Abstract
The teaching of human factors, including ergonomics and anthropometrics, depends on the professors lecturing courses related to a product or process design. Moreover, the use of technology has been restrictive due to the high costs associated with specialized motion-capture hardware. Some researchers have shown the usefulness of using a commercially available video game camera to evaluate postures and anthropometrics in convergence with software. Through this document, we present a framework for designing activities aimed at teaching design and engineering students about human factors with the help of these digital tools, including some practical examples carried out for both product and process design.
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Acknowledgements
The authors would like to thank the support of the School of Engineering and Sciences of Tecnológico de Monterrey, Campus Estado de México, as well as Motorhub S.A. de C.V. (www.motorhub.mx) in the development of this work. We also would like to express our gratitude to our former students Karina Grisel Cano Monterde, Fernanda Ramírez Olivares, Lissete Martínez Sánchez, Mario de Jesús Lizárraga Santos, Ángel Vega Martínez, Rodrigo Heriberto Pérez Moreno and Daniel Hernández Martín del Campo, whose work and ilustrations allowed us to exemplify part or the design processes involved in this text.
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Esqueda-Merino, D.M., Villagómez-Guerrero, L.E., Tónix-Cuahutle, Y. (2021). Human Factors 4.0 for Engineering and Design Education. In: Lane, H.C., Zvacek, S., Uhomoibhi, J. (eds) Computer Supported Education. CSEDU 2020. Communications in Computer and Information Science, vol 1473. Springer, Cham. https://doi.org/10.1007/978-3-030-86439-2_3
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