design (BAD) (meaning to solve a problem or designing a product principally without sketching or materialize it) supported by 164 E. Bj¨ork / Why did it take four times longer to create the Universal Design solution? DfEn + LCA Relative time used DfS t 100 % DfAe DfL + + DfEr DfP + DfSe DfMA FTA+ DfQ Manuals DfU Time Start Final Fig. 3. The order in which a new technical product is preferably developed [14]. known creative methods and dialogues are prescribed and to realise and evaluate the solutions, Pencil Aided Design (PAD) and Model Aided Design (MAD) are used. Frequent testing on models is recommended, which also Schrage [24] describes when he argue that the more modelling and test sequences carried out per time unit e.g. per hour, the faster functional solutions will be found. Computer Aided Design (CAD) becomes a valuable tool after a functional solution has been found. The DPDTM concept defines product values [15] which guided the processes in both projects and which has been outlined below. Attention also has to be given to promoting sustainability, creating solutions that support social inclusion when facing a global business community, as was the goal in the Crossit project. – Functional product values are dependent on the technical solutions mostly hidden inside the product. – Perceptional/sensorial product values are based on what we experience with our senses (sight/hearing/ taste/touch/smell) from outside and/or in contact with a product. The product name’s semantics are an important contributor to these values. – Image values are based on the “feeling” the user get of the product and what we think of it, e.g. when closing our eyes. Brand names, patents, the image given on web pages, stories and the expressed experiences of the product by other users. Emotional values are sometimes used to express the passion/feelings users have for a product. According to DPD TM working on a large number of demands simultaneously is not recommended, only one main, and two to three secondary demands should be worked on simultaneously. This recommendation guided both projects. A principal example of the order in which the different Design for X (DfX) [16] demands are worked on in a project by the DPD TM methodology is illustrated in Fig. 3. In the figure there is a dashed line. Above this line system design takes place while detailed design is done under it. As seen in the figure, DPD TM focuses initially on usability in solutions (DfU – Design for Usability). Optimal solutions require studies of users, user performance in real situations and environmental knowledge further, that means reduced risk of imbalances between product demands and the mental and physical resources of the users. One benefit of this is that early in the design process, necessary changes can be made at a low cost. The following stages in the PD process consists of DfAe (Design for Aesthetics), DfEr (Design for Ergonomics), DfL (Design for Logistics), DfP (Design for Production), DfSt (Design for Storage), DfMa (Design for Manufacturing), DfEn (Design for Engineering), DfQ (Design for Quality) followed by manuals. 4.4. Project management The development of new products and/or systems is normally performed within development projects. In modern project theory, a project is defined to be unique, temporary – has a start and an end date – and is given a limited cost budget. An innovation project is also unique and has a start date, but is gradually transformed into a standard business instead of having an end date. In reality it has no cost limit and has some income from the initial sales of the solution. Innovation projects need to be dynamically performed to adjust to changing circumstances while E. Bjo¨ rk / Why did it take four times longer to create the Universal Design solution? being developed. Therefore, their start conditions (demands) are often vague. The projects described in this paper had no definite end date and had just an estimated budget. Innovation projects deal with more complex situations and contexts than classical ones, and this comes mainly from the fact that such projects build on few known solutions. Therefore the project teams, especially in the beginning of a project, experience chaotic situations, not knowing what to do, and until a stable situation has been reached (when a solution has been shown to meet the requirements) it can feel like walking in a labyrinth [15]. Thus, as the developers frequently have to rely on very little and/or unreliable information when deciding on an action or solution, they often come across dead-ends. In such situations, they will experience the frustrating situation of having to go back and try again until they have found the successful path. When dead-end situations are reached, leadership becomes critical for the project, because that will decide whether or not the project will come back on track. 5. The two empirical cases 5.1. The Careva belt project The company Careva Systems AB decided in 1996 to develop a modular based system for posture support for people with reduced body function when travelling in vehicles. The company had earlier bought a product from Germany for the Swedish market which did not provide adequate support. A group of four product developers, the project leader included, started up the project and much effort was devoted to identifying the market, i.e. the user groups. The professional background, experience and input from former colleagues meant that important user requirements could be identified quite early in the project. Interviews and observation studies were carried out with parents of disabled children, teachers and taxi drivers with experience of transporting people with disabilities in vehicles. Afterwards, different ideas were discussed and sketches (PAD), and simple textile models (MAD) were made to find useful solutions. These activities led to the first classification of children with disabilities into four groups based on positioning problems experienced from observation studies. The Careva belt was initially aimed at children with disabilities 165 Table 2 The first identified user groups for the Careva harness development project Group 1 Group 2 Group 3 Group 4 Autistic problems Low muscle tone/strength problems Body constitutional problems Spastic problems but later expanded to include adults with a requirement for posture support (see Table 2). Each group represented specific positioning problems when seated in vehicles: 1. Children with autistic problems exhibit a tendency to unlock all safety devices and move around in the car, putting not only themselves but also the driver and other passengers at risk; 2. Children with low muscle tone have little or no posture stability and are unable to sit upright, thus they fall to one side or forward if not supported; 3. Children with body shape problems often have difficulties sitting in ordinary car seats, thus special seats or harnesses are necessary; 4. Spastic children have varying degrees of uncontrolled muscle contractions and need to be restrained in order to prevent injury to themselves and/or other passengers. Having performed many BAD, PAD and MAD tests (according to DPD TM methodology) the team obtained many useful ideas and input from parents and teachers in special schools, which led to increased demands on the product. We noticed that demands made by test persons of new products and their family members were often related to their previous experiences of other products and of other ways in which they coped with existing problems. New thoughts and ideas from projects team on how to solve a problem were often difficult to accept quickly by the testers. During the initial concept development period, benchmarking was performed and some ideas from product solutions for other assistive aids, relevant to our purpose, were adopted. At that time, no other functional solution was found on the global market, with the sole exception of the German harness system, which had many shortcomings and was not an alternative. The ideas and models were presented to the CEO of the manufacturing company Samhall Vinga, who turned out to be a very creative and supportive contact and a great deal of new product designs were created and tested with a minimum of delay. Representatives from Careva were present while the first prototypes were manufactured to avoid misunderstandings and to facilitate last minute changes. 166 E. Bj¨ork / Why did it take four times longer to create the Universal Design solution? Table 3 The planned time table of activities of the Careva belt project Time August 1996 Sept-Dec 1996 January 1997 Jan-March 1997 April 1997 May 1997 November 1997 Activity Project initiation Data collection for the first phase Data collection, models, first prototypes User tests, redesign, new solutions, new tests VTI tests on final product solutions, CAD drawings “Leva Fungera” exhibition in Gothenburg Introduction, Marketing & sales Fig. 4. An illustration of a Careva belt, the system consist of 20 available parts for optimum flexibility and individual posture support. The existence of professional prototypes for test purposes meant that the business and product plan were developed in parallel with the actual work. The timetable in Table 3 gives an overview of scheduled activities at that time. It took 15 months from the start of the development of the Careva System until it was ready for production. That time included idea generation (BAD), sketches and models (PAD and MAD), user intervention (both primary and secondary), user tests, CAD drawing, prototype testing, redesign and production, and final production in readiness for the market. The result was a modular system of parts which could be assembled according to the individual needs of the user. The parts of the system were interchangeable between sizes to optimize the support for the individual. tion to develop a universally designed product that fits most passengers irrespective of age, ability or gender for the public transport sector (the Crossit belt). The project group was represented by the author as project leader, an experienced product developer, a designer as consultant and a representative from the manufacturing industry. A number of BAD, PAD and MAD attempts were then made to test the different ideas that were generated. Figure 5 shows one of the first PAD sketches which became a mental model image, used in the development work which ensued. By the 23rd January 2003 these attempts had led to the principal solution. After a number of modelling attempts and consecutive tests, a functional solution had been reached that led to patent investigations and on the 15th October 2003, a Swedish patent application was filed. However, as the work on the patent application, together with documentation, was expensive, the PD work had to be put on hold. When the work was taken up again, early in 2005, after some times of testing it was found that the solu- 5.2. The Crossit project The customer want – expressed as, “We want a more universal version of your individualized solution,” described in Section 2 – initiated a decision and an ambi- Fig. 5. The first PAD attempt in the Crossit project. E. Bjo¨ rk / Why did it take four times longer to create the Universal Design solution? January 2002 June 2003 September 2003 167 December 2004 Fig. 6. Documentation of the development process. tions did not provide sufficient functionality when trialled on the test persons, who had different body sizes, different body shapes, and included both children and adults. The product was also tested in different vehicles with various seats. The requirements of users with disabilities were also considered, mainly by the experience of needs and requirements gained in the Careva project some years earlier. The problems identified were complex: – lack of effectiveness in posture support especially for adult test persons; – lack of fitness for purpose when assembled in the vehicle – lack of efficacy in strap-handling. The first dead-end in performance, in accordance with the labyrinth metaphor, was a reality, and further development funding was difficult to bear for the small enterprise. In addition, the motivation to continue the PD went down to nothing. However, in 2005 the Swedish government announced the year to be an industrial design year and encouraged companies to apply for support for industrial designers to participate in different PD projects. With 100% support from SVID (The Swedish Association for Industrial Designers) the first industrial designer became engaged in the Crossit project. The outcome, however, was not successful and he left the project; the ideas coming forth were too similar to the solutions provided by the Careva system. To continue the project, a syndicate of five companies in Sweden and Norway was formed under the leadership of Careva AB. A budget for the years 2006– 2009 was agreed upon by the parties in the syndicate, after which a supporting contribution was applied for, from Nutek – the Swedish Agency for Economic and Regional Growth and the Agency for Norwegian Innovation. On the 6th October 2005, Nutek agreed to support the four-year project with 44% of the project costs. The second industrial designer, also a textiles expert, was then brought in. The result was more successful this time and new ideas and solutions were brought into the project. To speed up the a third industrial designer was brought in. However, again, the principal solutions (solid works models) proposed by her were not convincing and the investment in tools that would have been required, meant that the solutions never materialized (Fig. 6). By September 2007, despite large costs and time spent, the project had not reached a solution good enough to be universal. The team, therefore, decided to go back to the first basic crossing principle, and in January 2008 the project restarted (for the third time) using BAD, PAD and MAD to get new models for new testing. Benchmarking was also done at this stage, which contributed to some new ideas and gradually, in small steps, new solutions were found which were discovered to be functional when tested. In December 2008 a functional model was ready, but without any other product values. A simplified performance-time curve for the New Product Development (NPD) project from its start to this point is shown in Fig. 7. In June 2009 a production-ready product was finalized and was ready for the market. Thus, from the start of the development of the Crossit belt until it was ready for production it took seven years (breaks included). As the project goal was to create a universally designed product, a product release could not be done until all user requirements had been solved. 168 E. Bj¨ork / Why did it take four times longer to create the Universal Design solution? Commercial product 100 % 90 % 80 % Start 2002 Development principles: 2003 Dynamic 2004 2005 Rest 2006 Classic 2007 Dynamic Financing: Careva 100% Svid 100% Careva syndicate 56%: NUTEK 44% Fig. 7. The performance-time curve for the want-based NPD project between 2002 and 2007 [4]. 6. Some findings There are several reasons why it took considerably longer to develop the Crossit System (UD solution) than the Careva System (Modular solution), and some conclusions can be drawn from these: – A universally designed solution must be designed in a way that it supports the posture of most people without hindering others, which dramatically increased the conflicting demands put on the product. Security and regulations, which change for different vehicle types and for products mounted, were an additional difficulty in the Crossit project. – The Careva project focused initially on the national Swedish market and later, the Scandinavian market, while the Crossit project had a vision for a worldwide market from the start, which presented additional difficulties in considerations due to country-specific laws and regulations, cultural differences etc. – Modular thinking could not be used in the Crossit project, as the solution could not consist of many different parts. The development of the Crossit belt was much like walking in a labyrinth, so many ideas and models were neglected when tested, and the problems could not be solved by adding a part or an item, which is a possibility when working with modular solutions. – The time and cost allocated to the Crossit project were constantly exceeded, and the project had to be stopped several times due to lack of funds and the fact that team members’ ideas were lacking, which had an impact on their engagement in the project. – In the Crossit project, models and prototypes were manufactured in a company in Latvia which was time consuming, and misunderstandings sometimes delayed the progress. In the Careva project, however, the team was present at the factory in Sweden. The presence of designers/product developers in the production of models and prototypes is important in order to avoid misunderstandings that lead to increased numbers of test items and lack of time. – The Crossit project had so many requirements of it, that even the DPDTM methodology, recommend- E. Bjo¨ rk / Why did it take four times longer to create the Universal Design solution? Table 4 Number, age and gender of users who tested the Crossit product several times, on different occasions during the development process Test persons Men Women Children No. 6 4 7 Age 30–70 30–60 4–15 No. of tests 10 8 14 References [1] [2] [3] ing that just 2-3 demands should be handled at a time, was hard to follow. 7. Conclusions There are many stakeholders arguing for universally designed products, environments and systems, based on a democratic and inclusive approach to the development of society. However, what is seldom discussed is the complexity connected to the development of such products and systems when modular design is inappropriate due to time consuming application or lack of space in cars for storage of several options. Small markets require products characterized by “one size fits all”. This investigation showed that as time-to-market is longer, and project cost are higher for universally designed products compared to modular systems (often represented by assistive technology or mainstream technology products), there are limited commercial reasons to invest in universally designed solutions in a short time perspective. Of the three main parts comprising the BUS triangle, society and the user benefit from UD products, systems and environments, however, the business sector, consisting of manufacturers and companies asked to develop the requested UD solutions, must calculate their costs with higher margins than for modular based or mainstream technology products. The time to get to break-even in these projects is many times longer, due to the unstable and complex development circumstances. Consequently, support from society, both in financial terms and in improving competence in industry, is essential to ensure that new methods for product development become known and practised for the creation of UD products, systems and environments. [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] Acknowledgements Without the financial support from SVID (Swedish Association for Industrial Designers) and from Nutek/ Norsk Innovation the project would not have come to an end with a product ready for an international market. 169 [20] [21] M.M. Andreasen and L. Hein, Integrated Product Development, Springer Verlag, Berlin, 1987. E. Bj¨ork, “Insider Action Research Applied on Development of Assistive Products”, PhD thesis, Otto-von-GuerickeUniversity, Magdeburg, Gerrmany, 2003. E. Bj¨ork and S. 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