基于工效学原理的工作座椅设计 文献翻译
基于人因工程学的办公桌椅研究

1、桌面:桌面高度和倾斜角度应该根据人体的坐姿和视线高度来设计。合 适的桌面高度可以减轻颈部和背部的压力,避免长时间工作导致的疲劳。桌面倾 斜角度应该考虑到书写和阅读的需要,使人保持舒适的姿势。
2、椅子:椅子设计需要符合人体工学,具有可调节的功能,以满足不同人 的需求。椅子的高度和倾斜度应该能够随着人体的坐姿和视线高度进行调整,以 最大程度地减少疲劳感。
我们有信心进一步提高快递分拣作业的效率和准确性,为消费者提供更加优 质的服务。
谢谢观看
2、智能抽屉系统:通过采用先进的传感器和机械系统,实现抽屉的自动开 合和物品的自动存放,提高工作效率和空间利用率。
3、隐藏式电源插座:将电源插座隐藏在桌面下方或抽屉内部,减少桌面杂 乱,提高工作效率。
4、可调节背椅和坐椅:椅背和座位的可调节性是提高舒适度和工作效率的 关键。椅背和座位的材质也应考虑人体工程学因素,提供良好的支撑和舒适度。
本次演示将对现有办公桌椅进行人机工程学分析,并提出改进设计建议。
一、办公桌的人机工程学分析
1、桌面设计:桌面高度和倾斜角度对工作人员的舒适度和工作效率有重要 影响。理想情况下,桌面应可以调节高度,以适应不同工作人员的需求。此外, 桌面倾斜角度应保持在一定范围内,以便于书写和阅读。
2、抽屉设计:办公桌的抽屉应方便工作人员取用常用物品,如文件夹、计 算器等。同时,抽屉的设计应避免过大或过小,以免影响桌面的使用空间或妨碍 工作人员工作。
的工作效率和满意度,同时也有助于改善员工的健康状况,减少职业病的发 生。因此,人因工程学在办公桌椅的研究和设计中的应用具有重要的意义。
然而,这仅仅是研究的开始,我们需要做更多的工作来进一步深入理解和应 用人因工程学的原理和方法。例如,我们可以研究如何通过智能化的设计来改善 员工的坐姿和走动习惯,提高员工的舒适度和工作效率;我们也可以研究如何通 过绿色的材料和
座椅的人因工效分析研究

座椅的人因工效分析研究作者:冯建闯谈乐斌狄芳来源:《计算机时代》2020年第08期摘要:用SolidWorks软件建立一种简约型办公座椅模型并导入Jack软件,构建由数字人和座椅模型组合成的人因系统进行工效仿真分析。
对坐在既有靠背又有扶手、仅有靠背没有扶手和既没扶手也没靠背的三种座椅上的数字人应用人机工程理论方法分别进行静态分析。
开展舒适度分析、下背部分析和疲劳恢复分析的数字仿真,对数字人身体状态参数进行分析。
结果表明,座椅的扶手、靠背是影响人因工效的重要构件。
该分析为选择和改进办公座椅提供了参考,并提出保持身体健康的建议。
关键词:Jack;座椅;人因工效分析;扶手;靠背中图分类号:TP391.9 文献标识码:A 文章编号:1006-8228(2020)08-27-040 引言人机工程学是研究人、机械及其工作环境之间相互作用的学科,其核心是以人为中心,设计机器、工具、消费品、工作环境,使之符合人的因素,从而提高人的工作绩效。
这是人机工程学的基本要求[1]。
Jack软件是目前广泛应用的一款人因工程分析软件,它是一种集三维仿真、数字人体建模、人因工程分析等主要功能为一体的实时可视化仿真系统,其中包括静态仿真、动态仿真和人因分析三大主要模块[2]。
座椅是人们密切接触的用具,长时间坐在不舒服的座椅上会增加静负荷,造成肌肉疲劳酸痛,长此以往会对人体造成严重损害[3-5]。
座椅的扶手和靠背为人体提供部分支撑,减轻关节的负担,有效增加人体舒适度[1,6-8]。
本文采用Jack软件对座椅开展人因工效分析,探究座椅的扶手、靠背对于人体的重要性。
1 座椅模型及分析方案1.1 座椅模型座椅作为工作、生活的一种日常用品,其设计会有多种结构。
常见的有动态座椅、前倾式座椅、膝靠式座椅、作业用凳等。
图l(a)是运用SolidWorks建模软件建立的一种常见简约型办公座椅三维实体模型。
座椅b、座椅c是座椅a分别去除扶手、去除扶手和靠背后对应的结果。
课桌椅的人类工效学技术要求

方圆标志认证标准CQM/QB-202-2010课桌椅的人类工效学技术要求Ergonomic requirements for student desks and chairs(申请备案稿)2010-**-**发布 2010-**-**实施方圆标志认证集团发布目次前言 (2)引言 (3)1 范围 (1)2 规范性引用文件 (1)3 术语和定义 (1)4 技术要求 (1)5检测方法和计算原则 (2)附录 A (规范性附录)课桌椅用户体验表 (3)前言《课桌椅的人类工效学技术要求》是针对课桌椅类产品符合人类工效学原理的检测和认证制定的技术要求。
本标准起草单位:中国标准化研究院、方圆标志认证集团有限公司、北京家具行业协会、强力家具集团有限公司、北京天坛股份有限公司本标准主要起草人:赵朝义、杨帆、呼慧敏、白殿一、李铁男、李臣、郑深、邓秋玮、蒋洁、刘险峰、靳辰阳、马晓倜引言随着我国经济和科技的发展,产品的安全和质量水平日益提高。
在此基础上,人们对产品的人类工效学(也叫做人因工程学、人体工程学或者人机工程学)特性提出了更高的要求。
人类工效学旨在按照人的生理和心理特性设计和改善产品与环境,以实现人、机(包括机器、计算机、工作生活用品以及软件界面等)、环三者的最佳匹配,为人们创造“安全、健康、舒适、高效”的工作生活条件。
符合人类工效学原理的产品设计能有效提高产品竞争力,改善人民生活质量。
课桌椅是学生使用时间最长的家具,课桌椅的设计应符合学生的生理和心理特性。
设计不佳的课桌椅会直接影响青少年的身体健康和学习效果。
为了保护学生背部健康和提高学习效果,欧盟已经推出了一套新的“课桌椅指导规定”,建议学校购买符合人类工效学原理的桌椅。
符合人类工效学特性的课桌椅,会给学生创造一个良好舒适的学习环境,既有利于学生聚精会神学习,又有利于减轻课桌椅对学生身心健康的影响。
因此,有必要根据人类工效学原理,规定符合学生生理和心理特点的课桌椅技术要求,提高课桌椅的工效学特性,从而满足学生安全、健康、舒适、高效的学习要求。
家具设计中英文对照外文翻译文献

家具设计中英文对照外文翻译文献(文档含英文原文和中文翻译)原文:Researches and Development of InteractiveEducational Toys for ChildrenAbstract: For Oriented by the teaching philosophy "game based learning", this paper carried out an in-depth research on the interactive mode of children's educational toys. In the research process, it attempted to build a new immersed educational-game scenario for children by using the new interactive technology so as to inspire the children's interest in learning and exploration. The research object in this paper was an interactive educational toy-"funny tap" English learning machine for children. After integrating the design concept of this product from an industrial designperspective, we selected specific interactive technology and completed the engineering. Moreover, we have conducted tests of work principles and effect of usage based on the sample machine. The final result indicated that there is a promising and huge market potential to apply the new interactive technology to development of educational toys.Keywords: Interactive Educational Toys, Interactive Design, interactive mode1.INTRODUCTIONSince 1980s, human beings including the children have entered a digital age. Under the influence of the advanced information, early stage education machines, electronic building blocks, electronic wall charts, and other new toys have become children's new favorites. With the influence of the west teaching philosophy-"game based learning", parents are strongly agreed with such toys for children. These modern educational toys will become the mainstream of toy development due to their promotion of children's learning, practical ability, creativity and imagination.Interaction exists in all things contacted by humans, and interactive design emerged to design a kind of communication and dialogue between human and objects to minimize the "cognitive conflict". As a new design theory, interactive design has a wide range of applications in designing educational toys.2. THE PLAN AND BENEFITS OF THE INTERACTIVE MODE OFCHILDREN 'S TOYSThe rise of various digital technologies, such as voice recognition, 3D video, and virtual reality technology etc., gives new experience to people's perception. The author aimed to apply these new digital technologies to the researches of interactive educational toys design.The plan of the interactive mode of children's educational toys:2.1. Voice InteractionVoice interaction voice includes touch voice interaction, voice command interaction and intelligent voice interaction. Touch voice interaction and voice command interaction have been very common, such as electronic wall charts, televox;intelligent voice interaction is the author's aim to create a genuine dialogue between children and simulation toys through digital technology, to foster children's language ability, particularly in a family with only one child, the children need a "partner" to accompany them to learn and play with.2.2. Video InteractionVideo interaction can be divided into 2D image interaction and 3D video interaction. The former has been broadly used in toys, such as in multimedia courseware, image or video of horse will appear when referring to "horse"; 3D video interaction is the author's aim to apply 3D projection technology in the "play" process, for instance, when referring to a green grassland, a grassland projection will appear so that children feel like being on the grassland, which enhances children's learning experience; meanwhile, this enhanced emotional experience will prolong the memory retention time or even extend to a ultra- long-term memory.2.3. Narrative InteractionNarrative interaction is to conceive a story for the toy and offer a task role for children to make them participate in the story. The steps are shown in Figure 1:Fig. 1. The steps of narrative interactionBased on children's curiosity and imitation psychology as well as the investigation of the games, the author found the correct application of story interaction in educational toys can greatly mobilize children's learning enthusiasm, for example, we conceive an English learning process as treasure hunt activity. In this activity, the words are hidden in the treasure box, and children themselves are explorers, if they put one or a few words together, they will get a treasure box, and they can also make a competition with peers to get the treasure boxes. Through establishment of game theme, selection of roles, and plot development in the activities, children not only increase their knowledge of English, also learn how to get along with peers and develop good self-awareness.2.4. Web Virtual Reality InteractionWeb virtual reality interaction is virtual imaging through network connections, making you feel like your partners sitting, playing and learning with you, to deliberatethe loneliness in the contemporary families, and promote children's learning initiative in the competitive context.Psychological research shows that with respect to the learners, the learning behavior resulting in emotional pleasure experience will produce a positive emotional resonance, thereby enhancing the learners' learning initiative and enthusiasm. The realistic educational-game scenario created by interactive educational toys for children not only brings emotional pleasure experience to children so that learning is no longer boring for them with a purpose of mobilizing the enthusiasm of study and developing creative thinking, but also enhances children's social communication ability to help children establish good social character favorable for their life.3. DEVELOPMENT OF INTERACTIVE EDUCATIONAL TOY—"FUNNYTAP"Parents are head-ached on children's learning English, so we focus on developing an interactive English learning toy to help the children remembering words in game scenario and stimulate their interests in learning English, and training children's hand operation and brain coordination.The development practice procedure of interactive toy for children-"funny tap" is shown in Figure 2 as following:Fig. 2. The development practice procedure of "funny tap"3.1. The development process of interactive concept of interactive educational toy-"funny tap"It is the development process of "funny tap" interactive concept. After investigating the object group of children and parents about their needs of English learning machine, we summarized six key indicators such as security, fun and incentive. Here we mainly describe three models of interactions shaded in Figure 3.To meet the requirement of fun, the author designed a narrative interactive process, as is shown in Figure 3:Fig. 3. The narrative interactive process of "funny tap"The word learning process is conceived as a game of whack-a-mole, imagining there are N mole holes, and there are M letters in a word (i.e. M moles with a letter). If you tap down M jumping moles in accordance with the order, you will get the cheers, if the tap is not correct, it will continue to call "come on"; meanwhile, the action of "tap" is not only funny, but also effective to train children's hands and brain coordination.Voice interaction was prepared by the microcontroller program to control the voice modules. There are two features regarding the "funny pat": one is word pronunciation; the other is the design of the applause and cheering voices for reward and punishment, which help to reach the goal of incentive.In the first stage, video interaction was prepared by displaying the letters on buttons through LED dot matrix character display modules mainly controlled by microcontroller; in the second stage, we provided toy with 3D projector for projecting the whole process in the air to construct a 3D emotional scenario, and the action of "tap" is to tap the projections in the air.3.2. Principle diagram of interactive educational toy for children-"funny tap" The operation principle of "funny tap" is shown in Figure 4:Fig. 4. The operation principle of "funny tap"The system consists of six components, such as voice module, LED indicator, action back module, MCU, power module and LED dot matrix character display module. Among these, the three formers are connected with MCU through 8-bit data bus; LED dot matrix character display module is connected with the microcontroller through the 12C bus. Voice module stores English word pronunciation documents needed in the game, and MCU pronounces the word by controlling the voice module via the bus. LED dot matrix character display module consists of driver chips and the 8*8 LED matrix. MCU bus control LED dot matrix character display module via I2C to show the corresponding English letters. Action back module tests and captures the player's actions during the game for the MCU to judge whether the player conducts normal actions to control the game process.3.3. Appearance design process of interactive educational toy-"funny tap"The following Figure 5 is a design process from sketch, modelling, model-making to the final product and the drawing of the product structure explosion.Fig. 5. Appearance design process of "funny tap"3.4. Interaction testSample of N (N is an odd number) preschool children was randomly selected to test the product's availability, usability and user's willingness of using it. Mainly onsite testing observation and questionnaire survey, and then we improve the product according to the test results.Testing times are equal to or more than I so as to find the products with highest interaction. In the product final trial, most of parents fed back that this toy combined fun and knowledge well and the whole learning process was very smooth and the children were very happy when "learning".4. SUMMARY AND PROSPECTChina is a large country of toy manufacturing, but it still remains in the stage of imitating foreign design, especially in educational toy design. The research and practice of interactive educational toys in this study is expected to give some thought and inspiration to toy designers so as to further promote the development of Chinese toy industry.REFERENCES[I] Liu Zaihua, Children's Social Intelligence, Anhui People's Publishing House, 2008.[2] KARL T. ULRICH, STEVEN D. EPPINGER, Product Design and Developmen,Higher Education Press, 2005.[3] (U.S.) Robert J. stembeg, Translated by Yang Bingjun, Chen Yan, Chow Zhiling,Cognitive Psychology, Beijing: China Light Industry Press, 2006.[4] Zhang Zhcnzhong, Li Yanjun, Classification Research of Educational Toys,Textiles and Design, December 2008 Vol. 12.[5] Li Qiaodan, Xia Hongwen, On the Function of Digitized Bran-training Toys inElementary Education, China Education Informationalization Issuing Department.[6] Song Jun, Researches on Design Principles of Children's Educational Toys,[Online]. Available: [7] Liu Mingliang, " The Principle Production and Purchasing of Electronic Toys", New Era Press, 1992.Toy development and design based on the needs of olderpersonsAbstract:In china, aging and the life-quality of older persons has become today’s important issues of social concern, and how to solve this problem thus turns to be an important challenge in the design and development of supplies for the old. Now, the ensuing ways to solve varied. For instance, the design community has put emphasis on the design and development of the supplies for the old, but a large part of these de signs were for medical care and medical products of the senior person. The designsfor the vast majority of the healthy people in their senior age are rarely involved. In this, I think, for the function of toys, the emphasis on the development of physical and mental health of older persons is the key, so to rethink the development of toys for the old persons in china is one of the ways.Keywords: Toys for the old, Needs design, humane careMentions of the toys, we always unconsciously think of the innocent children, as if toys are just child’s belongings. With the improvement of living standards, emphasis on the toys is constantly improved. To meet the needs of children, various designs are brought out, and then from luxury goods, toys have gradually become the child’s necessities. However, the authorities of the china toy association state that the toy is no longer the children’s only product: toy concept has been extended and functional and practical range of modern toy has been further expanded. Toys not only inspire children, but also become the recreation products for the seniors. The old also need toys that could meet their spiritual needs and enrich their life in later years.1.Status of the development and design of toys for the seniorsIn china, toy for the old is still an industry to be developed. Senior people, as customers, they have needs and also purchasing power, but no targeted toys for them. There are as much as 130 million seniors in china who would be a huge consumer group, but the research and development of toys for old consumers has lagged behind developed country for more than 30 years.In America, the toys designed for the senior amount to 40% of the toy market. The toy market for old persons is more mature. They have many toy stores for the seniors throughout the urban and rural areas. Also our neighbor Japan does well in the development of toys for the old persons, and most toy companies have produced toys for seniors, and continued to introduce new products.2.The meaning of the development of toys for the seniorsRetiring from work, the senior people get more time than before. Besides watching TV at home, they have no many alternative entertainments. Some old people have been for a long period in loneliness. Over time, they are prone todepression, anxiety disorder and Alzheimer’s, seriously affecting their physical and mental health and become burden to children and society.Li guangqing in department of rehabilitation of Beijing Xuanwu Hospital once said: “with age increasing, the function of the body of the seniors gradually degraded, and their reaction will be clumsier. At the same time, retirement from work, the opportunity for the old to use their brain reduces, which further brings the decline of attention and cognitive ability. Except to maintain good habits and moderate exercise, to slow down brain aging, putting hands and brain in work at the same time is the most effective way, which is exactly the function of toys. for people with Alzheimer’s, playing with toys, to some extent, would alleviate the condition.Therefore, toys can develop people’s thinking ability, and improve our intelligence. If the seniors play with toys constantly, the aging of the brain and the Alzheimer’s would be effectively prevented. Medical experts found that to maintain old people’s intelligence, we must first fully protect the brain. In addition to proper nutrition and adequate sleep, the seniors should make most of the brain. Just as Chinese saying tells that”water does not rot, and the door hinge is never worm-eaten “, the more one use his brain, the more sensitive it becomes. Playing with toys is exactly a good way to use the brain. With toys, the old people not only receive more information, at the same time become more optimistic than before, thereby enhancing their immune system function.3.The needs-analysis of toys for the oldWhat is a needs analysis? This approach is to focus on the users’ needs. Users’needs are sources of many new products.What is the demand-design? it is the most front-end process for new product in its life cycle, and decides the success or failure of the new products. Needs-design starts from the businesses and designers’judgment of the market or the needs of users, and ends at planning proposals or technical specifications on description of the product development. Understand the market or user demand is a high-level investment for the success of the product.The development and design of toys for old persons should start from the needs ofthe seniors. Only a real understanding of the old consumers and their psychological and physiological needs can bring toys that give practical cares for the seniors physically and spiritually.Toys for the old should bring human care. Toy design process should be integrated into this concept. The aim of the toy design for the old is enhanced, with seniors-centered design principles, and with the help of analysis on the seniors’physiological psychological characteristics, cultural level and lifestyle. The toy design principle that shows humane care for the seniors is reflected at the same time.(1)Safety firstTo varying degrees, the judgment, cognitive ability and ability to respond of the old people weaken, thus in the process of using the product, they inevitably make mistakes. In case a threat to physical and mental health occurs, they usually are unable to escape the danger. Therefore, toys for the seniors should be fault-tolerant. So that, the old people even make a mistake, there will be no danger. Here the reduction of operation process and the set of message for safe operation is an effective way to ensure the safety of the seniors with toys.(2)Moderate difficultThe design of toys for the old should be of moderate difficulty, and the purpose is to arouse their interest in playing. If too simple, it would not enhance the interest of the seniors and thus would not achieve the aim of exercising the brain; if too difficult, it would be strenuous for them to learn, and consequently cause a sense of failure which is not conducive to their mental health.(3)Easy to identifyThe toy should have a familiar form and an understandable functional theory for the old. It should also be equipped with an interface in keeping with the experience and habits of the seniors. Besides, the toys that need interface design, should take into account the graphic symbols, size, color, clarity of sound, light intensity.(4)Facilitate communicationPeople’s feelings need to vent and exchange, especially for the seniors. For them, emotional communication is indispensable to maintain their vitality, andimprove the quality of life. Playing with toys, there are many ways for the old to choose, such as: taking turns to participate, working together and racing in the game. The development of multiple-persons playing toys is to create a harmonious environment in which they can talk when play. So the core of toy-development is to involve the participants as much as possible. For the participating ways, common collaborative participatory approach is the best, which is more conducive to conversation, and get to know some new friends. In this way the seniors can expand their social circle with emotional exchange.(5)The effect for keeping fitness and developing intelligenceIncreasing with age, people’s organ recession becomes an objective physiological phenomenon. In order to maintain good physical function and mental state, and improve the quality of life, fitness puzzle is a very important content in the lives of older persons. Body-building that can achieve with playing toys is the most basic needs of older persons. Old people by playing intellectual toys can effectively prevent Alzheimer’s disease, so to maintain the flexibility of the seniors’mind is the main direction of the toy development.(6)Cultural connotationsLife experiences bring the old people with more comprehensive concept of life, thus toys with a certain ideological and cultural depth usually put them in recollecting and thinking of issues. Toys for the seniors are different from those for children: a child plays a toy intuitively, while the old emphasize the toy’s inherent fun, and show great interest in the toys with cultural connotations. Of course, this culture must be familiar with the elderly, has gone deep into the ideological deep.Summing up, toys for the seniors have a promising market, for each one of us would inevitably become old. The design industry should make more efforts to improve the living standard of the seniors. One way is to develop toys for the old and help them improve their life quality with theses design. We all know, care for the old is to care for all mankind, and designing from the needs of the old has become an urgent task of today’s society.References:[1]Yang Guanghui. China’s Population Aging and the Industrial Structure [m].Liaoning Science and Technology Press, 2008.7.[2] Wang Lianhai. Chinese Toys, Art History [m], Hunan Fine Arts Publishing House, 2006.8.[3] Wang court. Toys And Innovative Design [m], Chemical Industry Press, 2005.12.儿童家具的人性化设计摘要:本文以儿童家具设计问题为出发点,提出人性化的概念在新的时代环境下的新解释,并指出新的人性化设计原则在儿童家具的设计方法中的实现,分析儿童家具的现状,并提出一些建议。
基于工效学原理的工作座椅设计 文献综述

基于工效学原理的工作座椅设计文献综述引言座椅作为一种家具和办公设备在现代社会的应用越来越广泛,很多工作和休闲场合都要求做到“能坐着不站着”,从事一般坐姿工作的人员,每天保持坐姿姿势大约有5---8小时,极端情况下可能更多,所以座椅的设计合理与否也直接关系到人的健康和工作效率。
在这个非常重视健康和效率理念的时代座椅的设计显得尤为重要。
在人,机,环境系统概念下,研究工作座椅设计,主要涉及的因素有人体尺寸,人的生理,认知心理,作业动机,用户体验和审美等。
本文主要针对座椅设计因素进行研究和探讨,对以往研究的成果进行探索式的总结和阐述,范围涉及不同类型的座椅设计特点,特别要求,设计时考虑的基本因素和特定因素,座椅造型设计,审美设计。
从而对座椅设计的科学性,合理性,系统性以及审美价值做一个比较详细的介绍和研究总结。
座椅的发展史座椅的发展历史可谓渊源流长,在中国古代和世界历史上早已有之。
春秋时期大思想家,大教育家孔子讲学时,就有类似座椅的讲课“家具”。
但是我国真正的座椅雏形出现在汉魏时期,敦煌285窟壁画就有两人分坐在椅子上的图像;257窟壁画中有坐方凳和交叉腿长凳的妇女;龙门莲花洞石雕中有坐圆凳妇女。
这些图像生动地再现了南北朝时期椅、凳在仕宦贵族家庭中的使用情况。
不过那是的座椅不称座椅而称为“胡床”,胡床在魏晋南北朝至隋唐时期使用较广,有钱、有势人家不仅居室必备,就是出行时还要由侍从扛着胡床跟随左右以备临时休息之用。
之前的“座椅”(或称“胡床”)并没有靠背,发展至唐代才出现有靠背的“座椅”,由此真正的“座椅”开始了新的发展历程。
逐渐发展宋代的太师椅,藤椅以及后来的木质的方座椅等等。
外国的座椅也早已就有,古埃及的石头“座椅”在古埃相关文献上可以经常看到,功能强大,相当实用,不仅如此,其实,座椅作为一种可以让人更舒服的坐具,在各个地区和国家的古代历史上都曾出现,并有一定的发展。
个人认为这正是座椅的功能和人体的生理和心理因素的关系所决定的,就是说,虽然古代没有人机工程学,更没有人专门研究,但是古代的人们却在经验中发明了“座椅”可以使他们更加舒服或是高贵,这其实是人们对人体生理学和心理学的一种早期的非理性的探索和应用。
基于仿生原理的休息用椅设计研究

一、仿生设计学仿生设计是在仿生学和设计学的基础上发展起来的一门新兴边缘学科,主要涉及数学、生物学、电子学、物理学、控制论、信息论、人机学、心理学、材料学、机械学、动力学、工程学、经济学、色彩学、美学、传播学、伦理学等相关学科[1]。
仿生设计学的研究范围非常广泛,研究内容丰富多彩,特别是仿生学和设计学涉及自然学科和社会学科的许多交叉学科[2]。
二、仿生设计在灯具中的运用灯具是与人们生活密切相关的产品。
将仿生设计融入灯具设计中,材料、色彩以及形态造型等方面能够得到进一步提升,使现代的灯具产品设计更加具有个性与多样性。
回归自然的设计理念,增进了人与自然的和谐关系。
仿生设计看似平常却能很好地反映设计师对产品功能和审美能力的把握。
丹麦著名设计师保罗·汉宁森设计的PH灯,采用多遮光片的原理进行设计,并用设计师首字母来命名该灯具。
PH灯形似贝壳状,重叠排列。
光线在灯罩内进行多次反弹,反弹多次后的光线倍增、强度变弱,从而均匀地散落在四周,灯罩边缘过亮得以削弱,从而获得柔和的照明效果(如图1)。
PH灯造型简洁优美、富有变化,线条流畅,同时灯光在传递过程中产生不同的光色,整体给人以质朴、韵律的美感。
PH灯不仅可以单独使用以营造局部氛围,还可以与大型枝形吊灯混合使用以营造整体氛围。
PH灯打破了传统灯罩类似圆形的固有形态,对其进行解构与重构,形成大小不一的弧形状,然后对弧形状的块面进行重组,如“PH系列松果灯”“PH系列Snowball”、PH系列“3/2”壁灯等,其组合的可能性近乎无限。
“月球吊灯”是沃纳尔·潘顿早期的设计作品,是一个遮光吊灯,由10个可以调节的白色或乳白色环片组成,采用铝或丙烯酸塑料制成,吊灯中间的金属转轴将其环片串联起来。
环片全部打开时,呈现出一个三维的白色或乳白色球体,随意拨动环片,光线随之发生变化,给人带来无限遐想(如图2)。
吊灯中的环片打开后,环片的位置、角度和疏密关系使吊灯的变化极为丰富,再借助灯光和10个环片之间的光线反弹,使吊灯产生韵律感十足的光影效果。
人机工效学在椅类设计中的应用

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工作座椅一般人类工效学要求

工作座椅一般人类工效学要求GB/T 14774—93国家技术监督局1993—12—24批准1994—07—01实施1 主题内容与适用范围本标准规定了工作座椅的术语、结构型式、主要尺寸和一般人类工效学要求。
本标准适用于一般工作场所(含计算机房、打字室、控制室、交换台等场所)坐姿操作人员使用的工作座椅。
本标准不适用于办公室和家庭用椅,不适用于安装在生产设备上的固定式工作座椅、驾驶员座椅和在狭小作业空间使用的工作座椅。
2 引用标准GB 10000 中国成年人人体尺寸3 术语3.1 工作座椅工作座椅是供坐姿工作人员使用的一种由支架、腰靠、坐面等构件组成的坐具。
3.2 坐面工作座椅直接与人臀部接触的主要承重表面。
工作座椅的坐面有带座垫的柔性坐面和不带座垫的刚性坐面两种型式。
3.3 座垫由弹性材料及蒙面材料组成的柔性坐面。
3.4 座高坐面前缘起拱处最高点与座椅支点所在水平基准面之间的垂直距离。
3.5 座宽坐面左右边缘间通过座椅转动轴与坐面交点处且垂直于左右对称面的水平距离(无转动轴的座椅,该参数在坐面深度方向二分之一处测量)。
3.6 座深在与座宽相垂直的对称面内,坐面前缘与过腰靠支承点所引垂线间的水平距离。
3.7 腰靠配置在座椅上主要起支撑腰部作用的构件。
3.8 腰靠长腰靠左右边缘间的最大水平距离。
3.9 腰靠宽腰靠上下边缘间的最大直线距离。
3.10 腰靠厚腰靠在受力状态下,在其左右对称面内、腰靠宽中点处,前后缘间的垂直距离。
3.11 腰靠高腰靠宽中点处到座椅转动轴与坐面交点处所在水平面的垂直距离。
3.12腰靠圆弧半径腰靠在受力被压缩且腰靠倾角β=90°的情况下,过其左右对称面上腰靠宽中点的水平面与腰靠前缘圆弧面相交曲线的曲率半径。
3.13 倾覆半径以座椅转动轴在水平基准面上的垂直投影点为圆心所画的与水平基准面上任意两相邻(座椅)支点之连线相切的若干圆中,尺寸最小的圆半径。
3.14 坐面倾角坐面与水平面之间的夹角。
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人因工程介绍1 人因工程简介因为人们在使用系统和机器的时候会出现失误,所以有了人因工程领域的存在;否则,将很难找到人因工程存在的合理性。
人因工程可以简单的描述为和人的能力、缺陷等相关的人体知识。
人因工程的历史可以追溯到1911年,弗雷德里克·泰勒做了各式各样的研究来决定效率最高的铲子的设计。
1911年,泰勒研究工作的崇拜者——富兰克林·吉尔伯莱斯,在泰勒研究的基础上,研究了砌砖的问题,并且发明了可以使砖瓦工在适当的水准下能随时完成他们任务的脚手架。
因为这些发明使得砌砖的效率从每小时120块增加到每小时350块。
1924年,国家研究委员会(NRC)在伊利诺斯州发起了一项关于西部电力霍桑计划中考察各方面人因工程的研究。
到1945年,人因工程被公认为一个专门的学科,1972年美国国防部发出了一份关于人因工程的文件。
这份文件包含了对制造商和承包商订购的先进设备中使用人因工程原理的需求。
现在,有大量的关于人因工程的书籍,科技报告,论文被发行。
这个章节展现了基本的人因工程原理在运输系统中对人的可靠性和失误的研究方面意义重大。
2 人因工程的目的,基于人因工程建立的原则,人机界面很多学科和人的因素、人和机器特性相关,因此也有很多人因工程的研究目标。
它们可以被简单的分成四类:类型一(基本操作)主要是与减少失误或错误,增强安全性和提高系统性能相关的研究。
类型二(对可靠性和可维护性的影响)主要和增强可靠性,提高可维护性,减少培训需求以及降低人力投入相关。
类型三(对使用者和操作者的影响)主要是与提高使用能力和使用者更加轻松,改善工作环境,减少疲劳、身体压力、厌倦、单调的感觉,增加具有审美性的外观相关。
最后,类型四(其他方面的研究)主要是指和降低生产成本,减少时间和设备的损失等方面的研究。
人因工程是以一个跨学科的领域。
有很多学科与之相关,一些相关的学科如:心理学、工程学、人体测量学、应用生理学、工业设计学、环境医学、操作研究学、统计学。
在一般人体行为和感知能力情况下,人和机器拥有很多特性。
人和机器之间一些重要的特性比较如下:人:●人在某种程度上需要一定的动机●人拥有感应力●人和机器相比较反应慢●人的协调一致性比较低●人具有很强的理解力,并且有能力在解决意想不到的困难和问题时做出所需的判断●随着工作时间的增加和缺乏休息会使人感到疲劳。
●人很大程度上要受到诸如噪声、温度、危险品等环境因素的影响,当然人还需要空气来呼吸。
●人的记忆受到时间的限制,但是没有容量限制的问题。
●人会因为包括疾病、罢工、培训、个人原因等各方面的因素而不能上班。
机器:●机器不需要动机●机器没什么感应力,但拥有很好的推算演绎能力●机器对外部信号拥有迅速的反应能力●机器是很忠实可靠的,除非发生故障或者损坏●机器不会疲劳,但是需要定期的维护保养●机器不容易受到环境的影响,并且更容易满足在恶劣环境下使用的条件●机器的记忆完全不受时间的影响●机器受到故障的限制3 一般的人体行为和人的感知能力以往的经验表明人的行为在工程体系的顺利进行中扮演着重要的角色,因此,在设计阶段的典型例子是很重要的。
我们注意到在下列所列举的特定条件下使用智能机器(机器人)比使用普通的机器更加合适。
●人的行为一定要考虑人细心的极限程度。
下面是我们列举的这方面的行为。
●人通常很不情愿承认自己的错误●人经常会忽略或者误读说明和标签●很多人不能重新检查操作者所犯的准确错误●通常人在想事情的时候不能执行其他任务●人很难对间隙、距离、和速度做出很好的估计●很大一部分人在完成冒险的错做或是危险地项目时都会出现很长一段时间的骄傲情绪●人经常首先用手来进行测试和探究●人很容易对不熟悉的事情感到困惑、烦恼●通常,人会认为生产项目是安全的●人倾向于担心这个担心那个●人们会期望电能转化成向上的、能够到达目的地的、开启动力的能量人有很多感觉系统:听觉、嗅觉、触觉、视觉、味觉、还有很多特定的感觉系统,能够感觉温度、震动、旋转、压力、位置、加速、直线位置。
此外感觉结果超过大范围一分钟的偏差都会被认为存在几个小时。
四大人体感觉系统的相互关系分别如下描述:视觉是有特定波长的电磁波辐射激发的,经常见的是可见光的电磁波光谱。
有一部分光谱是眼睛可看见的,显示为光亮,就像人们从不同角度看到不同的效果一样。
人对颜色的感知能力会随着观察视角的增加而降低。
在设计阶段需要特别注意的因素如下:●在黑暗中颜色的区别很小●在白天(光亮条件下)人的眼睛通常可以看见波长在5500埃左右的绿光到黄光波段●作为警示目标的光源应尽可能的接近红光●在任何可能的情况下,使用红光过滤器,可以得到波长优于6500埃的波长●不要过分相信危险作业中由疲劳的人执行的颜色信号●选择颜色时不要因为颜色比较淡酒忽视或弄混乱触觉系统这是一个非常重要的可以帮助减轻视觉和听觉向大脑传输信息的负荷的感觉系统。
一个很重要的例子就是人可以通过触摸来判断控制手柄的形状。
不过,几个世纪以来,在很多手工艺行业,通常触觉获得的信息被用来检验表面粗糙度和表面缺陷。
用来探测表面缺陷的方法已经得到了改进,不再直接用手来触摸表面而是隔着一层薄薄的布料或纸张来实现。
震动感觉系统震动会降低人的精神状态,影响人的正常操作。
其实震动的频次的高低会导致疲劳、头痛、疲乏、情绪疾病、阅读能力的退化。
一些方法可以降低震动和情绪的影响,如下所示:●在执行必须维护时,去除波幅大于0.08m和操作时需要辨别数字和字母的操作●减少垂直震动,因为这对坐着的人影响很大●通过安装弹簧、减震器、增加橡皮垫来减少震动●避免任何垂直坐姿设计,着可能导致产生每秒钟3---4个周期的震动,因为长时间的垂直坐姿会在坐的位置上产生在3---4周期每秒钟的共振效应听觉系统噪音通常指不规律的声音,人们对噪音的反应包括:疲劳、烦躁和其它不太好的情绪。
长时间暴露在过度噪音可能会导致失去听觉,降低工作效率,对需要高度协调和精力高度集中的工作产生不良影响。
噪声低于90分贝对人是安全的,高于90分贝对人是危险的。
噪音高于130分贝是很难受的,可能会引起刺痛感。
另外,噪音也可能由操作者和维修者的口头交流引起,这也可能损坏他们的听力。
4 人因工程中有用的公式过去的很多年中研究者们亦应发明了很多数学公式来估计和人相关因素的信息。
这些公式在研究人在传输系统中的可靠性和错误分析方面与重要的作用。
公式一:休息时间估计一些估计性的公式是用来估计,在工作中一些其他需求的(计划性的和非计划性的)。
这些其他因素的估算(rest total ,TR)可以表示如下:TAWT(ACE-LEE)TR=(ACE-θ)注释:1)TAWT是用分钟来表示的估计的总工作时间,它的值大约等于安静水平下1.5千卡/分钟2)ACE代表每工作一分钟消耗的热量(能量,千卡数)3)LEE表示按照标准每分钟消耗千卡数的平均值例如:假设一个运输系统操作工执行一项任务需要150分钟,他/她的平均能量支出为6千卡/分钟,计算可得需要休息的时间,如果LEE=5千卡/分钟,已知的数据代入上述公式可以得到:150(6-5)TR=(6-1.5)=33.3(分钟)也就是说需要休息的时间为33.3分钟。
公式2:汽车安全的最高超速估计汽车安全最高速度的估计是基于交通通畅的公路的,最高时速可比表示如下:HW-CW-2D m-(CL)*(MA)MSS=(MA)*(DRT)注释:1)MSS最高安全速度2)HW是公路宽度3)CW是汽车宽度4)D m是汽车距离路边的最小安全距离5)CL是汽车长度6)MA是汽车行驶时偏离实际线路的角度7)DRT是司机的反应时间公式三:巡检性能估计巡检的好坏是用他们的巡检任务来衡量的,巡检性能估算如下表示:TITIP=(NPI-NIE)注释:IP是巡检员每分钟执行正确巡检的次数TIT是总的反应时间NPI巡检种类的数目NEI是错误巡检的数目公式四:特征高度估计特定高度的估计主要是通过观察距离、阅读的准确性、观察条件等因素的计算来确定的,计算方法如下:CH=(0.0022)(VD)+CF1+CF2注释:1)CH是以英寸为单位的特定高度2)VD是以英寸为单位的观察距离3)CF2是临界值修正系数,比较重要的项目它的值推荐使用0.075,其他情况下取值为0.4)CF2是照明和观测条件下的修正系数,不同的条件有不同的取值,0.26(一英寸高度的蜡烛,不适宜阅读),0.06(高于一英寸的蜡烛适宜阅读),0.16(高于一英寸的蜡烛不适合阅读),0.16(低于一英寸的蜡烛适合阅读)例如:假设距离仪表盘的观察距离大约是40英寸,在CF1、CF2分别是0.26和0.075的情况下,计算仪表盘的合理高度,代入上面所给的公式我们可以得到:CH=(0.0022)(40)+0.26+0.075=0.423(英寸)所以合理的高度应该是0.423英寸。
公式五:亮度对比公式亮度对比估计可如下表示:(LB-LD)*(100)BC=LB注释:1)BC是亮度对比2)LB两处光源亮度的比较3)LD两处黑暗区域的亮度比较例如:假设一种纸张有90%的反射率,在这种纸张上的字迹的反射率是10%的情况下,计算亮度对比值。
同样代入上面的公式,我们可以得到:(90-10)*(100)BC=90这样我们就可以得到亮度对比值为88.88%。
公式六:闪耀常量的估计可以描述如下:(SA)0.8(SL)1.6GC=(LGB)(AN)2注释:1)GC是闪耀常量2)SA是观察物体和视线的夹角3)SL是光源的亮度4)LGB是一般背景亮度5)AN是光源距离和观察距离的夹角通常GC=35是可以接受的闪耀程度,GC=150意味着是不舒服的闪耀界限。
5 在系统设计中运用人因工程以及它们的优点在设计阶段考虑人因工程因素是非常必要的,对生产和系统的适应性有积极地影响,在设计阶段一个很重要的目标就是设计一种以使人在操作时效率很高的方式。
更加明确,系统应该拥有对人很好的适应性,而不用考虑人的精神极限和身体的疲劳和危害。
和专业人员相关的设计计划要根据详细的不同阶段来考虑人因工程因素,在概念设计阶段,和专业人士相关的设计必须系统的定义:它的任务、操作要求、对重大事件的功能要求等项目。
类似地,在概念设计阶段和专业人员相关的设计必须包含:操作者、使用者、维修者的初步任务描述;初步定义人员配置、维修需求;分析、定义最有效地设计方法来完成硬件功能的配置。
在初步设计阶段,和专业人士相关的设计必须考虑:操作机模型、模拟仿真学习、时线、联系分析、观察分析之前的不同阶段等项目。
最后,在详细设计阶段,和专业人员相关的设计要考虑:评估所有关键的人机模型,对所有的人机界面进行分析,制作函数图解的图表。
在设计系统时考虑人因工程因素有很多的优点。