The Importance of Incorporating Designer Empathy in Senior ...€¦ · engineers designing...

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Paper ID #16579 The Importance of Incorporating Designer Empathy in Senior Capstone De- sign Courses Elizabeth Schmitt, Florida Institute of Technology Elizabeth Schmitt is a graduate student pursuing her M.S. Degree in Mechanical Engineering at Florida In- stitute of Technology under the advisement of Dr. Beshoy Morkos. She completed her B.S. in Biomedical Engineering at Florida Institute of Technology in 2015. Her research thrusts lie within engineering design education, specifically: designer empathy, designing for handicapped/disabled users, and user centered design. Elisabeth Kames, Florida Institute of Technology Elisabeth Kames is a graduate student pursuing her M.S. in Mechanical Engineering with a concentration in Dynamic Systems- Robotics and Controls. She graduated with her B.S. in Mechanical Engineering in May 2015. Her research is focused in the field of Automotive Engineering under the advisement of Dr. Beshoy Morkos. Dr. Beshoy Morkos, Florida Institute of Technology Beshoy Morkos is an assistant professor in the Department of Mechanical and Aerospace Engineering at the Florida Institute of Technology where he directs the STRIDE Lab (SysTems Research on Intelligent Design and Engineering). His engineering design research focuses on developing computational represen- tation and reasoning support for managing complex system design. The goal of Dr. Morkos’ research is to fundamentally reframe our understanding and utilization of system representations and computational reasoning capabilities to support the development of system models which help engineers and project planners intelligently make informed decisions at earlier stages of engineering design. On the engineer- ing education front, Dr. Morkos’ research explores means to integrate innovation and entrepreneurship in engineering education through entrepreneurially-minded learning, improve persistence in engineering, address challenges in senior design education, and promote engineering education in international teams and settings. Dr. Morkos’ research is currently supported by the National Science Foundation (NSF), Kern Entrepreneurial Engineering Network (KEEN), and NASA JPL. Dr. Morkos received his Ph.D. from Clemson University in the Clemson Engineering Design and Applications Research (CEDAR) lab under Dr. Joshua Summers. In 2014, he was awarded the ASME CIE Dissertation of the year award for his doctoral research. He graduated with his B.S. and M.S in Mechanical Engineering in 2006 and 2008 from Clemson University and has worked on multiple sponsored projects funded by partners such as NASA, Michelin, and BMW. His past work experience include working at the BMW Information Technology Research Center (ITRC) as a Research Associate and Robert Bosch Corporation as a Manufacturing En- gineer. Dr. Morkos was a postdoctoral researcher in the Department of Engineering & Science Education at Clemson University performing NSF funded research on engineering student motivation and its ef- fects on persistence and the use of advanced technology in engineering classroom environments. Dr. Morkos’ research thrust include: design automation, design representations, computational reasoning, systems modeling, engineering education, design education, collaborative design, and data/knowledge management. Dr. Ted A. Conway, Florida Institute of Technology Department Head and Professor of Biomedical Engineering c American Society for Engineering Education, 2016

Transcript of The Importance of Incorporating Designer Empathy in Senior ...€¦ · engineers designing...

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Paper ID #16579

The Importance of Incorporating Designer Empathy in Senior Capstone De-sign Courses

Elizabeth Schmitt, Florida Institute of Technology

Elizabeth Schmitt is a graduate student pursuing her M.S. Degree in Mechanical Engineering at Florida In-stitute of Technology under the advisement of Dr. Beshoy Morkos. She completed her B.S. in BiomedicalEngineering at Florida Institute of Technology in 2015. Her research thrusts lie within engineering designeducation, specifically: designer empathy, designing for handicapped/disabled users, and user centereddesign.

Elisabeth Kames, Florida Institute of Technology

Elisabeth Kames is a graduate student pursuing her M.S. in Mechanical Engineering with a concentrationin Dynamic Systems- Robotics and Controls. She graduated with her B.S. in Mechanical Engineering inMay 2015. Her research is focused in the field of Automotive Engineering under the advisement of Dr.Beshoy Morkos.

Dr. Beshoy Morkos, Florida Institute of Technology

Beshoy Morkos is an assistant professor in the Department of Mechanical and Aerospace Engineering atthe Florida Institute of Technology where he directs the STRIDE Lab (SysTems Research on IntelligentDesign and Engineering). His engineering design research focuses on developing computational represen-tation and reasoning support for managing complex system design. The goal of Dr. Morkos’ research isto fundamentally reframe our understanding and utilization of system representations and computationalreasoning capabilities to support the development of system models which help engineers and projectplanners intelligently make informed decisions at earlier stages of engineering design. On the engineer-ing education front, Dr. Morkos’ research explores means to integrate innovation and entrepreneurshipin engineering education through entrepreneurially-minded learning, improve persistence in engineering,address challenges in senior design education, and promote engineering education in international teamsand settings. Dr. Morkos’ research is currently supported by the National Science Foundation (NSF),Kern Entrepreneurial Engineering Network (KEEN), and NASA JPL. Dr. Morkos received his Ph.D.from Clemson University in the Clemson Engineering Design and Applications Research (CEDAR) labunder Dr. Joshua Summers. In 2014, he was awarded the ASME CIE Dissertation of the year award for hisdoctoral research. He graduated with his B.S. and M.S in Mechanical Engineering in 2006 and 2008 fromClemson University and has worked on multiple sponsored projects funded by partners such as NASA,Michelin, and BMW. His past work experience include working at the BMW Information TechnologyResearch Center (ITRC) as a Research Associate and Robert Bosch Corporation as a Manufacturing En-gineer. Dr. Morkos was a postdoctoral researcher in the Department of Engineering & Science Educationat Clemson University performing NSF funded research on engineering student motivation and its ef-fects on persistence and the use of advanced technology in engineering classroom environments. Dr.Morkos’ research thrust include: design automation, design representations, computational reasoning,systems modeling, engineering education, design education, collaborative design, and data/knowledgemanagement.

Dr. Ted A. Conway, Florida Institute of Technology

Department Head and Professor of Biomedical Engineering

c©American Society for Engineering Education, 2016

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The Importance of Incorporating Designer Empathy in Senior

Capstone Design Courses

Abstract

This paper will detail the challenges two groups of students, at two varying universities working

on two separate senior capstone design projects, experienced when designing for target users

they lack empathy for. The projects presented in this paper support handicapped and/or disabled

individuals. As many engineers will gain employment in a healthcare related field, it is

important that they are able to empathize with the target user – often handicapped and/or elderly

individuals. This is further exacerbated by the increase in the number of handicapped and

elderly individuals in the United States as medical care improves and life expectancy continues

to increase. Students are not formally educated on the disparity between products/users they

design for and products/users they are familiar with. If not addressed, this could lead to

engineers designing inappropriate and unsuccessful products.

The major contribution of this paper is beyond that of the design and build of assistive

technology, rather it is the experience students gained by designing a system for users that they

lack empathy for (though they possess sympathy for). This is of particular importance here

because senior capstone design, an experience meant to prepare students for “real world”

engineering, must integrate many engineering and societal elements beyond that of building a

technical system. Specifically, students were expected to integrate the physical, physiological,

and psychological components of the end user into their design – soft content not formally taught

to students.

Additionally, this paper will detail the unanticipated, yet beneficial experiences students gained

beyond engineering design through this project, as well as the challenges involved in

incorporating the physical, physiological, and psychological aspects of the end user, and how

students were able to overcome this challenge and deliver a successful design. Further, this

paper will provide recommendations for how to formally integrate educational elements that help

students learn these critical skills to prepare them for industry – where often times the

engineer/designer lacks empathy for the end user.

Keywords

Engineering Design Education, Design Methods, Empathetic Design, User Centered

Design, Assistive Technology

1. Introduction

Engineering is a continuously growing field with the advent of new technologies and increasing

need for products. The field of biomedical engineering, which encompasses multiple

engineering disciplines, is growing at a faster rate than most other STEM disciplines, and thus its

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education is demanding greater attention 1. As most engineers in the biomedical field will gain

employment in a healthcare related field, it is important that they are able to empathize with their

target user – often handicapped and/or elderly individuals. This is further exacerbated by the

increase in the number of handicapped and elderly individuals in the United States as medical

care improves and life expectancy continues to increase 2. Students are not formally educated on

the disparity between products/users they design for and products/users they are familiar with 3.

There is a growing body of research suggesting a gap in the educational preparation of engineers

as it pertains to the “real-world” application of solutions. While the level of training in math and

science is sufficient, there is no formal training to prepare them for adjusting design features for

the physiological, psychological, and societal needs of handicapped target users and/or stake-

holders 4,5. This can often result in inefficient design processes and sometimes an inappropriate

solution, which may be technically suitable but lack the features necessary for people with

disabilities to use.

Engineering students are educated to approach each problem in a purely technical manner.

However, in many instances, design requirements include both technical and human-centered

constraints. Specifically, due to the vast range of potential target users of products that engineers

design for, it is imperative to incorporate the needs, emotions, challenges, restrictions, etc. of

such users into the design process. The ability to empathize is a particularly important

requirement when designing assistive technology for handicapped persons. Yet, when empathy

education is incorporated, it is typically toward liberal arts education, such as social sciences.

Empathy is rarely included in higher education, especially in STEM-related programs 6,7.

Nonetheless, the soft skills necessary to succeed in engineering are highlighted in accrediting

agencies such as ABET 8,9

To mitigate the lack of empathy, employers will often hire engineers who share empathy with the

product’s target user. For example, the automotive industry has recognized that while females

buy 52% and have a significant influence on 85% of all car purchasing decisions, less than 20%

of the automotive workforce is comprised of females 10. To address this disparity, the

automotive industry is actively seeking means to increase female employees within various

automotive sectors. Likewise, it is important that engineering careers that design for

handicapped or elderly target users attract handicapped engineers in the workforce. However,

with as little as 11% of undergraduate students in the fields of science and engineering report

having disabilities in the United States 11, there is an evident gap between the designer and target

user 12.

Unlike healthcare education, engineering education rarely provides students with opportunities to

go into the field to interact with, and involve, some of the various target users and stakeholders

they may be designing products for 4. Increasing such opportunities is one way to provide

students with real world experience in an effort to promote empathy in engineering design. This

can be accomplished by activities such as visiting rehabilitation or medical facilities,

interviewing and receiving patient feedback on the various products handicapped individuals use

daily (specifically their likes and dislikes with those products).

This paper will detail two examples of student senior capstone design projects at two different

universities in the southeastern United States, where students were tasked with designing and

building a product for a user they lack empathy for, and the challenges encountered during this

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experience. One project took place within the Department of Biomedical Engineering at Florida

Institute of Technology where students were tasked with the design and build of an all-in-one

wheelchair for individuals with Spinal Cord Injuries (SCI). The other project took place within

the Department of Mechanical Engineering at Clemson University where students were tasked

with the design of a headrest system for handicapped individuals.

Designing assistive technology for handicapped users has the ability to enhance their quality of

life, while also providing a number of health benefits for patients suffering from numerous health

conditions. Many engineered solutions are designed for patients with SCI. Assistive technology

such as wheelchairs, stair climbers, and standing devices are designed for individuals with

injuries stemming from SCI. Patients who have suffered a SCI experience an immediate and

drastic change of lifestyle. In the blink of an eye, these patients suffer from motor function loss,

paralysis, and oftentimes lose the ability to walk. The devastation associated with SCI extends

well beyond the physical body, with patients suffering psychological and emotional trauma.

This plays a significant role during the design process where target user information is needed on

the use of the system (requirements elicitation, prototype feedback, focus groups, etc.).

The major takeaway of this paper is to recognize the need to formally incorporate empathy

education in healthcare related engineering majors and provide recommendations for utilizing

various methods to mitigate the issues associated with lack of empathy. This paper will detail

multiple methods for incorporating empathy techniques in engineering design and present the

challenges and successes various teams experienced during implementation of these techniques.

Technique implementation methods are presented and recommendations are provided for their

use within senior capstone design courses.

2. Background

It is important formal engineering education emphasizes the importance of integrating empathy

and other soft skills into design. This is particularly the case for stakeholders of whom the

designers lack empathy for. While ABET stresses the importance of “soft skills” 8, many of

these soft skills are more applicable in senior capstone design as other courses are heavily

technical.

In this paper, the senior capstone design projects presented are designed for wheelchair bound

individuals. Thus, a review of handicapped individuals is presented to provide evidence for the

need to address this design education challenge. Further, a background of empathy is presented

to detail the existing research performed in the empathy domain.

2.1. Design Education in Engineering Curricula

Engineering education prepares students for industry by teaching them competencies within their

specific field. However, research has indicated that engineering education often fails to consider

some of the soft skills necessary to excel as a graduate engineer 13. These include teamwork,

interpersonal skills, communication skills, and emotional intelligence such as empathy 4. Many

researchers indicate that empathy is essential in both informal and professional settings 4. Yet, it

has been found that many of the current students and recent graduates pursuing engineering

fields exhibit lower levels of empathy 14. This disparity can cause consequences for

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employability of engineering graduates as some employers may value soft skills more highly

than technical skills 4,15. Therefore, it is integral to teach engineering students skills in empathy

on top of the theoretical knowledge and practical application within their specific field 4.

In order to increase the effectiveness of designs for assistive technologies, the United States must

update the nation’s understanding of disability. This calls for reforms in the educational

practices for engineering curriculum 12.

2.1.1. Senior Capstone Design Education

Senior capstone design is typically a final requirement for graduation in university level

engineering curriculum. The duration of a senior capstone design class may vary between

universities. While the capstone curriculum is typically a one or two semester sequence, some

institutions feature a quarter semester sequence 15,16. Usually completed in teams, the students

are expected to take a design challenge from a problem statement to a completed product. The

team format allows students to simulate working in an industry environment with an

accompanying team of engineers 16, 17, 18. These challenges can include university assigned

projects, collegiate engineering design competition projects, or industry sponsored projects 17.

An example of collegiate engineering design competitions include the Society of Automotive

Engineers (SAE) Baja or Formula 16, 17, 19, 20. The industry sponsored projects are assigned by

engineering companies seeking innovative new solutions 16, 19, 21. The goal of senior capstone

design curriculum is to introduce practical application of theoretical knowledge learned

throughout the undergraduate’s engineering tenure. This is intended to smooth the transition

from educational learning to industry work.

Senior capstone design courses seek to bridge the gap between the knowledge, skills and

characteristics that a graduated person is expected to hold and what different stakeholders

believe they actually have. While senior capstone design introduces students to the design and

build component of engineering, it lacks the elements necessary to teach students the soft skills

necessary to succeed in their careers, such as designer empathy 4,5,18–20.

2.2. Empathy

Researchers 22 describe empathy as a cognitive ability to acquire and process information to

better understand another’s intellectual, mental and physical being 4. Empathy is considered a

psychological phenomenon 23,24 that measures the ability of one individual to understand and

identify with others 25. Empathy is highly dependent on the background of an individual, which

may be molded by their ethnicity, geographic location, religious beliefs, or personal experiences 4,23. Individuals who lack this background will have greater difficulty empathizing with others of

a different background 26–28. The ability to empathize is especially important for engineers who

pursue healthcare related fields. This is particularly important in engineering education where

students may be of different demographics than those they will ultimately design for. Upon

graduation, students will be expected to design solutions for handicapped or elderly individuals

who are from a completely different background 3,29.

Within the context of engineering design, the term “empathetic design” has emerged as an

immersive design experience meant to help designers understand the needs of the end-user.

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Empathetic design is defined by Battarbee 30 as the ability of an engineer to immerse themselves

in the lives, environments, attitudes, experiences, and dreams of end users. Further, this

immersive experience should be reflected in the design requirements 31. This experience is often

recommended in various user-centered design approaches.

According to Jon Kolko in “Well-Designed” 32, empathy is a personality trait that can be taught

or learned in order to create successful designs. Yet, students are not formally taught to

incorporate these skills into the design process or how overcome and address the challenges such

projects present 3,13. Consequently, inefficient design processes and sometimes an inappropriate

design result in products which may be “accessible” to people with disabilities, but in practice

are unusable 3,33.

Research completed to investigate empathy across different fields of study found that students in

engineering and STEM programs performed significantly lower on the empathetic concern

subscale and have lower degrees of social competence skills when compared with students in

non-STEM programs 4. It is essential to help engineers assimilate empathy into their designs to

change this discernment 5.

2.2.1. ADA Individuals

In 1994, the Census Bureau reported the number of handicapped persons to be approximately 54

million. This is a significant 21% of the United States population 34. The Americans with

Disabilities Act (ADA), passed in 1990, mandates equal opportunity and prevents discrimination

for those with disabilities. Retailers have since faced the challenge of abiding by ADA standards

and regulations 35. Persons with disabilities are described as exhibiting, having a history of

exhibiting, or being perceived by others to exhibit mental or physical impairment that limits

major life activities 34. The majority of engineers, both students and professionals, do not fall

into this population, and lack the ability to identify with such impairments or limitations.

Therefore, the ability to empathize with handicapped target users is often times a requirement

that is overlooked, disregarded or misunderstood. The number of handicapped people is

increasing significantly as a result of improvements in medical care and an increasingly aging

population. This growth will provide more opportunities and have a significant impact on the

human-centered design community and the design of assistive technology. The market for this

technology will only continue to grow, and engineers and designers will require a better

knowledge and understanding of handicapped users in order to design and manufacture products

that will adequately meet their needs. Knowing how and when to modify the design processes to

meet the needs of handicapped users will require a much clearer understanding of the challenges

associated with this task, and finding ways to overcome them.

2.3. Designing with Empathy

All products on the market are designed to solve specific problems. The discipline of

engineering roots from solving problems and discovering new possibilities through compromise.

While the design may feature a desired outcome, the engineer must compromise the diverse

needs and limited resources to create a successful product 5.

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Kolko believes that empathy is necessary for the creation of useful and comprehensible products 32. He indicates assimilating human factors and an empathy for the product users is essential to

have a successful design 5,25. A better understanding of the target user leads to inventive and

usable solutions. This empathetic ability is even more important for human focused design, such

as assistive technologies for persons with physical handicaps 3,5. However, much of the literature

on human factors implies that engineers are analytical, solution-oriented, and thorough 5. This

causes human focus to oftentimes become an afterthought; it is considered in the later stages of

the design process and therefore not being properly integrated into the product 5.

To support this claim, in the United States alone, 56% of assistive technology is abandoned,

while 15% is never used 36. These statistics could be due to unsatisfying aesthetics, impractical

design, and lack of empathy by the designer of customer products for those with disabilities 3,36.

Also, traditional design methods do not account for the fact that users’ abilities are very dynamic

in nature 3. Many products do not offer the ability to adapt the interface as the needs of the user

change 3. Products specific to handicapped or elderly users typically lack aesthetic design,

showing a separation between the emotional engagement of the designers and the user 3,33.

These products are typically designed explicitly for functionality, losing the aesthetic feature 3,4,33.

Investigation into engineers’ abilities to incorporate different factors into their design process

discovered that engineers focus heavily on satisfying their set of requirements 4,5. It is believed

that the incorporation of more efficient tools and methods will assist in the consideration of

human factors 4,5. If employed in the early stages of the design process, such methods have the

ability to make a substantial difference in the outcome of the design 4,5. By incorporating

techniques that require designers to have a deeper understanding of the needs and desires of the

users, their empathy for the users will increase and products will be more usable in practice 5.

3. Case Study: Senior Capstone Design Projects

Two different senior capstone design projects are presented to analyze the challenges associated

with designing for users the designer lacks empathy for. Both projects were similar in nature but

the senior capstone design courses (and sequence) are taught and structured differently. One

project was completed within the Department of Biomedical Engineering at Florida Institute of

Technology while the other took place within the Department of Mechanical Engineering at

Clemson University.

Florida Institute of Technology features a three semester senior design sequence that starts

during the students’ second semester junior year and extends to their second semester senior

year. Design Methodologies, taking place during the second semester of junior level

engineering, allow the students to gain a deeper understanding of the design process and learn

the tools, methods, and techniques necessary to successfully complete senior design. Senior

design is a subsequent two-semester course sequence in which the students design, fabricate and

test their solutions.

Clemson University features a two-semester senior design sequence. Senior Design Methods,

taking place during the first semester, teaches the students about the essential elements of the

design process through weekly lectures. This in-depth introduction to design provides students

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an opportunity to design common systems so students are able to learn the contextual use of

design tools. The second semester is Internship in Engineering Design. During this time, there

are weekly seminars and students work together in teams to complete their senior capstone

design projects.

3.1. Florida Institute of Technology – All in One Wheelchair

One of the senior capstone design projects used for this study involved the design and build of an

all-in-one wheelchair for individuals with SCI as seen in Figure 1. The team was comprised of

two biomedical engineering students and two mechanical engineering students, none of which

were handicapped. In the United States alone, approximately 276,000 people are currently living

with an SCI 37. Wheelchairs offer SCI patients mobility along with certain degrees of

freedom. However, standard wheelchairs are unable to provide access to certain environments

and situations due to their design limitations. Most standard wheelchairs do not provide patients

with an adequate range of mobility and offer minimal therapeutic effects. Further, many SCI

patients around the world are unable to afford similar high-end wheelchairs that would provide

them with increased levels of mobility and independence. Thus, the goal of the senior capstone

design project was to develop an affordable all-in-one wheelchair that can address many of the

limitations of traditional wheelchairs.

The team designed and built a wheelchair that provides multiple positions, allowing the user to

sit upright (Figure 1 left), recline (Figure 1 center), and stand (Figure 1 right). While researching

the various needs and challenges for these patients, the students found that standard wheelchair

hand-rim propulsion places an inordinate amount of stress on the shoulders. As a result of this,

rotator cuff injuries were prevalent in all wheelchair users when extrapolated over an extended

period of time, as the patient must now perform a function with their upper extremities that was

previously done by their legs. To combat this problem, the students designed the wheelchair to

be propelled using a lever driving mechanism. This changes the major muscle groups used for

propulsion and reduces the stress on the patient’s shoulders. To reduce the incidence of pressure

sores, the design provides pressure relief via a reclining mechanism, leg elevation, and

specialized seat cushions. Additionally, the design seeks to improve social interactions for the

patient by allowing a more natural form of interaction than that of standard wheelchairs. Patients

would be able to “stand upright” next to friends and family while conversing, as they had been

able to prior to their injury. By changing the patient’s eye line to where it was prior to their

injury, the team felt that the psychological benefits for the user would be substantial. Further,

the design aims to reduce the overall cost to the patient by combining multiple devices into a

single, more affordable option.

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Figure 1: All-in-One Wheelchair Design

3.2. Clemson University – Wheelchair Headrest

The second senior capstone design project used for this study involved the design and

development of a headrest system for disabled individuals. The team was comprised of 5

mechanical engineering students, none of which were handicapped. The design statement for

this project stated: “Design a device that provides head and spinal support for a handicapped

individual which affords crash safety and general comfort for use in a vehicle.” Many vehicles,

such as minivans, can be augmented to allow for a wheelchair bound individual to operate the

vehicle. This allows wheelchair bound individuals to retrofit their existing wheelchair into the

driver side of the vehicle. While the chair can be mounted to the vehicle, the head of the driver

is often left unsupported and unprotected. This is because wheelchairs are not initially designed

for use within a vehicle. Thus, there are some critical components to the wheelchair missing –

such as the headrest.

Currently, wheelchairs are not designed with headrests meant to support the head and neck

during a vehicular accident. Those wheelchairs that do include a headrest are not equipped with

headrests that can handle the dynamic stresses involved in the case of an accident. Students were

to design a product that would meet all vehicle and safety regulations, be capable of providing

proper spinal support to meet safety regulations, and could survive and protect the user in the

event an accident occurs. The design should be interchangeable for use on both a wheelchair and

an automotive vehicle. Further, the students had to ensure their design/product could be easily

used, regardless of an individual’s condition. The final wheelchair headrest design is shown in

Figure 2.

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Figure 2: Wheelchair & Headrest System Design

The headrest on a standard vehicle is fixed to a chair that is, in turn, fixed to the base of the

vehicle. This increases the rigidity of the headrest and allows it to absorb the energy in the case

of an accident. In the design of wheelchairs, this rigidity is lacking. Thus, students must design

a headrest on a wheelchair that can withstand greater energy absorption as compared to its in-

vehicle, traditional counterpart.

3.3. Challenges and Methods Employed

This was the first experience designing for a handicapped user for both teams. Beyond technical

requirements, the teams were also expected to meet ADA regulations, as well as the personal

specifications and requirements of their target user, SCI patients. Without a proper

understanding of the handicapped user’s needs, neither team was able to develop an adequate set

of design requirements. Both teams experienced challenges when developing requirements as

they elicited requirements based on what they think a handicapped person would desire from the

chair. This slowed each of the teams’ progress moving forward with the design process, as much

work required multiple iterations to correct their mistakes. While the teams were able to

generate a list of requirements meeting their technical specifications, these requirements did not

take into consideration the personal needs of their target user. Such a design could have resulted

in a product that was not practical or user-friendly for their target user. In order to develop a set

of requirements that adequately met the needs of the user, and not just technical specifications,

each team had to find a way to satisfy both technical and human-centered requirements.

In addition to requirements elicitation, the teams were tasked with gaining feedback from target

users on their prototypes. The data collected during prototype display (or focus groups) was

used in the subsequent iteration of the design. Knowing what to ask and what data to collect

based on observations was of critical importance here. Most focus groups are formally

protocoled as to collect the same set of data from each user. For example, an item on a survey

may inquire on aesthetics or the ergonomics of the device. However, since SCI individuals face

dissimilar challenges, each data collection instrument must be catered to their specific set of

needs. To exacerbate this challenge, the teams did not know what to ask because they didn’t

know what information was pertinent.

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4. Strategies and Recommendations

To address some of the aforementioned challenges, the students at Clemson University employed

the method of ‘personas’ in an attempt to better understand the needs of their target user. The

persona was developed using various potential customers coupled into one person that the team

focused on. The students at Florida Institute of Technology used a combination of ethnographic

and anthropologic studies, in addition to interviews with stakeholders. The faculty advisors of

the projects encouraged the students to interview stakeholders so they would have familiarity

with the target user and could provide information beyond that of the target user themselves.

These methods, in addition to other suggested methods, allow designers to overcome their lack

of empathy and incorporate alternative methods to address the limitations and needs of their

target user, while also meeting technical specifications. The methods used by both teams are

detailed in the following sections of the paper. A brief explanation and background of each

method is presented.

4.1. Stakeholder Engagement

Designers often preach the notion to always keep the stakeholder involved. This philosophy is

taught within senior capstone design courses and students are encouraged to find meaningful

ways to collect data from stakeholders at various times throughout the design process. However,

the projects detailed here, where empathy was lacking, could benefit greatly from stakeholder

involvement. Note that the recommendation is beyond that of target user engagement, it is

stakeholder engagement. Researchers suggest involving stakeholders very early on in the design

process, conducting workshops, and gaining mutual inspiration 3,38. One focus is to have

frequent meetings between the designer and the stakeholders 3,38,39. Such meetings allow

researchers to gain useful feedback on the designs and the usability for the target user 3,38.

Stakeholders are recommended here because they interface with the product and/or users.

Students from Florida Institute of Technology met with physical therapists and orthopedic

surgeons to collect data for their wheelchair design. The orthopedic surgeon provided

information on the damage traditional wheelchairs can cause to the rotator cuff of the shoulder

due to the repetitive motion and stresses. This form of technical data, that the user alone would

not recognize, was crucial information that impacted the final design. Physical therapists at

rehabilitation centers provided information on the various types of wheelchairs and their

experiences with customers who purchased those wheelchairs. As therapists afford the

opportunity to meet several handicapped and elderly individuals, they have a wealth of

knowledge on the various types of wheelchairs that exist.

It is recommended students find candidate stakeholders who could serve as contacts during times

when the team is requesting data or feedback. Depending on the project, some students may

reach out to individuals they know or those they find within the community. Students develop

this list of stakeholders early in the design process so they can utilize their knowledge and

expertise. Most stakeholders will have an intimate interest in the design as they can relate to the

need for the product.

Regular exposure to handicapped users, their limitations, and how these impact their ability to

perform daily tasks, can provide useful data. Moreover, it affords the opportunity to interact and

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address first-hand some of the challenges associated with designing for a user they lack empathy

for. Hearing first-hand experiences and how various devices, or lack thereof, may hinder or

improve their quality of life provides students meaningful and invaluable insight that is

otherwise not taught in a classroom or learned from a textbook.

4.2. Assistive Designer / User Inclusive Design

“User-Sensitive Inclusive Design”, suggested by Newell and Gregor 40–42, is a new approach to

the design process that has the potential to improve the final product by incorporating human

factors 3. The technique proposes the designer focuses on the personal traits of the user, rather

than their physical characteristics and abilities 3–5. User-Centered design entails establishing a

relationship with the target user or considering “extreme” users during the design process 3,7,43.

Commercial design groups such as IDEO incorporate a User-Centered design technique 10,36.

The authors suggest involving the potential target user group throughout the design process.

This is especially important when designing assistive technology for handicapped persons that

the designers lack empathy for 3.

The method of User-Sensitive Inclusive Design is implemented to further reduce the margin of

empathy between designers and consumers 3. This contemporary design process disables the

immediate use of standards and guidelines and relies consequently on the construction of a user-

defined product through the collection of raw data. This data takes into consideration the patient

as a whole, including not only their physical characteristics and necessities but also the

emotional engagement of the user. The emotional preferences occur when determining the

consumer age group or mental capacity of the handicapped individual. Many elderly users, with

more serious disabilities, are often concerned only with the functionality of the item, while the

younger patients, with less severe disabilities, often prefer a more aesthetically pleasing product

with mild functionality.

This method is achieved through the specificity of the term “sensitive”. This term is used to

imply the meaning of the contraction of the lack of empathy between user and producer rather

than centering the design based on the raw data collected from each individual user. Many

believe the implementation of a User-Sensitive Inclusive Design will provide the most effective

product for handicapped individuals through the active participation in the design process 12.

4.3. Personas

Designing a product for handicapped target users without an appropriate understanding of the

user and their unique challenges may result in a solution that does not address the latent needs of

the target user. Personas and scenarios have been implemented during the design process to

instill empathy in the designs 3,44 . A persona is a fictional character exhibiting the

characteristics of the target user, while a scenario is a cause and effect sequence of the operation

of the equipment in a realistic environment 3,44,45. Research and design teams can develop a

persona to accompany current techniques throughout the design process; this complement

provides insight into target users’ response to different designs or product features 3,46.

Through the implementation of a persona in the design process for a handicapped user, designers

must have the ability to further comprehend the desires of a handicapped patient and his/her

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daily activities to properly determine the requirements for the project 47. While it only serves as

a partial guideline for requirements, the use of a persona allows designers and engineers to

collect raw data from the user’s projected daily activities to provide a conformable, quality

product 47. The personas become a relatable entity to the design team, such as Kim as seen in

Figure 3 (used by students at Clemson University).

Personas can be influential in the design process, providing designers the opportunity to broaden

their knowledge and understanding of the persona’s (i.e. target user) individual situation. This

gives designers the ability to better construct products that will appropriately accommodate the

target user’s specific needs and fulfill the projected design requirements.

With the assistance and implementation of a persona the design team is able to develop “a set of

requirements that accurately reflect the needs of handicapped individuals” to better conform to

the needs of the consumers 47.

Figure 3: Persona modeled after Kim used for Clemson University students

It is important to note that personas are developed through a collection of experiences and

activities from various target users. To develop a persona, teams must collect the necessary

information from numerous users and know which information is pertinent. Teams must be as

specific as possible to collect data that may, initially, seem irrelevant. This data includes, but is

not limited to, the day-to-day activities of the persona (daily agenda), their hobbies, their food

preferences, etc. By exploring the depth of which the target user lives their life, latent

information may be realized. Moreover, the persona should serve as a staple in the design

process as the team should continuously refer back to persona data to aid in design decisions.

Often, a “bio” of sorts is developed for the persona. Templates are available for students to

utilize to develop a complete persona bio.

4.4. Anthropologist (IDEO)

IDEO, often referenced for their creative and effective design methods, attempts to combat a lack

of empathy in design by employing the use of ‘anthropologists’ in their design teams 6,7.

Anthropologists are deployed into the field for inspiration, providing the ability to look at

problems in a new way 6. According to their CEO, Tom Kelley, anthropologists “embrace

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human behavior with all its surprises 6.” Their job is to observe and empathize human behavior

in its various activities and roles 6,7. Some important roles of the anthropologist include

somewhat unorthodox methods such as “asking, watching, learning, and trying” things related to

the problem they are trying to address 6,7. One of the most famous, and well-known examples of

an ‘anthropologist’ in action, is Jane Goodall 6. She inserted herself into the lives of

chimpanzees in an attempt to fully understand their needs and abilities 6. Without her bravery,

innovation, and patience, the knowledge of the numerous similarities between these primates and

the human race would not exist 6.

A recommendation for utilizing this approach is to require teams to function as anthropologists

for a period of time or seek out anthropologists (other appropriate majors) to assist. Applying

this method when designing for a wheelchair user, as in the projects mentioned above, could

include interviewing multiple wheelchair users to find out what their needs and concerns are

beyond technical specifications, spending the day following a wheelchair user around and

observing the challenges they encounter on a daily basis, or spending time navigating a

wheelchair in various environments themselves (as done by students at Florida Institute of

Technology). Additionally, reverse engineering may educate students on why specific products

were designed with its functionality and features – helping students to empathize with the need

for such functions and features. These activities give invaluable insight that can’t be taught or

learned in a classroom or boardroom. Alternatively, teams can seek out an anthropology major

(or a psychology major specializing in anthropology) for assistance. Opportunities should be

sought for the assisting student to receive credit (academic) for their help on the project.

4.5. Ethnographic Studies

Ethnographic studies are a popular technique that have been used to collect information about the

target users’ traits and characteristics 3,48. Ethnography is the study of people in their personal

settings 49. Professional ethnographers will conduct the study and present the findings to the

design team 3,48 . While this data is very extensive and high quality (oftentimes displayed

through videos, blogs, or presentations), the design team does not have any direct contact with

the user group 3. Therefore, the designers are forced to make educated assumptions through the

materials they are presented with 3.

Fujitsu attempted to bridge this gap by hiring ethnographers to teach their systems engineers how

to properly interpret the data and develop empathy for the target users 3,49,50. This was a difficult

process as the engineers were unprepared for this change 49. Ethnographers learn the trade

through hands-on, self-directed process over a period of time. The repeated act of conversation

and social engagement is what makes ethnographers successful.

4.6. Focus Groups

The business world has long made use of “focus groups” to evaluate the acceptability of a

product’s design, packaging, labeling, promoting, etc. for the target market. A classic example

of an expensive corporate misstep is the Hewlett-Packard Kittyhawk Microdrive. Released in

June 1992, the hard drive featured a 1.3 inch form factor and 20 MB or 40 MB capacity 51. It

was a revolutionary product produced for magnetic recording technology. While the company

boasted senior management support, great product development, and a very innovative product

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for its time 52, the sales of the Kittyhawk were dismal. The target users were not well informed

about the product and its capabilities, nor did many consumers see the need to have such a

product. As a result, the company was forced to halt production in September of 1994 51. While

the adverse fate of the Kittyhawk’s Microdrive was not an engineering issue, it was a failure to

recognize the power of cultural influences in target user considerations and their effect on the

success or failure of a product.

Vehicles for administering focus groups are prototypes. Prototypes require feedback from target

users to assist in subsequent design iterations. At Clemson University, the team used focus

groups to display Kim’s (the persona) wheelchair design. Data on the system was collected both

formally (through a serious of prepared questions) and informally (through observations). Figure

4 shows a prototype of Kim’s wheelchair, which was used in a focus group to get design

feedback. Gaining feedback during the prototyping phase allows design changes to be made if

necessary.

Figure 4: Prototype Wheelchair Headrest

While the planning and hosting of a focus group for handicapped or elderly individuals may be a

challenge, it is recommended students perform this during critical milestones in the project. As

noted, prototypes may serve as a vehicle for conducting one of these group meetings so the

students can collect information regarding the product. Recommendations for hosting focus

groups include during requirements development, prototyping, and final product validation.

5. Discussion

This paper emphasizes the importance of incorporating designer empathy and the role it plays in

senior capstone design. Several methods have been provided to help bridge this gap. In

preparation for health related careers it is imperative that students are educated on designer

empathy and are equipped with the formal tools available to address this gap. This paper

discusses the challenges encountered by students when they attempted to elicit requirements

when designing products for a handicapped individual they were unable to empathize with. The

student’s lack of knowledge on handicapped users resulted in many incorrect needs in their

requirements lists and an increase in the number of design iterations required to develop a

product that appropriately met their user’s needs.

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While various methods were employed to mitigate the lack of empathy, the student’s still

struggled to provide a final product that adequately met all of their user’s needs. These design

flaws were due in part to the student’s lack of empathy with the target user and its effect on the

design process and final product. This further supports the need for, and lack of, empathy in

engineering education and design. Had the students employed these methods from the beginning

stages of their projects, rather than midway through, some of their impractical solutions could

have been avoided. The implementation of multiple tools and methods to encourage empathy for

their target user could have prevented some of these issues as well.

When designing assistive technology for handicapped users, it is important to incorporate both

technical and human-centered requirements. Specifically, the target user’s technical preferences

and requirements, as well as their psychological and physiological requirements and preferences.

Commonly overlooked, these factors increase the likelihood of an impractical design. When

interviewing various stakeholders, students found that often times, handicapped users expressed

difficulty and remorse when explaining their condition. Thus, it is important that students utilize

empathetic behavior and approach such discussions appropriately.

Interacting with and involving stakeholders early in the design process of biomedical devices and

assistive technology is imperative. Involving target users throughout the entire design process is

one way for engineers to overcome their lack of empathy for handicapped, elderly, or ailing

individuals. Further, getting stakeholder feedback for the various design components and

iterations, beyond the initial design, can play a critical role in the overall effectiveness of a

product’s design and functionality.

5.1. Preliminary Findings

The findings in this paper encourage students to explore the use of the aforementioned design

tools and for professors to make students aware of the host of various design tools available.

Incorporating the use of such design tools, students could make significant gains in their

requirement elicitation efforts. Further, the students are able to possess a greater understanding

of the design problem and the users of the device they are designing. The impact of empathy

was felt during the requirements elicitation phase of the project. While it is difficult to perform a

quantitative analysis, there are evident shifts in project progress when students understand the

needs of the user. This phenomenon was observed at both institutes.

5.2. Limitations of Study

A limitation of this research was the relatively similar design projects. This was not planned as

both projects were sponsored by community partners who submitted a problem statement.

Nonetheless, the projects are completed at heterogeneous institutes, in two separate courses with

varying course instruction and course sequence.

Assessment is difficult to perform in the study because there is no “control” group for which to

compare against. A control group in this case would ultimately fail because of their inability to

empathize with the user without adequate use of designer empathy tools. While a longitudinal

study would serve this research well, it is difficult to duplicate the senior design experience with

students as they graduate.

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6. Conclusion

Without an accurate set of requirements that reflect the needs of the end-user, design teams will

encounter struggles in many subsequent design activities. Finding efficient methods to combat

this issue would be beneficial to the designers and stakeholders. The process of identifying

needs is an integral part of the larger product development and design process. In order to

successfully complete the design of assistive technologies, it is important for the design team to

gain an understanding of handicapped users of different physical conditions so all their needs can

be taken into consideration during the design of the final product. Handicapped and disabled

users are challenging to design for because there is often a disparity between what the designer

and user are familiar with. This disparity, with both the user and product, may lead to the design

of a product that does not satisfy the needs of the user. Thus, it is important as engineering

educators that design tools and methods utilized to support designer empathy are presented to

students. This is particularly important for students who plan to pursue a healthcare related

engineering field.

This paper presented two separate senior design projects completed at two heterogeneous

institutes where students exhibited struggles in eliciting an accurate set of requirements that

reflect their end-user needs. When prompted to utilize designer empathy tools, students were

able to elicit accurate requirements and develop solutions that meet the needs of the customer.

This research recommends that senior design courses pertaining to healthcare related engineering

fields pay particular attention to designer empathy – though it could benefit students across all

engineering disciplines. Further, students must be aware and equipped with the design tools

necessary to combat this lack of empathy. The importance of human user interaction during the

design process is critical to the success of both the students, and the products they will design.

6.1. Future Work

Future work is necessary to address some of the limitations presented in the paper. Specifically,

two studies are proposed: (1) longitudinal, long-term and (2) comparative pilot studies. Ideally,

a longitudinal study of engineering students who start their career in the engineering workforce is

necessary. This will allow for a comparison of how students’ empathy for end-user evolves over

their professional experience. This will be compared between students who enter various

workforces. For instance, how does empathy differ between an engineer who designs children’s

products for Fisher Price and an engineer who designs welds on a vehicle chassis for Ford?

A comparative pilot study is also necessary to observe how students who have empathy perform

compared to students who lack empathy when designing the same product. For instance, two

groups of similar students may be asked to elicit requirements for a prosthetic arm. One team

may meet with potential end-users and develop personas prior to the activity while the other,

control team starts unprepared. This can’t be a long-term study that takes place in senior design

as students are graded on their design performance and cannot be set up for failure. This would

demonstrate, at an educational level, that teaching students various empathy tools and methods

could have an immediate impact on their ability to traverse and successfully complete the design

process.

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