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TECHNOLOGY•ENCE•RESE185 
SCIISIONS•ARCH HIGHLIGHV •TS 
Virtual prototyping in 
human-machine 
interaction design 
Susanna Aromaa | Simo-Pekka Leino | 
Juhani Viitaniemi
VTT TECHNOLOGY 185 
Virtual prototyping in human-machine 
interaction design 
Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi 
VTT
ISBN 978-951-38-8155-9 (Soft back ed.) 
ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp) 
VTT Technology 185 
ISSN-L 2242-1211 
ISSN 2242-1211 (Print) 
ISSN 2242-122X (Online) 
Copyright © VTT 2014 
JULKAISIJA – UTGIVARE – PUBLISHER 
VTT 
PL 1000 (Tekniikantie 4 A, Espoo) 
02044 VTT 
Puh. 020 722 111, faksi 020 722 7001 
VTT 
PB 1000 (Teknikvägen 4 A, Esbo) 
FI-02044 VTT 
Tfn +358 20 722 111, telefax +358 20 722 7001 
VTT Technical Research Centre of Finland 
P.O. Box 1000 (Tekniikantie 4 A, Espoo) 
FI-02044 VTT, Finland 
Tel. +358 20 722 111, fax +358 20 722 7001 
Cover image: Jaakko Karjalainen, VTT 
Grano Oy, Kuopio 2014
Preface 
This publication is part of the EFFIMA-LEFA research project under FIMECC (Finn-ish 
Metals and Engineering Competence Cluster) (2009–2014) funded by Tekes – 
the Finnish Funding Agency for Innovation. The main target of the project was to 
take a significant step towards user-centred R&D of mobile machines. User-centred 
R&D is made possible in particular by developing real-time virtual environments and 
simulators. User-centred R&D improvements enable usability, safety and life cycle 
efficiency to be achieved. 
The research partners were Lappeenranta University of Technology/Lab of Intelli-gent 
Machines (project leader), VTT Technical Research Centre of Finland and 
Tampere University of Technology/EDE. Industry partners were Sandvik Mining and 
Construction Oyj, Cargotec Finland Oyj, MeVEA Oy and Savant Simulators. 
This publication is based on VTT’s research work with Sandvik and Cargotec dur-ing 
the project. Some material has also been collected in the projects ManuVAR 
“Manual work support throughout system life cycle by exploiting virtual and aug-mented 
reality” in the European Commission's Seventh Framework Programme 
FP7/2007–2013 under grant agreement 211548 and COFEX “Cabin of the future – 
user experience” in the eEngineering programme funded by VTT. 
3
Contents 
Preface ................................................................................................................. 3 
1. Introduction .................................................................................................... 5 
2. Virtual prototyping framework ....................................................................... 6 
3. Benefits of virtual prototyping ....................................................................... 8 
3.1 Case example: Time savings by using virtual prototyping ........................... 9 
3.2 Case example: Human factors and ergonomic improvements by using 
virtual prototyping ................................................................................... 11 
3.3 Case example: Enhancing the designer experience by using virtual 
prototyping ............................................................................................. 11 
4. Virtual prototyping implementation to company use .................................. 12 
4.1 Case example: A company’s maturity level .............................................. 14 
5. Virtual prototyping in design review ............................................................ 15 
5.1 Case example: Challenges in virtual prototyping design review 
preparation ............................................................................................. 17 
Acknowledgements ........................................................................................... 20 
References ......................................................................................................... 21 
4
1. Introduction 
In recent years the use of virtual prototyping (VP) has increased in the product 
development process. The understanding of the advantages of VP, especially in 
human-machine interaction design, has initialised efforts made by companies. In 
addition, virtual prototyping technologies (software and hardware) are easily avail-able 
and the prices have come down. Nevertheless, there is a need for a better 
understanding of what VP really is, how it is used, how it changes the production 
processes and how it differs from physical prototyping, for example. Companies 
do not necessary know how to use VP technologies effectively, and for that reason 
they don’t gain the full potential from VP. 
This publication presents the work that has been done by VTT in the research 
project called LEFA “New Generation Human-Centered Design Simulators for Life 
Cycle Efficient Mobile Machines”. The work was funded by Tekes – the Finnish 
Funding Agency for Innovation and was carried out under FIMECC (Finnish Met-als 
and Engineering Competence Cluster). In addition, some prior material was 
collected in the ManuVAR project, “Manual work support throughout system lifecy-cle 
by exploiting virtual and augmented reality”, part of the European Commis-sion’s 
Seventh Framework Programme FP7/2007–2013 under grant agreement 
211548, and the COFEX project, “Cabin of the future – user experience”, part of 
the eEngineering programme funded by VTT. 
The publication unites and concludes the research carried out about VP during 
the LEFA project. A small part of the material has been published during this pro-ject 
in conferences (see references) and a major part of the material is un-published 
as such. Initially, the VP framework is described. Next the advantages 
and benefits that are acknowledged to have come from VP are presented. Thirdly, 
VP implementation into company use is illustrated; and finally, the application of 
VP during the design review is represented (see Figure 1). 
Figure 1. Structure of the publication. 
5
2. Virtual prototyping framework 
This chapter presents the terminology 
that is used in our research when 
discussing virtual environments and 
virtual prototyping, and our proposal 
for the virtual prototyping framework. 
The research in the area of the reali-ty- 
virtuality continuum lacks sufficient 
standardisation. For that reason there 
are many different specifications and 
definitions regarding virtual prototyp-ing. 
6 
The definition used in this paper 
is based on Wang’s (2002) definition: 
“A virtual prototype, or digital mock-up, 
is a computer simulation of a 
physical product that can be presented, analysed and tested by concerned prod-uct 
life cycle aspects such as design/engineering, manufacturing, service, and 
recycling as if a real physical model. The construction and testing of a virtual pro-totype 
is called virtual prototyping.” Our research into VP is focused on the area of 
human-machine interaction design. Therefore, this publication does not consider 
VP without human interaction, e.g. the simulation of multi-body system dynamics. 
We propose a framework for virtual prototyping in human-machine interaction 
design to be able to systematically construct and test virtual prototypes. The VP 
framework (Figure 2) is based on theories, literature review and our previous re-search 
work. The main theory applied was Engeström’s activity theory (1987; 
2000; & Toiviainen 2011), based on the cultural-historical activity theory research 
by Vygotsky (1978) and Leont’ev (1978). Activity theory is most often used to 
describe actions in a socio-technical system through six related elements: object, 
subject, community, tools, division of labour and rules. In the framework, the sub-ject 
is human, tools (or mediated artefacts) are the interface (virtual environment 
and virtual reality), and the object is the system model (Figure 2). In addition, 
theories such as domain theory (Andreasen, 1992), theory of technical systems 
(Hubka & Eder, 1988), and the VE definition by Kalawsky (1993) were used as 
background knowledge. Moreover, other attempts to define and structure the use 
of virtual prototypes in human-centred design have been made (Wang, 2002;
Ferrise et al., 2012; Mahdjoub et al., 2013; Ordaz-Hernandez et al., 2007). These 
approaches have some differences but what is common in these papers is that 
there is a need to have interaction/interface modules defined when using VP. 
Wang (2002) refers to this as “a human-product interaction model”. 
Figure 2. The framework for virtual prototyping in human-machine interaction is a 
combination of human, interface and system model elements. The human inter-acts 
with the system model through the interface. In addition, the test model ele-ment 
evaluates the design. 
The structure of the virtual prototyping framework is based on the human, inter-face 
and system model elements (Figure 2). Humans have needs, goals, tasks 
and activities when interacting with the machine. In real life, humans have direct 
interaction with an object or a product. In VP, the human has indirect interaction 
with the system model through the mediated artefacts or tools, which are referred 
to here as the interface. In the interface element, the virtual environment (VE) 
uses virtual reality (VR) technologies to provide human with the means of 
manipulation and sensory modalities (Kalawsky, 1993). In practice, it means that 
humans are able to navigate in the VE (e.g. move from one place to another), 
manipulate objects (e.g. steer the steering wheel) and get sensory feedback (e.g. 
visual or audio). The system model does not illustrate only the model of the 
product but it also includes other related models such as the environment and 
digital human models (avatars). Models have static characteristics (e.g. walls, 
colours) and dynamic characteristics (e.g. moving parts). There are relationships 
between the system model’s static and dynamic characteristics with the interface’s 
means of manipulation and sensory modalities, e.g. a human can pick up the part 
and move it in the VE by using a dataglove. In addition, test-related models (e.g. 
recording time, measuring distances) are needed in VP for the evaluation of the 
design. 
7
3. Benefits of virtual prototyping 
How are products best designed that users accept well and are willing to use? 
How do we make products that are better than those of our competitors? Virtual 
prototyping is one approach to improving design engineering and products. Ac-cording 
to Ma et al. (2011) and Bordegoni et al. (2009), VP is particularly useful in 
the assessment of interaction systems used by users. The main benefits of VP are 
the reduced time-to-market, reduced costs, knowledge sharing and user participa-tion 
(Aromaa et al., 2012; Aromaa et al., 2013a). The advantages and benefits of 
VP from three different beneficiary points of view – company/business, manag-ers/ 
designers and users/operators – are listed in Table 1. 
Table 1. Advantages and benefits of virtual prototyping categorised by beneficiaries. 
Beneficiaries Advantages and benefits of the virtual prototyping 
Company/Business x Reduced costs 
x Reduced time-to-market 
x Reduced number of physical prototypes 
x Increased productivity 
x Better quality and customer satisfaction 
x Improved competitiveness 
x Efficient product process 
Managers/Designers x Better PLM/PDM management 
x Information and knowledge sharing 
x Understanding of complex product data 
x Enhancement of designers’ experience 
x Design decision-making and learning 
x Easy design fault recognition 
x Early testing and analysis 
x Easy to consider features in different life cycle phases 
x Possible to conduct futuristic concept tests 
x Easy to evaluate safety critical tasks 
Users/Operators x User participation 
x Better user requirements definition 
x Realistic experience by visualisation and immersion 
x Natural interaction 
x Better user acceptance 
x Improved operator safety and comfort 
x Improved usability and ergonomics 
8
Companies can benefit from virtual prototyping in terms of reduced costs, time-to-market 
and number of physical prototypes. Fewer physical prototypes mean less 
time and money spent on ordering and buying parts for the prototypes. In addition, 
VP can also increase productivity, quality and customer satisfaction, and therefore 
improve competitiveness. 
Managers, designers and other stakeholders in the company can benefit from 
VP in the form of more efficient processes and better PLM/PDM management. By 
using illustrative VP, it makes it easier to share information and knowledge, and 
therefore also improve the understanding of complex product data. In addition, it 
can enhance the designer’s experience of product design, and improve decision-making 
and early design fault recognition. The use of VP makes it easy to consid-er 
different life cycle phases in the early product design phase (e.g. it is possible to 
evaluate, with the same virtual prototype, the assembly worker’s task, the opera-tor’s 
task and the maintenance worker’s task). Moreover, virtual prototyping is a 
safe environment to test critical tasks or to illustrate futuristic concept ideas that do 
not exist yet. 
Users/operators are one group that benefits from the use of VP. It allows users 
to participate and validate their product design as early as in the initial phases and 
it can help in the user requirements gathering phase. Because of the visual and 
immersive nature of VP, it is easier for the user to interact with and test proto-types. 
Due to this user participation during the design process, it is possible to 
achieve better products (e.g. usability, ergonomics, safety, comfort) and user 
acceptance. 
3.1 Case example: Time savings by using virtual prototyping 
In this case, VP was used for the testing and analysis assembly task (Figure 3). 
The test session revealed that an assembly worker did not have enough space to 
assemble an engine. In the initial plan, the first step in the assembly order was to 
put the tank into its place as early as possible. This would cause the worker to 
perform the assembly in a limited space between the tank and the engine. By 
changing the assembly order and adding a simple supportive structure, it was 
possible to give the assembly worker more working space (Aromaa et al., 2012). 
9
Figure 3. Using virtual prototyping for testing and analysing an assembly task. 
Figure 4 illustrates this case example, where the use of virtual simulators rather 
than traditional engineering shifts the actual, physical system towards an earlier 
commercial product launch. It enables earlier and better decision-making based 
on earlier evaluation and validation of user and other stakeholder requirements, 
and verification of combined multidisciplinary design solutions with fewer engineer-ing 
changes during product development and, therefore, faster time-to-market. 
Experiences from our partners show that the impacts are real. 
Figure 4. The amount of physical prototypes can be decreased by using virtual 
prototyping. 
10
3.2 Case example: Human factors and ergonomic 
improvements by using virtual prototyping 
To carry out a human factors and ergonomics (HFE) assessment, a VP design 
review meeting was held. The purpose of the study was to review a cab design 
from the following perspectives: operator’s field of view, safety bars outside the 
front window, and controls in the driving position. During the design review, the 
model of the cab was provided in the VE. People from areas such as design, 
maintenance, safety and usability were represented. One person acted as an 
operator while others could observe the operator and the cab model in the 
screens. Some visibility, layout and space issues were detected, and one of the 
safety bar solutions was selected. (Aromaa et al., 2014.) 
3.3 Case example: Enhancing the designer experience by 
11 
using virtual prototyping 
In this case, the goal was to compare the user’s field of view and task visibility in 
crane cab design. Different design solutions were tested, such as different cab 
locations and the use of different camera views. A designer with driving experi-ence 
sat on a chair on top of the motion platform with shutter glasses on and per-formed 
the task. His levels of visibility were exactly the same as what the user 
would have. Other participating stakeholders were able to see the broader angle 
of events on the screens and they could also observe the designer performing the 
task. The company made their decisions about the design based on discussions 
and findings. (Aromaa & Helin, 2011.)
4. Virtual prototyping implementation to 
12 
company use 
The potential of virtual prototyping in product design has still not been fully adopt-ed 
in practice in industry, especially in the context of socio-technical system de-sign. 
Based on a literature review (Leino & Riitahuhta, 2012) the main gaps relate 
to a lack of practical and adapted implementations of human-centred design, the 
integration of virtual engineering into product processes, bi-directional data and 
information flows between virtual engineering applications and data management 
systems (product data management [PDM]/product life cycle management [PLM]), 
and a lack of sufficient methods, tools and infrastructure for managing company 
content and knowledge (Aromaa et al., 2013b). 
During the LEFA project, many challenges occurred in the implementation of 
VP. Users’ attitudes towards VR technology can be negative because they have 
fears and resistance towards new technologies, and the benefits are not always 
visible to them. Therefore, they do not accept the technology. In addition, there 
might be a lack of resources in implementing the VP. Challenges can also derive 
from the technology itself, such as the fact that model updates are not easy to do, 
the fidelity of VP, and the use of new interaction technologies (e.g. head-mounted 
display, haptics). It might be that a company does not have a sufficiently systemat-ic 
approach to apply concept design and it does not have a clear plan on how to 
implement VP from the very early stages (Aromaa et al., 2013b). 
A maturity model was constructed in the LEFA project to improve VP implemen-tation 
in companies (Aromaa et al., 2013b). The categories described in the ma-turity 
model (Table 2) are based on the company cases that resulted from the 
project, our previous experience, findings from the literature, approaches/theories 
such as Porter’s value chain model (1985) and Hubka and Eder’s design theory 
(1988), and relevant guidelines from systems engineering (ISO/IEC 15288, 2008). 
Moreover, Ameri’s and Dutta’s (2005) definition of PLM as a business solution that 
integrates organisations, processes, methods, models, IT tools and product-related 
information was used. The maturity model includes eight VP implementa-tion 
categories and five maturity levels, from which the optimal level is illustrated in 
Table 2.
Table 2. Virtual prototyping implementation categories. 
13 
Virtual prototyping implementation 
categories (Aromaa et al., 2013b) 
Optimal maturity level 
Management understands the 
business impacts and 
opportunities 
x Benefits and business impacts from virtual 
prototyping are fully known 
x Value of virtual prototyping for business is 
recognised 
Definition of product process, 
including life cycle 
x Processes are defined in detail and 
implemented in company use 
x Methods and tools for processes are defined 
x Processes are refined and iterated to the level of 
best practice 
Description of virtual prototyping in 
the product process 
x The use of virtual prototyping as part of the 
processes is managed 
x The methods and tools of virtual prototyping are 
embedded in daily practices 
Level of virtual prototyping 
technology used 
x Flexible virtual prototyping system that supports 
several design purposes and design needs 
Data flow and quality x Implemented efficient bi-directional model 
pipeline 
x Includes information modelling and integration 
with PDM/PLM 
Support from enterprise 
infrastructure 
x Dynamic infrastructure perfect for virtual 
prototyping 
x Dedicated facilities for virtual prototyping 
Human resources for virtual 
prototyping technology 
management 
x Nominated persons are responsible for the 
system’s use 
x The whole company knows the system at a 
general level and how it can be used in their 
work 
Attitudes and motivations in 
enterprise culture and organisation 
x The whole company sees the potential and 
benefits of VP use 
x Active organisation culture of knowledge 
creation around VP 
x Company promotes use externally 
x The value network model is defined 
The first category in the maturity model contains the company and management 
understanding of the business impact and opportunities that the use of VP can 
create. Companies need to have product processes described and implemented, 
and VP described as a part of those processes. The level and fidelity of the tech-nology 
should be at such a level that it supports the VP purposes. Managing data 
flows and quality is also important: efficient bi-directional model pipeline, infor-mation 
modelling and integration with PDM/PLM. Proper infrastructure and dedi-cated 
facilities enable the use of VP. Human resources for managing the use of 
VP and the use of technologies is also required. In addition, the organisation’s
culture should support the VP approach (e.g. attitudes and motivations towards 
the VP) (Aromaa et al., 2013b). 
4.1 Case example: A company’s maturity level 
Figure 5 presents an example of an assessed maturity level of a company that 
uses the VP maturity model categories listed in Table 2. Maturity was assessed in 
the machine manufacturer company during the workshop. Categories are evaluat-ed 
using a five-step scale, where five is the optimal level and one is the lowest 
14 
level of maturity. 
Figure 5. Illustrative figure depicting the virtual prototyping maturity level of the 
company. 
The company had a good level of maturity for implementing VP at the product 
process level because it was adopted in the PLM implementation. It had also 
invested in VP technology and therefore it was also at a good level with this. The 
maturity of human resources, enterprise infrastructure and enterprise culture and 
organisation were at a medium level. Understanding of the business impacts and 
opportunities and VP processes were at a lower level. After the maturity assess-ment, 
the company was able make a plan as to how to develop VP in the future 
and decide on the checkpoints at which to assess the maturity again. In Figure 5 
there are only seven categories due to the fact that the data flow and quality cate-gory 
was added to the maturity model after the case (cf. Table 2).
5. Virtual prototyping in design review 
Design reviews facilitate the assessment of the status of the design against the 
input requirements; provide recommendations for improving the product or pro-cess, 
and guide towards appropriate actions. It is primarily intended to provide 
verification of the work of the design development team and thus design reviews 
should be considered as a confirmation and refining procedure and not a creative 
one. (IEC 61160, 2005.) 
The objectives of a design review include (IEC 61160, 2005): 
x Assessing whether the proposed solution meets the design input require-ments 
x Assessing whether the proposed solution is the most robust, efficient and 
effective solution to achieve the product requirements 
x Providing recommendations as required for achieving the design input re-quirements 
x Assessing the status of the design in terms of the completeness of the 
15 
drawings and specifications 
x Assessing the evidence to support the verification of the design performance 
x Proposing improvements. 
According to Seth et al. (2011), in human-machine interaction design expert as-sembly 
planners typically use traditional approaches in which the three-dimensional 
(3D) CAD models of the parts to be assembled are examined on two-dimensional 
(2D) computer screens in order to assess part geometry and deter-mine 
assembly sequences. There is often a lack of demonstrative and interactive 
interface between the reviewers and the design model, in order to be able to test 
the human-machine interaction in a natural way. Huet et al. (2007) and Verlinden 
et al. (2009) say that the organisation of the procedures for gathering, recording 
and sharing knowledge are usually not well organised or arranged because the 
importance of the reviews for the quality, usability, manufacturing and costs of the 
final product is not clearly seen. 
As stated earlier, the preparation of the VP design review session (Figure 6) is 
different to the use of the physical prototype: there is a need for the preparation
and development of the interface element (Figure 2). Therefore, the VP design 
review preparation procedure to support this process was developed during this 
research project. The approach was based on the research that was performed 
before and theoretical backgrounds such as domain theory (Andreasen, 1992), 
theory of technical systems (Hubka & Eder, 1988), activity theory (Vygotsky, 1978) 
and VE definition by Kalawsky (1993). In addition, other literature and material 
such as “Review of complex system lifecycle design” (Granholm et al., 2013) and 
systems engineering V-model were used. 
Figure 6. Virtual prototyping design review session with design team and other 
stakeholders. 
The preparation procedure for a virtual prototyping design review includes the 
stages shown in Figure 7. First there is a need to have an understanding of the 
product development project phase and maturity of the design (e.g. concept phase 
vs. detailed design phase). Next it is important to have a goal defined for the de-sign 
review. System model content includes information about the models such as 
the product model and the environment model, and the activities that these should 
perform. Model characteristics refer to a model’s dynamic and static characteris-tics. 
Interface characteristics are sensory modalities and means of manipulation 
within VE. Test-related models include methods and tools to evaluate the design. 
Several actors are needed to prepare and attend the VP design review, so it is 
important that there is a common share of understanding and information all the 
way through this process. 
16
Figure 7. Process for the virtual prototyping design review preparation. 
5.1 Case example: Challenges in virtual prototyping design 
17 
review preparation 
This section describes one example of the VP design review that was successful 
at a general level. Nevertheless, it lacked good communication in terms of sharing 
the common understanding during the preparation phase. The case example is 
from the machine cab design, where the visibility and control layouts were evalu-ated. 
A designer provided the 3D CAD model of the machine cab to the VR expert, 
who processed it and prepared the model for the design review. In the design 
review, eleven people from different responsibility areas such as design, mainte-nance, 
safety and usability were in attendance. In general, the design review pro-vided 
many development suggestions and supported decision-making, but with 
more organised and effective practices, better results could have been gained. 
Table 3 describes the shortfalls and consequences resulting from the poor 
preparation in this case. These are categorised based on the steps (Figure 7). The 
main reason for the inefficient preparation was the lack of sufficient communica-tion. 
There was communication during the case but not enough to achieve a 
common understanding about the goals and models. The main consequences 
were waste of time and the lack of high-grade design decisions based on the best 
possible facts.
Table 3. Case example of challenges occurred during the virtual prototyping de-sign 
review preparation. Challenges are categorised based on the virtual prototyp-ing 
design review preparation procedure. 
18 
Preparation 
steps 
Lack in preparation Consequence 
Project phase 
and design 
maturity 
Current project 
phase was not 
discussed in detail 
Not understanding the 
maturity of the model 
e.g. which things are 
still changeable in the 
model 
Waste of time due 
to unproductive 
discussions 
Goal of the 
design review 
Understanding of the 
goal at a detailed 
level was not 
achieved 
Not all the aspects that 
affect visibility were 
defined in detail e.g. the 
seating height 
No facts for the 
visibility decisions 
System model 
content 
The context of the 
use was not fully 
understood 
Not understanding the 
importance of visibility 
of the operator’s whole 
body in the VE, only 
legs or hands were 
provided 
Operator was not 
able to see his body 
well enough in the 
VE when evaluating 
legroom and reach-ability. 
No facts for the 
decision on the 
amount of legroom 
Model 
characteristics 
Model’s dynamic and 
static characteristics 
were not discussed 
in detail. There were 
not enough discus-sions 
between differ-ent 
people 
There were no pre-defined 
places for some 
model parts in VE e.g. 
for the two different 
seat locations 
Waste of time due 
to changing chair 
position manually 
No decision based 
on facts, because 
the chair was not 
necessarily in the 
right position 
Some visual feed-back 
was missing 
from the system 
model 
Part of the machine 
model was missing 
Visibility was not 
able to be evaluat-ed 
in that direction 
where part of ma-chine 
was missing 
Interface 
characteristics 
No modalities ap-plied 
other than 
visuals, e.g. haptics 
was not included 
Not able to sense 
where the cab walls 
and controls are 
without haptics 
It was not possible 
to evaluate available 
space accurately 
Test-related 
models 
Special test-related 
model was not pre-pared 
Not understanding the 
importance of the 
measuring distances 
when evaluating leg-room 
or controls layout 
It was not possible 
to measure 
distances in VE 
easily and quickly 
Successful and 
efficient design 
review 
Within these goals the review was successful only insofar as giving 
some rough estimates on how things currently are with product design.
The project phase and design maturities of different design items are important for 
knowledge sharing during the design review. In addition, this step reveals deci-sions 
that have already been made, e.g. the size of the touchscreen that cannot 
be changed anymore. In this case the discussion on the screen size was useless 
and a waste of time because the screen had already been selected. The screen 
was blocking the visibility but the only solution was to move and rotate it to im-prove 
19 
the field of view. 
The definition of the virtual prototyping design review goal allows all participants 
to get into the right state of mind when they prepare themselves and attend the 
meeting. Everyone knows why they are attending and what is expected of them. In 
addition, this affects the preparation of the model and the virtual environment for 
the design review. If the goal is a little unclear it directly affects the system model 
content definition, such as if the user wants to test the legroom and reachability, a 
human model needs to be provided or at least related body parts are needed. In 
this case it was not possible to evaluate the legroom properly. 
It is important to prepare a model’s dynamic and static characteristics before 
the design review. In addition, the level of system model details needs to be 
known to be able to fulfil the goals of the design review. In this case there were not 
enough discussions with the VR expert who was preparing the system model for 
the VE. One specific issue was that the operator needed to sit in two different 
locations in the cab during the operations. Nevertheless, there were no pre-defined 
places for the two seat locations and time was wasted due to changing the 
seat position manually during the design review. In addition, it was difficult to en-sure 
that the seat was in the correct position. 
In this case there were not many requirements for interaction with the model. 
The goal was more to visually evaluate the machine model, but the lack of sensory 
feedback did affect the evaluation of the cab space and control layout. Without the 
haptics, the user was not able to accurately evaluate the available space. 
Because the review was carried out based on the visual experience test, related 
models were not build. Even so, there could have been some test models for the 
visibility evaluation and for the measuring distances, e.g. measuring tape for the 
layout of the controls and for the legroom when changing the control panel location.
Acknowledgements 
The main work was funded by Tekes – the Finnish Funding Agency for Innovation 
and VTT, and carried out under the EFFIMA-LEFA research project under 
FIMECC (Finnish Metals and Engineering Competence Cluster). Some results 
from the ManuVAR project in the European Commission’s Seventh Framework 
Programme FP7/2007–2013 under grant agreement 211548 were also represent-ed. 
The authors are grateful to all researchers and company representatives who 
have contributed to and supported the work presented in this publication. 
20
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23
Series title and number 
VTT Technology 185 
Title Virtual prototyping in human-machine interaction 
design 
Author(s) Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi 
Abstract In recent years, the use of virtual prototyping (VP) has increased in industry. 
Nevertheless, the potential of VP in product development has still not been fully 
achieved in practice. Companies do not necessary know how to use VP 
technologies and for that reason they are not able to achieve all the benefits. This 
publication presents the work that has been done by VTT, mainly in the research 
project called LEFA "New Generation Human-Centered Design Simulators for 
Life Cycle Efficient Mobile Machines", addressing VP in human-machine 
interaction design. The purpose is to describe what VP means, what benefits can 
be achieved, and how companies can use VP in practice. This publication 
improves the understanding of VP and can be used as a guideline by companies. 
ISBN, ISSN ISBN 978-951-38-8155-9 (Soft back ed.) 
ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp) 
ISSN-L 2242-1211 
ISSN 2242-1211 (Print) 
ISSN 2242-122X (Online) 
Date September 2014 
Language English, Finnish abstract 
Pages 23+ p. 
Name of the project LEFA New Generation Human-Centered Design Simulators for Life Cycle 
Efficient Mobile Machines 
Commissioned by Fimecc (EFFIMA program), Tekes 
Keywords virtual prototyping, human-machine interaction, design 
Publisher VTT Technical Research Centre of Finland 
P.O. Box 1000, FI-02044 VTT, Finland, Tel. 020 722 111
Julkaisun sarja ja numero 
VTT Technology 185 
Nimeke Virtuaaliprototypointi ihminen-kone 
–vuorovaikutuksen suunnittelussa 
Alaotsikko 
Tekijä(t) Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi 
Tiivistelmä Virtuaaliprototypoinnin (VP) käyttö on lisääntynyt viime vuosina teollisuudessa. 
Siitä huolimatta 
kaikkea hyötyä VP:n käytöstä ei ole pystytty saavuttamaan. Tässä julkaisussa 
esitellään 
VTT:n projektissa LEFA "New Generation Human-Centered Design Simulators for 
Life Cycle Efficient Mobile Machines" tekemää tutkimustyötä ja johtopäätöksiä. 
Tutkimustyössä on keskitytty erityisesti VP:n käyttöön ihminen–kone-vuorovaikutuksessa. 
Tarkoituksena on kuvata, mitä VP tarkoittaa, mitä potentiaalisia hyötyjä VP:stä 
voidaan saavuttaa ja kuinka sitä voidaan hyödyntää käytännössä. Julkaisu lisää 
ymmärrystä VP:n käytöstä, ja yritykset voivat hyödyntää sitä ohjeena. 
ISBN, ISSN ISBN 978-951-38-8155-9 (nid.) 
ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp) 
ISSN-L 2242-1211 
ISSN 2242-1211 (Painettu) 
ISSN 2242-122X (Verkkojulkaisu) 
Julkaisuaika Syyskuu 2014 
Kieli Englanti, suomenkielinen tiivistelmä 
Sivumäärä 23+ s. 
Projektin nimi LEFA New Generation Human-Centered Design Simulators for Life Cycle 
Efficient Mobile Machines 
Rahoittajat Fimecc (EFFIMA program), Tekes 
Avainsanat virtual prototyping, human-machine interaction, design 
Julkaisija VTT 
PL 1000, 02044 VTT, puh. 020 722 111

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Virtual prototyping in human-machine interaction design. Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi. VTT Technology 185

  • 1. TECHNOLOGY•ENCE•RESE185 SCIISIONS•ARCH HIGHLIGHV •TS Virtual prototyping in human-machine interaction design Susanna Aromaa | Simo-Pekka Leino | Juhani Viitaniemi
  • 2.
  • 3. VTT TECHNOLOGY 185 Virtual prototyping in human-machine interaction design Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi VTT
  • 4. ISBN 978-951-38-8155-9 (Soft back ed.) ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp) VTT Technology 185 ISSN-L 2242-1211 ISSN 2242-1211 (Print) ISSN 2242-122X (Online) Copyright © VTT 2014 JULKAISIJA – UTGIVARE – PUBLISHER VTT PL 1000 (Tekniikantie 4 A, Espoo) 02044 VTT Puh. 020 722 111, faksi 020 722 7001 VTT PB 1000 (Teknikvägen 4 A, Esbo) FI-02044 VTT Tfn +358 20 722 111, telefax +358 20 722 7001 VTT Technical Research Centre of Finland P.O. Box 1000 (Tekniikantie 4 A, Espoo) FI-02044 VTT, Finland Tel. +358 20 722 111, fax +358 20 722 7001 Cover image: Jaakko Karjalainen, VTT Grano Oy, Kuopio 2014
  • 5. Preface This publication is part of the EFFIMA-LEFA research project under FIMECC (Finn-ish Metals and Engineering Competence Cluster) (2009–2014) funded by Tekes – the Finnish Funding Agency for Innovation. The main target of the project was to take a significant step towards user-centred R&D of mobile machines. User-centred R&D is made possible in particular by developing real-time virtual environments and simulators. User-centred R&D improvements enable usability, safety and life cycle efficiency to be achieved. The research partners were Lappeenranta University of Technology/Lab of Intelli-gent Machines (project leader), VTT Technical Research Centre of Finland and Tampere University of Technology/EDE. Industry partners were Sandvik Mining and Construction Oyj, Cargotec Finland Oyj, MeVEA Oy and Savant Simulators. This publication is based on VTT’s research work with Sandvik and Cargotec dur-ing the project. Some material has also been collected in the projects ManuVAR “Manual work support throughout system life cycle by exploiting virtual and aug-mented reality” in the European Commission's Seventh Framework Programme FP7/2007–2013 under grant agreement 211548 and COFEX “Cabin of the future – user experience” in the eEngineering programme funded by VTT. 3
  • 6. Contents Preface ................................................................................................................. 3 1. Introduction .................................................................................................... 5 2. Virtual prototyping framework ....................................................................... 6 3. Benefits of virtual prototyping ....................................................................... 8 3.1 Case example: Time savings by using virtual prototyping ........................... 9 3.2 Case example: Human factors and ergonomic improvements by using virtual prototyping ................................................................................... 11 3.3 Case example: Enhancing the designer experience by using virtual prototyping ............................................................................................. 11 4. Virtual prototyping implementation to company use .................................. 12 4.1 Case example: A company’s maturity level .............................................. 14 5. Virtual prototyping in design review ............................................................ 15 5.1 Case example: Challenges in virtual prototyping design review preparation ............................................................................................. 17 Acknowledgements ........................................................................................... 20 References ......................................................................................................... 21 4
  • 7. 1. Introduction In recent years the use of virtual prototyping (VP) has increased in the product development process. The understanding of the advantages of VP, especially in human-machine interaction design, has initialised efforts made by companies. In addition, virtual prototyping technologies (software and hardware) are easily avail-able and the prices have come down. Nevertheless, there is a need for a better understanding of what VP really is, how it is used, how it changes the production processes and how it differs from physical prototyping, for example. Companies do not necessary know how to use VP technologies effectively, and for that reason they don’t gain the full potential from VP. This publication presents the work that has been done by VTT in the research project called LEFA “New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines”. The work was funded by Tekes – the Finnish Funding Agency for Innovation and was carried out under FIMECC (Finnish Met-als and Engineering Competence Cluster). In addition, some prior material was collected in the ManuVAR project, “Manual work support throughout system lifecy-cle by exploiting virtual and augmented reality”, part of the European Commis-sion’s Seventh Framework Programme FP7/2007–2013 under grant agreement 211548, and the COFEX project, “Cabin of the future – user experience”, part of the eEngineering programme funded by VTT. The publication unites and concludes the research carried out about VP during the LEFA project. A small part of the material has been published during this pro-ject in conferences (see references) and a major part of the material is un-published as such. Initially, the VP framework is described. Next the advantages and benefits that are acknowledged to have come from VP are presented. Thirdly, VP implementation into company use is illustrated; and finally, the application of VP during the design review is represented (see Figure 1). Figure 1. Structure of the publication. 5
  • 8. 2. Virtual prototyping framework This chapter presents the terminology that is used in our research when discussing virtual environments and virtual prototyping, and our proposal for the virtual prototyping framework. The research in the area of the reali-ty- virtuality continuum lacks sufficient standardisation. For that reason there are many different specifications and definitions regarding virtual prototyp-ing. 6 The definition used in this paper is based on Wang’s (2002) definition: “A virtual prototype, or digital mock-up, is a computer simulation of a physical product that can be presented, analysed and tested by concerned prod-uct life cycle aspects such as design/engineering, manufacturing, service, and recycling as if a real physical model. The construction and testing of a virtual pro-totype is called virtual prototyping.” Our research into VP is focused on the area of human-machine interaction design. Therefore, this publication does not consider VP without human interaction, e.g. the simulation of multi-body system dynamics. We propose a framework for virtual prototyping in human-machine interaction design to be able to systematically construct and test virtual prototypes. The VP framework (Figure 2) is based on theories, literature review and our previous re-search work. The main theory applied was Engeström’s activity theory (1987; 2000; & Toiviainen 2011), based on the cultural-historical activity theory research by Vygotsky (1978) and Leont’ev (1978). Activity theory is most often used to describe actions in a socio-technical system through six related elements: object, subject, community, tools, division of labour and rules. In the framework, the sub-ject is human, tools (or mediated artefacts) are the interface (virtual environment and virtual reality), and the object is the system model (Figure 2). In addition, theories such as domain theory (Andreasen, 1992), theory of technical systems (Hubka & Eder, 1988), and the VE definition by Kalawsky (1993) were used as background knowledge. Moreover, other attempts to define and structure the use of virtual prototypes in human-centred design have been made (Wang, 2002;
  • 9. Ferrise et al., 2012; Mahdjoub et al., 2013; Ordaz-Hernandez et al., 2007). These approaches have some differences but what is common in these papers is that there is a need to have interaction/interface modules defined when using VP. Wang (2002) refers to this as “a human-product interaction model”. Figure 2. The framework for virtual prototyping in human-machine interaction is a combination of human, interface and system model elements. The human inter-acts with the system model through the interface. In addition, the test model ele-ment evaluates the design. The structure of the virtual prototyping framework is based on the human, inter-face and system model elements (Figure 2). Humans have needs, goals, tasks and activities when interacting with the machine. In real life, humans have direct interaction with an object or a product. In VP, the human has indirect interaction with the system model through the mediated artefacts or tools, which are referred to here as the interface. In the interface element, the virtual environment (VE) uses virtual reality (VR) technologies to provide human with the means of manipulation and sensory modalities (Kalawsky, 1993). In practice, it means that humans are able to navigate in the VE (e.g. move from one place to another), manipulate objects (e.g. steer the steering wheel) and get sensory feedback (e.g. visual or audio). The system model does not illustrate only the model of the product but it also includes other related models such as the environment and digital human models (avatars). Models have static characteristics (e.g. walls, colours) and dynamic characteristics (e.g. moving parts). There are relationships between the system model’s static and dynamic characteristics with the interface’s means of manipulation and sensory modalities, e.g. a human can pick up the part and move it in the VE by using a dataglove. In addition, test-related models (e.g. recording time, measuring distances) are needed in VP for the evaluation of the design. 7
  • 10. 3. Benefits of virtual prototyping How are products best designed that users accept well and are willing to use? How do we make products that are better than those of our competitors? Virtual prototyping is one approach to improving design engineering and products. Ac-cording to Ma et al. (2011) and Bordegoni et al. (2009), VP is particularly useful in the assessment of interaction systems used by users. The main benefits of VP are the reduced time-to-market, reduced costs, knowledge sharing and user participa-tion (Aromaa et al., 2012; Aromaa et al., 2013a). The advantages and benefits of VP from three different beneficiary points of view – company/business, manag-ers/ designers and users/operators – are listed in Table 1. Table 1. Advantages and benefits of virtual prototyping categorised by beneficiaries. Beneficiaries Advantages and benefits of the virtual prototyping Company/Business x Reduced costs x Reduced time-to-market x Reduced number of physical prototypes x Increased productivity x Better quality and customer satisfaction x Improved competitiveness x Efficient product process Managers/Designers x Better PLM/PDM management x Information and knowledge sharing x Understanding of complex product data x Enhancement of designers’ experience x Design decision-making and learning x Easy design fault recognition x Early testing and analysis x Easy to consider features in different life cycle phases x Possible to conduct futuristic concept tests x Easy to evaluate safety critical tasks Users/Operators x User participation x Better user requirements definition x Realistic experience by visualisation and immersion x Natural interaction x Better user acceptance x Improved operator safety and comfort x Improved usability and ergonomics 8
  • 11. Companies can benefit from virtual prototyping in terms of reduced costs, time-to-market and number of physical prototypes. Fewer physical prototypes mean less time and money spent on ordering and buying parts for the prototypes. In addition, VP can also increase productivity, quality and customer satisfaction, and therefore improve competitiveness. Managers, designers and other stakeholders in the company can benefit from VP in the form of more efficient processes and better PLM/PDM management. By using illustrative VP, it makes it easier to share information and knowledge, and therefore also improve the understanding of complex product data. In addition, it can enhance the designer’s experience of product design, and improve decision-making and early design fault recognition. The use of VP makes it easy to consid-er different life cycle phases in the early product design phase (e.g. it is possible to evaluate, with the same virtual prototype, the assembly worker’s task, the opera-tor’s task and the maintenance worker’s task). Moreover, virtual prototyping is a safe environment to test critical tasks or to illustrate futuristic concept ideas that do not exist yet. Users/operators are one group that benefits from the use of VP. It allows users to participate and validate their product design as early as in the initial phases and it can help in the user requirements gathering phase. Because of the visual and immersive nature of VP, it is easier for the user to interact with and test proto-types. Due to this user participation during the design process, it is possible to achieve better products (e.g. usability, ergonomics, safety, comfort) and user acceptance. 3.1 Case example: Time savings by using virtual prototyping In this case, VP was used for the testing and analysis assembly task (Figure 3). The test session revealed that an assembly worker did not have enough space to assemble an engine. In the initial plan, the first step in the assembly order was to put the tank into its place as early as possible. This would cause the worker to perform the assembly in a limited space between the tank and the engine. By changing the assembly order and adding a simple supportive structure, it was possible to give the assembly worker more working space (Aromaa et al., 2012). 9
  • 12. Figure 3. Using virtual prototyping for testing and analysing an assembly task. Figure 4 illustrates this case example, where the use of virtual simulators rather than traditional engineering shifts the actual, physical system towards an earlier commercial product launch. It enables earlier and better decision-making based on earlier evaluation and validation of user and other stakeholder requirements, and verification of combined multidisciplinary design solutions with fewer engineer-ing changes during product development and, therefore, faster time-to-market. Experiences from our partners show that the impacts are real. Figure 4. The amount of physical prototypes can be decreased by using virtual prototyping. 10
  • 13. 3.2 Case example: Human factors and ergonomic improvements by using virtual prototyping To carry out a human factors and ergonomics (HFE) assessment, a VP design review meeting was held. The purpose of the study was to review a cab design from the following perspectives: operator’s field of view, safety bars outside the front window, and controls in the driving position. During the design review, the model of the cab was provided in the VE. People from areas such as design, maintenance, safety and usability were represented. One person acted as an operator while others could observe the operator and the cab model in the screens. Some visibility, layout and space issues were detected, and one of the safety bar solutions was selected. (Aromaa et al., 2014.) 3.3 Case example: Enhancing the designer experience by 11 using virtual prototyping In this case, the goal was to compare the user’s field of view and task visibility in crane cab design. Different design solutions were tested, such as different cab locations and the use of different camera views. A designer with driving experi-ence sat on a chair on top of the motion platform with shutter glasses on and per-formed the task. His levels of visibility were exactly the same as what the user would have. Other participating stakeholders were able to see the broader angle of events on the screens and they could also observe the designer performing the task. The company made their decisions about the design based on discussions and findings. (Aromaa & Helin, 2011.)
  • 14. 4. Virtual prototyping implementation to 12 company use The potential of virtual prototyping in product design has still not been fully adopt-ed in practice in industry, especially in the context of socio-technical system de-sign. Based on a literature review (Leino & Riitahuhta, 2012) the main gaps relate to a lack of practical and adapted implementations of human-centred design, the integration of virtual engineering into product processes, bi-directional data and information flows between virtual engineering applications and data management systems (product data management [PDM]/product life cycle management [PLM]), and a lack of sufficient methods, tools and infrastructure for managing company content and knowledge (Aromaa et al., 2013b). During the LEFA project, many challenges occurred in the implementation of VP. Users’ attitudes towards VR technology can be negative because they have fears and resistance towards new technologies, and the benefits are not always visible to them. Therefore, they do not accept the technology. In addition, there might be a lack of resources in implementing the VP. Challenges can also derive from the technology itself, such as the fact that model updates are not easy to do, the fidelity of VP, and the use of new interaction technologies (e.g. head-mounted display, haptics). It might be that a company does not have a sufficiently systemat-ic approach to apply concept design and it does not have a clear plan on how to implement VP from the very early stages (Aromaa et al., 2013b). A maturity model was constructed in the LEFA project to improve VP implemen-tation in companies (Aromaa et al., 2013b). The categories described in the ma-turity model (Table 2) are based on the company cases that resulted from the project, our previous experience, findings from the literature, approaches/theories such as Porter’s value chain model (1985) and Hubka and Eder’s design theory (1988), and relevant guidelines from systems engineering (ISO/IEC 15288, 2008). Moreover, Ameri’s and Dutta’s (2005) definition of PLM as a business solution that integrates organisations, processes, methods, models, IT tools and product-related information was used. The maturity model includes eight VP implementa-tion categories and five maturity levels, from which the optimal level is illustrated in Table 2.
  • 15. Table 2. Virtual prototyping implementation categories. 13 Virtual prototyping implementation categories (Aromaa et al., 2013b) Optimal maturity level Management understands the business impacts and opportunities x Benefits and business impacts from virtual prototyping are fully known x Value of virtual prototyping for business is recognised Definition of product process, including life cycle x Processes are defined in detail and implemented in company use x Methods and tools for processes are defined x Processes are refined and iterated to the level of best practice Description of virtual prototyping in the product process x The use of virtual prototyping as part of the processes is managed x The methods and tools of virtual prototyping are embedded in daily practices Level of virtual prototyping technology used x Flexible virtual prototyping system that supports several design purposes and design needs Data flow and quality x Implemented efficient bi-directional model pipeline x Includes information modelling and integration with PDM/PLM Support from enterprise infrastructure x Dynamic infrastructure perfect for virtual prototyping x Dedicated facilities for virtual prototyping Human resources for virtual prototyping technology management x Nominated persons are responsible for the system’s use x The whole company knows the system at a general level and how it can be used in their work Attitudes and motivations in enterprise culture and organisation x The whole company sees the potential and benefits of VP use x Active organisation culture of knowledge creation around VP x Company promotes use externally x The value network model is defined The first category in the maturity model contains the company and management understanding of the business impact and opportunities that the use of VP can create. Companies need to have product processes described and implemented, and VP described as a part of those processes. The level and fidelity of the tech-nology should be at such a level that it supports the VP purposes. Managing data flows and quality is also important: efficient bi-directional model pipeline, infor-mation modelling and integration with PDM/PLM. Proper infrastructure and dedi-cated facilities enable the use of VP. Human resources for managing the use of VP and the use of technologies is also required. In addition, the organisation’s
  • 16. culture should support the VP approach (e.g. attitudes and motivations towards the VP) (Aromaa et al., 2013b). 4.1 Case example: A company’s maturity level Figure 5 presents an example of an assessed maturity level of a company that uses the VP maturity model categories listed in Table 2. Maturity was assessed in the machine manufacturer company during the workshop. Categories are evaluat-ed using a five-step scale, where five is the optimal level and one is the lowest 14 level of maturity. Figure 5. Illustrative figure depicting the virtual prototyping maturity level of the company. The company had a good level of maturity for implementing VP at the product process level because it was adopted in the PLM implementation. It had also invested in VP technology and therefore it was also at a good level with this. The maturity of human resources, enterprise infrastructure and enterprise culture and organisation were at a medium level. Understanding of the business impacts and opportunities and VP processes were at a lower level. After the maturity assess-ment, the company was able make a plan as to how to develop VP in the future and decide on the checkpoints at which to assess the maturity again. In Figure 5 there are only seven categories due to the fact that the data flow and quality cate-gory was added to the maturity model after the case (cf. Table 2).
  • 17. 5. Virtual prototyping in design review Design reviews facilitate the assessment of the status of the design against the input requirements; provide recommendations for improving the product or pro-cess, and guide towards appropriate actions. It is primarily intended to provide verification of the work of the design development team and thus design reviews should be considered as a confirmation and refining procedure and not a creative one. (IEC 61160, 2005.) The objectives of a design review include (IEC 61160, 2005): x Assessing whether the proposed solution meets the design input require-ments x Assessing whether the proposed solution is the most robust, efficient and effective solution to achieve the product requirements x Providing recommendations as required for achieving the design input re-quirements x Assessing the status of the design in terms of the completeness of the 15 drawings and specifications x Assessing the evidence to support the verification of the design performance x Proposing improvements. According to Seth et al. (2011), in human-machine interaction design expert as-sembly planners typically use traditional approaches in which the three-dimensional (3D) CAD models of the parts to be assembled are examined on two-dimensional (2D) computer screens in order to assess part geometry and deter-mine assembly sequences. There is often a lack of demonstrative and interactive interface between the reviewers and the design model, in order to be able to test the human-machine interaction in a natural way. Huet et al. (2007) and Verlinden et al. (2009) say that the organisation of the procedures for gathering, recording and sharing knowledge are usually not well organised or arranged because the importance of the reviews for the quality, usability, manufacturing and costs of the final product is not clearly seen. As stated earlier, the preparation of the VP design review session (Figure 6) is different to the use of the physical prototype: there is a need for the preparation
  • 18. and development of the interface element (Figure 2). Therefore, the VP design review preparation procedure to support this process was developed during this research project. The approach was based on the research that was performed before and theoretical backgrounds such as domain theory (Andreasen, 1992), theory of technical systems (Hubka & Eder, 1988), activity theory (Vygotsky, 1978) and VE definition by Kalawsky (1993). In addition, other literature and material such as “Review of complex system lifecycle design” (Granholm et al., 2013) and systems engineering V-model were used. Figure 6. Virtual prototyping design review session with design team and other stakeholders. The preparation procedure for a virtual prototyping design review includes the stages shown in Figure 7. First there is a need to have an understanding of the product development project phase and maturity of the design (e.g. concept phase vs. detailed design phase). Next it is important to have a goal defined for the de-sign review. System model content includes information about the models such as the product model and the environment model, and the activities that these should perform. Model characteristics refer to a model’s dynamic and static characteris-tics. Interface characteristics are sensory modalities and means of manipulation within VE. Test-related models include methods and tools to evaluate the design. Several actors are needed to prepare and attend the VP design review, so it is important that there is a common share of understanding and information all the way through this process. 16
  • 19. Figure 7. Process for the virtual prototyping design review preparation. 5.1 Case example: Challenges in virtual prototyping design 17 review preparation This section describes one example of the VP design review that was successful at a general level. Nevertheless, it lacked good communication in terms of sharing the common understanding during the preparation phase. The case example is from the machine cab design, where the visibility and control layouts were evalu-ated. A designer provided the 3D CAD model of the machine cab to the VR expert, who processed it and prepared the model for the design review. In the design review, eleven people from different responsibility areas such as design, mainte-nance, safety and usability were in attendance. In general, the design review pro-vided many development suggestions and supported decision-making, but with more organised and effective practices, better results could have been gained. Table 3 describes the shortfalls and consequences resulting from the poor preparation in this case. These are categorised based on the steps (Figure 7). The main reason for the inefficient preparation was the lack of sufficient communica-tion. There was communication during the case but not enough to achieve a common understanding about the goals and models. The main consequences were waste of time and the lack of high-grade design decisions based on the best possible facts.
  • 20. Table 3. Case example of challenges occurred during the virtual prototyping de-sign review preparation. Challenges are categorised based on the virtual prototyp-ing design review preparation procedure. 18 Preparation steps Lack in preparation Consequence Project phase and design maturity Current project phase was not discussed in detail Not understanding the maturity of the model e.g. which things are still changeable in the model Waste of time due to unproductive discussions Goal of the design review Understanding of the goal at a detailed level was not achieved Not all the aspects that affect visibility were defined in detail e.g. the seating height No facts for the visibility decisions System model content The context of the use was not fully understood Not understanding the importance of visibility of the operator’s whole body in the VE, only legs or hands were provided Operator was not able to see his body well enough in the VE when evaluating legroom and reach-ability. No facts for the decision on the amount of legroom Model characteristics Model’s dynamic and static characteristics were not discussed in detail. There were not enough discus-sions between differ-ent people There were no pre-defined places for some model parts in VE e.g. for the two different seat locations Waste of time due to changing chair position manually No decision based on facts, because the chair was not necessarily in the right position Some visual feed-back was missing from the system model Part of the machine model was missing Visibility was not able to be evaluat-ed in that direction where part of ma-chine was missing Interface characteristics No modalities ap-plied other than visuals, e.g. haptics was not included Not able to sense where the cab walls and controls are without haptics It was not possible to evaluate available space accurately Test-related models Special test-related model was not pre-pared Not understanding the importance of the measuring distances when evaluating leg-room or controls layout It was not possible to measure distances in VE easily and quickly Successful and efficient design review Within these goals the review was successful only insofar as giving some rough estimates on how things currently are with product design.
  • 21. The project phase and design maturities of different design items are important for knowledge sharing during the design review. In addition, this step reveals deci-sions that have already been made, e.g. the size of the touchscreen that cannot be changed anymore. In this case the discussion on the screen size was useless and a waste of time because the screen had already been selected. The screen was blocking the visibility but the only solution was to move and rotate it to im-prove 19 the field of view. The definition of the virtual prototyping design review goal allows all participants to get into the right state of mind when they prepare themselves and attend the meeting. Everyone knows why they are attending and what is expected of them. In addition, this affects the preparation of the model and the virtual environment for the design review. If the goal is a little unclear it directly affects the system model content definition, such as if the user wants to test the legroom and reachability, a human model needs to be provided or at least related body parts are needed. In this case it was not possible to evaluate the legroom properly. It is important to prepare a model’s dynamic and static characteristics before the design review. In addition, the level of system model details needs to be known to be able to fulfil the goals of the design review. In this case there were not enough discussions with the VR expert who was preparing the system model for the VE. One specific issue was that the operator needed to sit in two different locations in the cab during the operations. Nevertheless, there were no pre-defined places for the two seat locations and time was wasted due to changing the seat position manually during the design review. In addition, it was difficult to en-sure that the seat was in the correct position. In this case there were not many requirements for interaction with the model. The goal was more to visually evaluate the machine model, but the lack of sensory feedback did affect the evaluation of the cab space and control layout. Without the haptics, the user was not able to accurately evaluate the available space. Because the review was carried out based on the visual experience test, related models were not build. Even so, there could have been some test models for the visibility evaluation and for the measuring distances, e.g. measuring tape for the layout of the controls and for the legroom when changing the control panel location.
  • 22. Acknowledgements The main work was funded by Tekes – the Finnish Funding Agency for Innovation and VTT, and carried out under the EFFIMA-LEFA research project under FIMECC (Finnish Metals and Engineering Competence Cluster). Some results from the ManuVAR project in the European Commission’s Seventh Framework Programme FP7/2007–2013 under grant agreement 211548 were also represent-ed. The authors are grateful to all researchers and company representatives who have contributed to and supported the work presented in this publication. 20
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  • 26.
  • 27. Series title and number VTT Technology 185 Title Virtual prototyping in human-machine interaction design Author(s) Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi Abstract In recent years, the use of virtual prototyping (VP) has increased in industry. Nevertheless, the potential of VP in product development has still not been fully achieved in practice. Companies do not necessary know how to use VP technologies and for that reason they are not able to achieve all the benefits. This publication presents the work that has been done by VTT, mainly in the research project called LEFA "New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines", addressing VP in human-machine interaction design. The purpose is to describe what VP means, what benefits can be achieved, and how companies can use VP in practice. This publication improves the understanding of VP and can be used as a guideline by companies. ISBN, ISSN ISBN 978-951-38-8155-9 (Soft back ed.) ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp) ISSN-L 2242-1211 ISSN 2242-1211 (Print) ISSN 2242-122X (Online) Date September 2014 Language English, Finnish abstract Pages 23+ p. Name of the project LEFA New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines Commissioned by Fimecc (EFFIMA program), Tekes Keywords virtual prototyping, human-machine interaction, design Publisher VTT Technical Research Centre of Finland P.O. Box 1000, FI-02044 VTT, Finland, Tel. 020 722 111
  • 28.
  • 29. Julkaisun sarja ja numero VTT Technology 185 Nimeke Virtuaaliprototypointi ihminen-kone –vuorovaikutuksen suunnittelussa Alaotsikko Tekijä(t) Susanna Aromaa, Simo-Pekka Leino & Juhani Viitaniemi Tiivistelmä Virtuaaliprototypoinnin (VP) käyttö on lisääntynyt viime vuosina teollisuudessa. Siitä huolimatta kaikkea hyötyä VP:n käytöstä ei ole pystytty saavuttamaan. Tässä julkaisussa esitellään VTT:n projektissa LEFA "New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines" tekemää tutkimustyötä ja johtopäätöksiä. Tutkimustyössä on keskitytty erityisesti VP:n käyttöön ihminen–kone-vuorovaikutuksessa. Tarkoituksena on kuvata, mitä VP tarkoittaa, mitä potentiaalisia hyötyjä VP:stä voidaan saavuttaa ja kuinka sitä voidaan hyödyntää käytännössä. Julkaisu lisää ymmärrystä VP:n käytöstä, ja yritykset voivat hyödyntää sitä ohjeena. ISBN, ISSN ISBN 978-951-38-8155-9 (nid.) ISBN 978-951-38-8156-6 (URL: http://www.vtt.fi/publications/index.jsp) ISSN-L 2242-1211 ISSN 2242-1211 (Painettu) ISSN 2242-122X (Verkkojulkaisu) Julkaisuaika Syyskuu 2014 Kieli Englanti, suomenkielinen tiivistelmä Sivumäärä 23+ s. Projektin nimi LEFA New Generation Human-Centered Design Simulators for Life Cycle Efficient Mobile Machines Rahoittajat Fimecc (EFFIMA program), Tekes Avainsanat virtual prototyping, human-machine interaction, design Julkaisija VTT PL 1000, 02044 VTT, puh. 020 722 111