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Postadress: Besöksadress: Telefon:

Box 1026 Gjuterigatan 5 036-10 10 00 (vx)

551 11 Jönköping

Industrial DESIGN

REDESIGN OF AN IMPACT DRIVER

Miriam Hernández Martín

MASTERTHESIS 2021

Master in Product Development with a specialization

INDUSTRIAL DESIGN

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Postadress: Besöksadress: Telefon:

Box 1026 Gjuterigatan 5 036-10 10 00 (vx)

551 11 Jönköping

REDESIGN AV EN SLAGDRIVARE

Miriam Hernández Martín

This degree project is performed at the School of Engineering in Jönköping in the subject field Industrial Design. The project is a result of the master program Industrial Design. The writers are responsible of the result, conclusions and reflections.

Tutor: Teacher

Extent: 30 points (D-level) Date: 03/06/2021

Filing number:

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iii

Abstract

Impact drivers are one of the most used power tools by professionals and non-

professional users. Their goal is to help the user to loosen or tighten screws when much force is needed and when other tools such as screwdrivers can not provide that kind of force.

Cramer, a German company that provides gardening tools and is owned by Globe Group since 2017. Cramer is starting the development of a completely new series of battery- powered high-performance devices for among other areas gardening and landscape care.

In this case, the product to develop design proposals is a cordless impact driver.

This project is focused on the research and development of a new design for the impact driver. This project aims to be able to identify different existing problems and solve them with the new design, identify the target group and investigate the requirements for the product. Another important aspect of this project is the ergonomics, mainly for the handle because although this product is not usually used for a long time is a heavy tool and it needs to provide extra comfort to the user while using it so in the end the experience will be satisfying for him. This new design has to fit with Cramer´s form language previously analyzed.

Keywords

- Impact Driver - Ergonomics - Handle - Grip

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Summary

iv

Sammanfattning

Slagdrivrutiner är ett av de mest använda elverktygen av professionella och icke- professionella användare. Deras mål är att hjälpa användaren att lossa eller dra åt skruvarna när mycket kraft behövs och när andra verktyg som skruvmejslar inte kan ge den typen av kraft.

Cramer, ett tyskt företag som tillhandahåller trädgårdsredskap och ägs av Globe Group sedan 2017. Cramer håller på att utveckla en helt ny serie batteridrivna högpresterande enheter för bland annat trädgårdsskötsel och landskapsvård. I det här fallet är produkten för att utveckla designförslag en sladdlös drivkraft.

Detta projekt fokuserar på forskning och utveckling av en ny design för slagkraften. Detta projekt syftar till att kunna identifiera olika befintliga problem och lösa dem med den nya designen, identifiera målgruppen och undersöka kraven för produkten. En annan viktig aspekt av detta projekt är ergonomin, främst för handtaget, för även om den här

produkten vanligtvis inte används på länge är det ett tungt verktyg och det måste ge användaren extra komfort medan den används så i slutändan kommer upplevelsen att vara tillfredsställande för honom. Denna nya design måste passa med Cramers tidigare analyserade formspråk.

Nyckelord:

- - Impact Driver - - Ergonomi - - Handtag - - Grepp

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v

Table of Contents

Abstract ... iii

Sammanfattning ... iv

Table of Contents ... v

1 Introduction ... 6

1.1 Background ... 6

1.2 Purpose and research question ... 6

1.3 Delimitations ... 6

1.4 Disposition ... 6

2 Theoretical Background ... 7

2.1 Industrial Design ... 7

2.2 Semantics ... 7

2.3 Semiotics ... 7

2.4 Design Methods ... 8

2.4.1 Bootcamp Bootleg ... 9

2.5 Impact Driver ... 10

2.6 Ergonomics ... 10

2.6.1 Handle design ... 11

2.6.2 Grip ... 12

2.7 Manufacturing methods ... 12

2.7.1 Injection molding ... 12

2.7.2 Metal casting ... 13

3 Method ... 13

3.1 Design Method ... 13

3.2 Design Brief... 13

3.3 Brand analysis ... 14

3.4 Product Breakdown Structure ... 14

3.5 Scenario and Storyboarding ... 14

3.6 Market analysis ... 14

3.7 Moodboard ... 14

3.8 Sketching ... 14

3.9 Mockups ... 14

3.10 CAD – Computed Aided Design ... 15

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3.11 Rapid Prototyping ... 15

4 Approach and Implementation ... 16

4.1 Empathize ... 16

4.1.1 Brand analysis ... 16

4.1.2 Product Breakdown Structure ... 16

4.1.3 Scenario ... 17

4.1.4 Market analysis ... 17

4.2 Define ... 17

4.2.1 Moodboard ... 17

4.2.2 Functionality ... 18

4.3 Ideate ... 18

4.3.1 Sketching ... 18

4.3.2 Mockups models ... 19

4.3.3 Initial concepts ... 19

4.4 Product development ... 20

4.5 Prototype ... 21

4.5.1 3D Model ... 21

4.5.2 Rapid prototyping ... 22

4.5.3 Finishing ... 22

5 Result ... 23

5.1 Digital result ... 23

5.1.1 Features ... 23

5.2 Prototype result ... 25

6 Conclusion and discussion ... 26

6.1 Research questions ... 26

7 References ... 27

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Figure 1, Gestalt principles ... 8

Figure 2, Steps in Bootcamp Bootleg method [7] ... 9

Figure 3: Power grip ... 11

Figure 4: Diagram of injection molding [11] ... 12

Figure 5: Diagram of metal casting [11] ... 13

Figure 6: Cramer products ... 16

Figure 7: Storyboarding for scenario ... 17

Figure 8: Moodboard ... 17

Figure 9, Moodboard ... 17

Figure 10: Ideation of concepts ... 18

Figure 11: Clay mockups ... 19

Figure 12: Concept 1 ... 19

Figure 13: Concept 2 ... 20

Figure 14: Concept 3 ... 20

Figure 15: Surfaces of the model ... 21

Figure 16: Alias Model ... 21

Figure 17: Rapid prototyping tests ... 22

Figure 18: Printed parts ... 22

Figure 19: Final Impact Driver ... 23

Figure 20: Top part ... 24

Figure 21: Back detail ... 24

Figure 22: Prototype result ... 25

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Introduction

6

1 Introduction

Power tools have been a great upgrade for the whole mankind. Every day there are more cordless power tools in the market. The most used ones are drills, screwdrivers, and impact drivers. All of these tools are handheld what means that they need to provide good comfort for the hand. These machines are not used for a long period of time but they are heavy tools that sometimes are used in not very comfortable situations so ergonomics have an important part in this project to provide a good experience to the user [1].

1.1 Background

CRAMER is a German company that produces gardening tools. Since 2017, Globe Groups has become the majority shareholder of CRAMER; a company that manufactures battery-powered tools and gardening tools [2]. Now, CRAMER is developing a new series of battery-powered devices for other fields that gardening and landscape care.

Currently, CRAMER is developing a new cordless impact driver, a tool that is used by professionals and also, non-professionals. This project aims to develop new design proposals where ergonomics and user-machine interaction should play an important role in the designs, and also the scenario where the product is going to be used.

1.2 Purpose and research question

The purpose of this project is to design a new impact driver after researching and investigating the form language of the brand. The main questions for this project are

- When is the product used and in what manner?

- How to design the interface to provide a better experience user-machine?

- How to improve the ergonomics of the handle makes a most comfortable experience for the user?

1.3 Delimitations

This project is limited to the design and study of the ergonomics of an impact driver not the improvement of any of its functions or interior components. The ergonomics such as how the handle is designed or where is the correct location for the buttons are very important in this project for a better user experience. For CRAMER the main focus of this project is to develop new design proposals for the impact driver. The material selection and the manufacturing processes will be covered briefly.

1.4 Disposition

The report is going to have different chapters where all the information about the project will be included. These chapters will include all the information and limitations of the project, the different design methodologies used in each step of the process, and how they are implemented to be able to achieve the final design.

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Approach and Implemantation

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2 Theoretical Background

2.1 Industrial Design

Industrial Design is defined in the book “The Design of Everyday Things” by Don Norman. He defined Industrial Design as the improvement of a product that benefits users by satisfying their needs. Industrial design solves problems following different processes and finding solutions that improve people´s quality of life. [3]

2.2 Semantics

Semantics is the study of meaning, reference, or truth. The fundamental purpose of this theory is to treat the form language of a product as a message to establish better

communication with the user, which means a better experience for them. To satisfy the different perspectives, according to Rune Monö, it is needed to pay attention to the semantic functions of a product: describe, express, exhort and identify [4]

Describe: purpose and mode of operation of a product can be described by the choice of form, color, texture, etc. This choice can give the user a feeling on how to use the

product, whether you have to pull, push, slide, etc.

Express: communicate to users with the form language, different emotions by trying different shapes and forms. Playing not only with the main shape but also with the details can evoke a wide range of feelings.

Exhort: designers try to exhort different emotions in the users by the choice of colors or textures. The textures exhort the users to touch and feel the product.

Identify: the use of repeated elements in a product can create an identity for a brand. The different elements that make the brand recognizable can be colors, form language, shapes, textures, etc. [4]

2.3 Semiotics

Semiotics is the study of signs and their interpretation in an ordered system. Semiotics explores the study of signs and symbols as a part of communication. These signs are classified in relation to the way that they are transmitted.[5]

The Gestalt laws are related to semiotics since they describe how humans perceive visual elements, especially how they perceive the shapes as a single united form. As Rune Monö (1997) said “Gestalt is an arrangement of parts which appears and functions as a whole that is more than the sum of its parts.” Each element like color, material, etc, plays a fundamental role in the product which is going to be evaluated as a whole.

The most important factors to take into account of the gestalt laws are proximity, similarity, closedness, symmetry, continuity, connection, and figure/ground. [6]

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Proximity factor: single shapes arranged together can be seen as a group.

Similarity factor: the mind groups similar entities into one entity. This similarity depends on color, shape, size, or another visual element. It is recommended to place similar entities together to facilitate the recognition.

Closedness: when we see a figure that is not complete, the user tends to complete it by filling the gaps.

Symmetry: to help the user to understand an overall picture is better if the design is balanced and complete.

Continuity factor: human eye follows lines, curves, or a sequence of shapes in order to determine the relationship between these elements.

Connectedness factor: elements that are connected to another using shapes, sizes, colors, are seemed like a single unit.

Figure/ground: is defined by identifying the figure from the background, for example, black words printed on a paper are seen as the figure and the paper is the background.

Figure 1, Gestalt principles

2.4 Design Methods

Design methods are procedures, aids, or tools for designing. They offer different kinds of activities that the designer should use to complete a design process. Most of these

methods consist of doing the same things but they are called differently. Normally the most used is the Bootcamp Bootleg published by the Institute of Design at Standford, also known as d.school.

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Approach and Implemantation

9 2.4.1 Bootcamp Bootleg

The Bootcamp Bootleg is a design methodology that helps to follow the creative process successfully. This method is developed by d.school, Institute of Design, Standford. These tools are created to help the designer to create new design solutions. This method is related to seven mindsets:

1. Show don´t tell: communicating your vision by the creation of stories, experiences, and illustrative visuals.

2. Focus on human values: is fundamental to empathize with the users to base your design on their feedback.

3. Craft clarity: structure the problems in a coherent form to inspire others.

4. Embrace experimentation: prototyping is not only to test your designs, is a part of your innovation process to think and learn.

5. Be mindful of the process: to be aware of which step of the process you are to achieve the goals for the project.

6. Bias towards action: believing in doing things rather than thinking or meeting.

7. Radical Collaboration: bring innovators with varied backgrounds and viewpoints.[7]

Figure 2, Steps in Bootcamp Bootleg method [7]

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Bootcamp Bootleg consists of five modes to facilitate the process of designing; these modes are: Empathize, Define, Ideate, Prototype, and Test.

Empathize: Designers need to understand the people from whom they are designing.

The problems that you are trying to solve are rarely your own problem and also in some cases, they are not aware of what they exactly want. It is fundamental to observe how the users behave and interact in a context that gives you hints about their thoughts. It is also important to interact with the user using interviews or even immerse yourself in the experience of what your user is living.

Define: In this step, it is used the understanding of the user in the empathize mode to formulate the problem statement. This problem statement is unique since it is based on the designer's point of view based on the discoveries on the empathize step. This step is critical to the process because it expresses that it going to be solved.

Ideate: This is the step when designers focus on the generation of ideas. In this step, the main goal is to explore and came up with a large number of ideas and also they are different from each other. Ideate is a transition from the identified problem to the exploration of solutions for the user.

Prototype: At this step, the ideas go from your head to the physical world. Prototyping can be anything from a wall of post-it notes, a storyboard to a physical object. Initially, prototypes are made to interact with them and understand the design space, but also, to learn about them and manage to overcome with new solutions.

Test: At this step, designers analyze their prototypes and solutions to see if refinement is needed. This step does not have to be done at the end, it can start as a rapid prototype and get refined in each stage.[7]

2.5 Impact Driver

Power tools are used to help humans considering their limitations in doing certain tasks.

The creation of power tools has been a revolutionary upgrade for that. An impact driver is a tool that provides a strong and rotational force and forward and it is usually used to loosen screws and, reversing the direction they can tighten screws when a screwdriver can not

provide that force. [1]

2.6 Ergonomics

According to the International Ergonomics Association, “Ergonomics /human factors (HFE) is the scientific discipline concerned with the understanding of interactions among humans and other elements of a system, and the profession that applies theory, principles, data, and methods to design in order to optimize human wellbeing and overall systems performance” Ergonomics are very related to human-centered design. It is very important to take into account the mental and physical characteristics of the user when you design a product or an environment for them. [8]

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Besides, one goal when we design products is to reduce or minimize injuries and improve comfort and a better user experience, which means that it is necessary to consider these user characteristics.

Anthropology is the branch of ergonomics where the human body and its movements are studied, especially in terms of its measurements. Humans have a very wide range of measurements and we have to have a clear understanding of these variations when we design for them.

2.6.1 Handle design

Power tools are used by taking them for the handle, for this reason, it is better to pay some focus on the design of the handle. Nowadays humans are using machines by their hand or touching a display so focus on the handle design has been lost and many of them have problems that need to be solved. Most of them are too small, thin or even sharp and this may lead to a misuse of the product or even injuries for the user. [9]

The design of the handle depends on what are you going to use the product for, the size of the hand, the posture and how much force you need. There are different types of gripping like power grip, pinch grip, external precision grip, internal precision grip, ulnar storage grip and other grips. Within these grips the relevant one for the impact driver is Power grip.

Power Grip: the fingers are bunched around the product and sometimes is overlapped by the thumb. The handle is thick enough to have a separation between the palm and the finger-tips.

Figure 3: Power grip

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Michael Patkin created guidelines to consider while designing a handle at the department of surgery at the Royal Adelaide Hospital in South Africa[10]. He gathered together 13 principles which are Size, Shape, Surface, Security, Stiffness, Siting, Surroundings, Signify function, Sensing features, Storage, Special other features, Skill needed, Validating design.

For this project Size, Shape and Surface were the three most used principles.[10]

Size: At least 10 to 15 centimeters to fit the width of the palm for most of the population.

Besides, the use of gloves has to be considered. For maximum power in an adult male, the diameter should be 2 or 4 centimeters.

Shape: A cylindrical handle is good if the grip is to twist around the handle.

Surface: smoothness and is better if it is non-reflective to avoid spotlights while working.

2.6.2 Grip

To add extra comfort to the handle, it is optimal to add a grip. The majority of power tools that used a pistol grip have a rubber grip that avoids the transmission of the vibration to the hand and also helps to prevent the product runs off.

2.7 Manufacturing methods

2.7.1 Injection molding

For high volume production of the plastics parts, the most common method used is injection molding. This process consists of granules of raw material injected from a hopped into a cavity that lies ahead of a moving plunger. There is forced to the preheated chamber using this moving plunger. The superheated material is seated against a mold through the nozzle. Sprues and runners then channel the molten material into one or more closed-die cavities. Since the dies remain cool, the plastic solidifies almost as soon as the mold is filled. The mold halves must be tightened during the process and then be easily separated. [11]

Figure 4: Diagram of injection molding [11]

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Approach and Implemantation

13 2.7.2 Metal casting

In the casting process, liquid metal is driven into a mold that contains a negative

impression of the desired form. This liquid metal is poured into the interior of the mold through a hollow channel called a sprue.

In a simple step, no matter if the shape is simple or complex can be made from any material that can be melted. This is a great advantage since it is so difficult to design a shape that can not be cast by one or more casting processes. There is a large variety of casting processes using different mold materials and pouring methods. [11]

3 Method

3.1 Design Method

For this project, the design process used is the Bootcamp Bootleg published by the Institute of Design at Standford (also known as the d.school). The Bootcamp Bootleg is a human-centered design and it is split into five steps for effective and successful

execution of the process. The Empathize mode is to understand the users’ needs by observation of them, interacting with them, and interviews. The Define mode consists of a deep understanding of the users and based on that comes up with a formulated problem statement. The next step is the Ideate mode, where you turn the different problems into solutions for the users. The main goal in this step is to achieve as many ideas as possible.

Prototype mode consists in convert the ideas in your head into the physical world. It is helpful to have physical contact with the solution that you have, and also it helps to explore even more options. The final step is the Test mode where you test your prototype to have the chance to refine it and make a better solution. [7]

3.2 Design Brief

The design brief is a document for a design project developed by the client and the designer. They outline the deliverables and the objectives to achieve in the project. It also contains the deadlines of each step so it helps to be on time. This tool is also a way of measuring the success and effectiveness of the design.[12]

Figure 5: Diagram of metal casting [11]

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3.3 Brand analysis

Brand analysis consists of a better understanding of the brand and its form language. It covers the basic forms and shapes in common, the target market, the goals and vision of the brand, and the design itself. [13]

3.4 Product Breakdown Structure

PBS is a tool for analyzing and understanding the interior components of a product. It usually starts with the final product and then it breaks down to the different components that make up the whole. [14]

3.5 Scenario and Storyboarding

To understand how the user interacts with the product, the study of the possible

scenarios is important. It is not only important the interaction while they are using it, but also when they carry the product to another place. For a better understanding of the scenarios, the creation of a storyboard might help in the first stages of the project. This gives an overall view of how the user interacts with the product and the whole system.

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3.6 Market analysis

The market analysis provides information about industries, competitors, or other market variables. Based on these insights you can create a better marketing strategy or improve the current product on the market. It is useful to know what is on the market and what are the demands of the users for a better design.[16]

3.7 Moodboard

Moodboard is a visual tool that communicates our ideas and concepts and improves inspiration during the process. It is usually a collection of different images of products, materials, textures or colors, that project a style or a concept. [17]

3.8 Sketching

Sketching is an easy way to represent the different concepts and to explain the different features mentioned and how they work. A perspective view is fundamental to the correct understanding of the concept and its dimensions. The tools used for the sketches are pens, markers, or digital software. The use of colored markers helps with the

understanding of the color and the material of the product. [18]

3.9 Mockups

Physical products are made for a better understanding of the dimensions, the geometry, their functions, and for users to test them. They are used to communicate better the idea that designers have. These mockups can be made in wood, foam, paper, or 3D printed and also colored to achieve a better sensation of a real product. They can be made in each stage to help the designer during the process.[19]

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3.10 CAD – Computed Aided Design

CAD is the use of computers to help in the creation, modification, and construction of a design. It about using computer software to build a digital 3D model of your design. The dimensions of the product get completely define. In the market, there are different available programs for modeling: solids, surfaces, and fabrics. There are two types of 3D solid modeling:

• Parametric modeling where the objects and features that you created can be modified.

• Direct or explicit modeling provides the ability to change geometry without a history tree.

The use of each type of modeling or program is based on the abilities of the designer and the type of product that is being designed. [20]

3.11 Rapid Prototyping

Rapid prototyping is the construction of a detailed three-dimensional model from a 3D CAD model. There are many different techniques that use different materials such as plastic, paper, or metal. Stereolithography, which is one of the most used techniques, is a form of 3D printing technology to create models in plastic by deposing the material in layers. Rapid prototyping helps the designer to create a cheaper and quicker model rather than using machines. Besides, creating a prototype in this way can help to verify the dimensions, the aesthetics, the ergonomics, and the assembly. [21]

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4 Approach and Implementation

This section contains the research and the implementation of the methods explained in the previous chapter.

The project starts with the collection of information obtained thanks to the research and the market analysis. Then ideation, making of mockups, and refinement steps follow the process.

4.1 Empathize

The first step in the Bootcamp Bootleg methodology involves researching information about the product, the environment, the market, etc.

4.1.1 Brand analysis

Cramer brand was founded in 1835 and they have been developing and manufacturing different gardening tools. Since Globe Group become the major shareholder of Cramer in 2017, rechargeable battery has become the new way towards the future of the brand.

The form language of Cramer products is clean surfaces which made the products look modern and the existence of speed lines in each product.

4.1.2 Product Breakdown Structure

PBS helps to understand how the components fit inside the product. The university has provided an impact driver to see the exterior components, however, we were not allowed to disassemble it. To complete the task different videos about an impact driver being disassembled have been seen. [22]

Figure 6: Cramer products

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Approach and Implemantation

17 4.1.3 Scenario

The main scenarios for the impact driver are carrying the product from the place where you keep it to the work area and bring it back. Talking about using it, the user needs to install the battery, hold the product and, load and unload the bit when the work is done.

4.1.4 Market analysis

This study is focused on the different impact drivers available on the market at that period. This analysis is made in order to know the basic characteristics of the impact drivers and know in which areas an improvement was needed.

4.2 Define

4.2.1 Moodboard

The keywords chosen to express the feeling of the impact driver in this project are clean, modern, speed, comfort and texture for the grip.

Figure 9, Moodboard Figure 7: Storyboarding for scenario

Figure 8: Moodboard

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Approach and Implemantation

18 4.2.2 Functionality

The main function of the impact driver is to loosen or tighten screws. However, since the function of the impact driver is not going to change, I am going to focus on the function of the handle. The main purpose of the handle is to provide proper holding and comfort to the user while he is using the impact driver. The grip on the handle needs to provide extra comfort and decrease the probability of slipping.

4.3 Ideate

Ideation is the step of the generation of ideas where sketching is combined with making mockups to help the understanding of the geometry.

4.3.1 Sketching

The ideation for this project is combined between analog and digital sketching. It starts with simple thumbnails that are being refined over time if they had enough potential of becoming a concept.

Figure 10: Ideation of concepts

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Approach and Implemantation

19 4.3.2 Mockups models

The exploration in clay, since is an easy material to shape, helps to provide a better feeling of the product´s form. For reducing the time and also to be more focused on the

ergonomics, the clay mockups only represent the handle of the impact driver. These mockups were made to verify the ergonomics of the three concepts and see if some improvements were needed in order to improve the ergonomics.

4.3.3 Initial concepts

After the research and the ideation, three different concepts are going to be developed for the first presentation. They consist of sketches to explain the different features and their dimensions along with the mockups for a better understanding.

4.3.3.1 Concept 1

The first concept has a common squarish shape where the main highlight is the top part. In this concept, the form language of Cramer has been implemented in the top part including a speed line that enclosures the logo.

The buttons and the grip are in black to indicate the user where to place the hands.

The handle has different curvatures to provide a good holding, having space to put the fingers.

Figure 11: Clay mockups

Figure 12: Concept 1

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20 4.3.3.2 Concept 2

This second concept is a combination of round and squarish features.

It also combines different materials such as plastic and metal. The lines that divide the two materials are influenced by the speed lines in Cramer's products. The trigger and the button are in red to catch the attention of the user and distinguish them from the rest of the

features. The rear part of the handle is more straight to avoid that the product from running out.

4.3.3.3 Concept 3

The last concept has an interesting shape different from other impact drivers. It also has a line, inspired by the speed lines, that distinguish between the red and the black part. It also enclosures the logo. In this case, the buttons on the top part and the grip are black to follow the same pattern to indicate where is the most common features to touch when you hold it.

The handle is a bit tilted following the ergonomic studies to improve the holding.

4.4 Product development

The concept chosen to continue developing was refined based on the feedback after the mid-presentation with teachers from Jönköping University and Cramer´s members. That concept was the last one and it was an agreed choice since this concept has the most interesting shape of the three presented concepts and fits better with Cramer´s form language.

As the main shape was liked for the users, few changes were made in the design that will be better explained in Chapter 5: Results. The main changes are related to the ergonomics of the handle, making the design more comfortable for the user, and the dimensions of the impact driver to re-scale some parts that were too small. Moreover, the grip applied on the handle was another focus since it is very important to achieve a good design and a good comfort while using it.

Figure 13: Concept 2

Figure 14: Concept 3

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4.5 Prototype

4.5.1 3D Model

The 3D model software used for this project are Autodesk Alias and Solidworks. Alias Autodesk is used for the exterior shell, divided into different surfaces to facilitate the 3D impression. Solidworks is used to model the interior components of the pendant lighting.

Figure 16: Alias Model Figure 15: Surfaces of the model

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Approach and Implemantation

22 4.5.2 Rapid prototyping

The 3D model, made in Alias and Solidworks, is exported to a rapid prototype file using the MakerBot printers. Rapid prototyping is used in different stages of the project to check the size or the ergonomics.

4.5.3 Finishing

The different parts of the impact driver are printed to work with them in the workshop.

In there, these parts are sanded and painted in the corresponding colors.

Figure 17: Rapid prototyping tests

Figure 18: Printed parts

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5 Result

5.1 Digital result

The final design for the handle is designed to achieve the best solution for the problems proposed at the beginning of the project.

Figure 19: Final Impact Driver

This final design for the impact driver has the basic functions that every impact driver has and these functions are: the trigger that sets off the mechanism, the slide button at the top which changes the direction where the impact driver is going to be turning clockwise or counterclockwise and the button to take off the battery.

The impact driver is divided into three main parts, the top part where the main components are placed, the handle and the battery.

5.1.1 Features

The main shape tries to be a dynamic and interesting shape for an impact driver, form language from Cramer tried to be implemented with the lines that divided the main parts of the product trying to “copy” the speed lines that the majority of Cramer´s products have. Besides, the proposed shape does not try to be so complex or with a lot of details since it is a product dedicated to professionals and non-professional users, so, in this case, it was important to make it as simple as possible to facilitate the correct understanding and use of the product and prevent any injury in the users.

The holes for the ventilation are large rectangles with rounded corners just following Cramer´s form language. They are also located on the sides because the fan is located in that part. However, some of the impact drivers have these holes on the back part, but impact drivers can be used with one hand on the handle and the other one on the back

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Approach and Implemantation

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part to avoid vibrations and to add more force to the movement so if the holes where on the back part the product could heat up and make it failed or not work correctly.

The top part consists of two symmetrical parts made in ABS plastic, processing in injection molding. This top part is inserted into the top part of the handle and to guarantee that this part does not stick out, it is ensured with screws on the right part.

The handle is composed of two grips, in the rear and the front part, which have straight parallel lines following the speed lines of Cramer´s products.

The battery shape is squarish with some chamfers to make it a bit lighter since the product itself is heavy. On each side, it has two engraved details where the stickers are placed to catch the attention of the customer. It also has the logo on each side to be easily

recognizable that the product belongs to Cramer. Besides as we can see in Figure 21, there is a small detail that is the company name to, once again, make the product recognizable for everyone. In this case, the brand´s name detail is engraved on the plastic shell of the battery. For this detail, no stickers were used since there are already three in the whole model so the engraved detail is the best option to make something different and exclusive for the users.

The colors used for this project are based on the standard of Cramer. The top cylindrical part and battery button are made in a light red (RAL 3026). The parts that are used to hold the product like the grip or the most touching components, like the buttons on the top are made in black with a matte finish. The last color used is dark green (RAL 7026).

Figure 21: Back detail Figure 20: Top part

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Finally, the assembly is made by screws that join both sides of the impact driver. The metal part is inserted into the plastic part. Besides, the main body joins the battery by sliding this into the main body.

5.2 Prototype result

Along with the digital result, a prototype was made to verify the dimensions, ergonomics and aesthetics. The colors used are the same as the digital result with the exception on the red color which the real one is on the renders. Besides, some parts were printer to make the work of the grip but since they are printed they are thicker than a grip would be, but at the end it helps to recognize that part.

Figure 22: Prototype result

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6 Conclusion and discussion

6.1 Research questions

The research questions that were made at the beginning of the project are going to be answered now:

-When is the product used and in what manner and who is the target group?

After the research, we have seen that impact drivers are a tool used by professionals, however, increasingly more people are starting using these kinds of tools at home and trying to repair their things by themselves. To design this impact driver, users, mostly non-professional have been taken into account. That means that the final proposal results in a simple impact driver without a lot of details and also with the basic and necessary functions.

-How to design the interface to provide a better user experience?

The final design only has three main functions: the trigger that sets off the mechanism, the slide button at the top which changes the direction where the impact driver is going to be turning clockwise or counterclockwise and the button to take off the battery. These are the basic functions that every impact driver has and they were added to make the product as easy as possible and to help the user to use correctly the product. To improve the correct understanding, the buttons are of different colors to the surface where they are located. This made the buttons very recognizable so the user can see them easily. Besides this, both the trigger and the button which changes the direction are placed in a specific place so the user can reach both buttons using only one hand and it is too difficult to press them by mistake thanks to their position, mainly the direction button.

-How to improve the ergonomics of the handle makes a most comfortable experience for the user?

The handle has an approximated diameter of 4 centimeters which made the handle easy to hold by the majority of people. The shape of it is cylindrical for better grip. The surface is smooth for sliding the handle within the hand but is not shiny or reflective to avoid spotlights while the user is using it.

Besides the measures of the handle or the finish of the materials, one main part of the handle is the grip. The grip of the handle is made in rubber to avoid a very slippery product. This grip provides extra comfort while using it and avoids extra vibration to the hand. One of the changes from the first design to the final one is that the grip is now divided into two pieces, one on the front and one in the rear. At first, the grip was only located in the front but after testing the handle and more research the conclusion was that when you hold the impact driver the rear part is very important since you placed the hand there and also has to stand with the force and the vibration of the product.

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References

27

7 References

[1] “Impact driver” [Online]

https://en.wikipedia.org/wiki/Impact_driver

[2] Cramer tools [Online]

https://en.wikipedia.org/wiki/Impact_driver

[3] D. Norman, The design of everyday things, NY: Basic Books, 2013.

[4] Henrik Sunde, Norwegian University of Science and Technology – Product semantics, how design can affect user response and behavior.

[5] R. Monö, Design for Product Understanding - The Aesthetics of Design from a Semiotic Approach, Skogs Boktryckeri, 1997.

[6] “Gestalt principles” [Online]

Available: https://www.interaction-design.org/literature/topics/gestalt-

principles#:~:text=Gestalt%20principles%20or%20laws%20are,the%20separate%20 simpler%20elements%20involved.

[7] Bootcamp Bootleg (2004), Institute of Design at Standford (Acc. 4 April 2021)

[8] “What is ergonomics?” [Online]

https://www.ergonomics.com.au/what-is-ergonomics/

[9] “Hand tool ergonomics” [Online]

https://www.ccohs.ca/oshanswers/ergonomics/handtools/tooldesign.html?fbclid=IwAR 13_YtaNT9QNLZtB4rR4iXFWl2JBWQhN25MFDeb9x4_uq3Vy8R3W_0swp4 [10] M. Patking, A Check-List for Handle Design (2001)

[11] R. A. J.T Black, DeGarmo’s MATERIALS AND PROCESSES IN MANUFACTURING, John Wiley & Sons, 2008.

[12] “Design Brief” [Online]

Available: https://en.wikipedia.org/wiki/Design_brief

[13] “Brand analysis” [Online]

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References

28 https://wearebluemeta.com/what-is-a-brand-

analysis/#:~:text=A%20brand%20analysis%2C%20also%20known,is%20meeting%20 your%20customers'%20needs.

[14] “Product breakdown structure,” 06 04 2019. [Online]

Available: https://www.productbreakdownstructure.com/

(Acc. 7 April 2021)

[15] Scenario and storyboard [Online]

http://wikid.io.tudelft.nl/WikID/index.php/Storyboard [16] “Market analysis” [Online]

Available: https://www.ionos.com/startupguide/grow-your-business/market- analysis-definition/

[17] “Moodboard” [Online]

https://en.wikipedia.org/wiki/Mood_board

[18] S. D. E. Karl T. Ulrich, Product Design and Development, NewYork: The McGraw Hill Companies, 2012.

[19] “Mockups” [Online]

Available: https://www.sciencedirect.com/topics/engineering/mockups

[20] “Computer-aided-design,” [Online].

Available: https://en.wikipedia.org/wiki/Computer-aided_design .

[21] Rapid prototype A. M. &. P. Rodgers, Research methods for product design, London:

Laurence King Publishing, 2013.

[21] Product breakdown structure video [Online]

https://www.youtube.com/watch?v=lPVTP4Qnvgc

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