Marine Design, 3-4 September 2014, Coventry, UK EUROPEAN BOAT DESIGN INNOVATION GROUP: THE MARINE DESIGN MANIFESTO S McCartan, D Harris and B Verheijden, EBDIG-IRC, Coventry University, UK. M Lundh and M Lutzhoft, Division of Maritime Operations, Chalmers University Of Technology, SWEDEN. D Boote, DITEN, Genoa University, ITALY. J.J. Hopman and F.E.H.M. Smulders, 3ME, Technical University of Delft, NETHERLANDS K Norby, Oslo School for Architecture and Design, NORWAY SUMMARY A manifesto is a published verbal declaration of the intentions, motives, or views of an issue. It accepts a previously published opinion and promotes a new idea with prescriptive notions for carrying out changes that the authors believe should be made. Marine Design is presented as an interdisciplinary holistic approach to boat design, based on the methodologies of Industrial Design, which are informed by both Human Factors and Engineering. The authors as experts in their respective disciplines present the Marine Design Manifesto as a framework for innovation within the marine industry. In every professional field there are definitive texts, this paper provides advocacy for Marine Design, an interdisciplinary approach in its infancy. The authors review key Industrial Design manifestos in the context of Marine Design. They then present a contextualised Marine Design manifesto. 1. INTRODUCTION The maritime industry is very different from the automotive and aerospace industries in terms of business model and R&D funding models. It is cost driven, and as with any industry that is driven by cost it is challenged by international competition. The automotive industry, has a strong focus on technical innovation to meet environmental and safety legislation. These issues are now impacting the maritime industry through EEDI and future safety legislation, combined with operational costs issues such as reduced manning and increased fuel prices. To enable the European industry to address the future challenges the present ship design approach requires to be complemented with a multidisciplinary approach based on the principles of Industrial Design rather than Naval Architecture alone. This is the discipline of Marine Design. The world depends on a safe and efficient shipping trade network, 90% of trade uses maritime transport, which employs 1.2 million seafarers. The industry has worked steadily to improve safety performance but despite innovative trends in maritime technology and the implementation of safety-related regulations, shipping accidents are still a leading concern. Investigations have revealed that human factors contribute to the vast majority of all accidents. The cruise ship Costa Concordia being a recent example of Merchant ship design still focuses on technical solutions, neglecting human aspects associated with crewing and procedures until a very late phase in the design/engineering process. Manning issues are usually regarded as the responsibility of the end-user usually relating to accommodation (and other associated) facilities. Platform management issues are addressed by standard International Maritime Organisation (IMO) and class crew concepts and procedures. This approach disregards the possibility to aim for better and safer solutions. As merchant ships © 2014: The Royal Institution of Naval Architects have become more complex and highly automated, resulting in reduced manning but with higher performance and safety requirements, the importance of including the human performance in merchant ship design and engineering processes has increased. [1] In a competitive industry with increasing cost pressures, the key emerging challenges are: Crewing levels: Despite the greatly improved efficiency of modern vessels some commentators regard minimum crewing levels as too low, and point out they do not allow for the inevitable extra tasks that 24 hour operations require – with ‘human factor’ risks such as fatigue being a significant cause of accidents. Crew training and language: many ship-owners look to source crews from emerging economies due to lower wage demands. Despite international standards, training regimes and assessment are not consistent and lead to variations in crew and officer competence. Concerns have been raised about communication in an emergency or even understanding simple instructions in routine operations. Risk management: Inadequate risk management is a key challenge to be addressed through improved safety management systems and processes. Organizational structures: Bureaucracy is cited as a source of pressure diverting crews from other tasks and potentially compromising safety. This is compounded by minimum crewing levels which place further burdens on already hardpressed crews. Fire hazards: Fire remains a major on-board risk especially in ‘Ro-Ro’ ferries (with relatively open decking) and also on passenger ships with increased ‘hotel’ services and large passenger numbers. [1] Marine Design, 3-4 September 2014, Coventry, UK There are significant potential safety gains to be made as a result of managing and eradicating human error. It is important to effectively integrate Human Factors Engineering (HFE) principles into design so that those systems encompass human capabilities and limitations, while also increasing system availability/safety/performance, and personnel satisfaction. The Marine Design Manifesto promotes the implementation of novel concepts of technology transfer and cross fertilisation of technical solutions between the aerospace and automotive sectors to the marine sector. As a bottom-up proposal in which the user needs of the crew within the marine sector are addressed through the application of design methodologies and technology derived from other transport and relevant sectors. This proposal will satisfy important needs for surface transport SMEs to collaborate and innovate together through the use of open innovation, as well as managing the process through the use of innovation funnels helping to widen the participation in innovation of emerging nations in an enlarged Europe. 1.1 Marine Design User Centred Design (UCD) is a process in which the needs, requirements, and capabilities of crew members as end users of a vessel or system, are given extensive consideration at each phase of the design process. UCD is a sequenced problem solving process that requires marine designers to analyse and anticipate end user behaviour in working on a vessel or system, and to test the validity of these assumptions through ethnographic analysis of real users. Ethnographic analysis is necessary due to the challenge for marine designers to intuitively understand the experiences of a first-time user (crew member) of their vessel or system design. UCD answers questions about users, their tasks and goals, then uses the findings to inform the design process with specific user scenarios. [3] UCD tools and methods characterised by two aspects, the design activities they support, and the role of end-users in these activities. The diagram in figure 1 uses these properties to illustrate the position of active user involvement and participatory design within the field of UCD methods. The horizontal axis outlines the project phases in which the methods can be used. The vertical axis outlines the intended level of user involvement achieved with each method. Marine Design is an holistic design process with a strong focus on the end users as well as stakeholders in the design process, based on the principles of Industrial Design. In contrast to Industrial Design, Naval Architecture is about addressing a design specification. The most important part of the Marine Design (Industrial Design) process is reaching a well informed design specification. Effective Marine Design requires a multidisciplinary design team of Naval Architects, Industrial Designers, Human Factors specialists, environmental psychologists and interior designers. The start of the marine Design process is understanding the personas and needs of the end user. The aim of Marine Design is to improve the aesthetics, human factors and functionality of a vessel or system, and its' marketability. The role of a Marine Designer is to create and execute design solutions for problems of form, usability, ergonomics, marketing, brand development, and sales. Based on the principles of Industrial Design, the objective of which is to study both function and form, and the connection between product (vessel or system), the user and the environment.[2] Figure 1 relation between participatory design [4] Although the process of design may be considered 'creative', many analytical processes also take place. In fact, many industrial designers often use various design methodologies in their creative process. Some of the processes that are commonly used are user research, benchmarking, sketching, human factors evaluation and CAD visualisation. Marine Design may also have a focus on technical concepts, products and processes. It can also encompass the engineering of objects, usefulness as well as usability, market placement, and other concerns such as seduction, psychology, desire, and the emotional attachment of the user to the object. [2] The two bottom rows of the diagram represent 'traditional' UCD methods in which the roles of designers and users are quite distinct; designers generate solutions for users based on explicit knowledge. This knowledge can be gathered through ethnographic research such as interviews or surveys with the user, or by observing users during product use. Users are the objects of study and, during usability testing, the testers of solutions. These techniques are currently in common use in the product design industry. Analysis, design and evaluation activities as part of these methods are mostly conducted by professionals for or together with users. [4] user centred design, © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK There are however several challenges in product development that cannot be addressed by these traditional UCD methods: Gathering rich user insights - Traditional marketing tools do not always result in the desired level of user insights as, for instance, they focus on quantitative data rather than in-depth qualitative data. Acquiring experts knowledge - When designing for professional use situations with which designers are not familiar the designer’s lack of practical experience needs to be compensated. Early validation of user requirements needs to validate concept directions with users, traditional usability testing takes place too late in the development process. Obtaining a multi-perspective review - If users with a variety of roles are involved in the use of the same product, use situations can become complex. The top segment in Figure 1, represents active user involvement and participatory design methods that have been developed to address the aforementioned challenges. Active user involvement methods have become more broadly applied in practice over the last ten years. Pioneers in this field, include design consultancy IDEO, who are well known for their design approach of user involvement in the analysis phase, and Philips, who employ the LivingLabs approach. [4] Participatory design had initially been used for the design of software and organisational structures with the goal of representing the interests of workers in the design process. Recently it has been applied to civic participation, healthcare design and architecture. Compared to UCD and active user involvement techniques, the broad adoption of participatory design in industry has been moderate. As there is no homogenous community that can be represented, nor is there a clearly definable group of users to attend to.[4] The field of active user involvement has a number of methods addressing different parts of the spectrum, each with its own interpretation of active user involvement. The following characteristics can be used to differentiate between the various methods: type of stakeholders involved; number of stakeholders involved; type of relation between the stakeholder and the product; project activity in which stakeholders are involved. Involvement can be limited to a specific activity phase (analysis, design or testing), or applied throughout the project. Despite the variety of methods and their implementation in relation to the above characteristics, most of the methods and techniques share one common goal, which © 2014: The Royal Institution of Naval Architects is to gain access to the user's tacit and practical knowledge. [4] Active user involvement methods help end users express and analyse their current user interaction behaviour with products and the context, allowing them to conceptualise and reflect on future use scenarios. Effective communication is required in order for end users to share their tacit and practical knowledge with a design team effectively and efficiently. However, communication between users and a multidisciplinary design team is challenging for both sides. As designers and engineers are trained to communicate in a multidisciplinary environment, but users are not. Therefore, it is difficult for members of the design team to identify appropriate questions for prospective users and construct them so that the answers reveal useful design insights, as end users are generally not able to translate their current habits and routines into user requirements. It is therefore necessary to employ a range of tools and techniques to facilitate communication between end users and the design team. They are often practical and action oriented, encouraging participants to describe and explain their actions. Designers can subsequently use this information to improve the product. Physical mockups or virtual prototypes are often used to reduce the threshold for users to engage with the tools. Generic groups of techniques include: task analysis; scenarios; virtual reality. [4] In field studies informing ship's bridge design, Luras and Nordby [5] proposed the use of field research in multidisciplinary design process of a bridge for an offshore service vessel. They carried our ten field studies over a three year period gaining considerable insight into the value of field research in design projects for the offshore industry. Allowing the designers to experience the onboard environment for themselves is vital when designing for such a complex domain. They have developed a model for design-driven field research relevant for these types of projects. The model encourages designers to engage in design reflection while in the field. The field studies were carried out as part of the Ulstein Bridge Concept (UBC) design research project. The aim of the UBC design research project is to redefine the bridge environment of offshore service vessels. The scope of the project includes all functions of the bridge, and extends room layout to graphical user interface. The multidisciplinary project team consists of researchers and designers from the fields of interaction, industrial, sound and graphic design, as well as experts in human factors and engineering. The model of design-driven field research, has three areas of focus are: data mapping; experiencing life at sea; on-site design reflection. Data mapping involves collecting the specific data designers need in order to develop relevant designs. This can include: recognising the user group; documenting functions and tasks; Marine Design, 3-4 September 2014, Coventry, UK identifying the equipment used to conduct tasks; mapping out the physical working environment. Experiencing life at sea suggests an ethnographicinspired approach. The purpose of ethnography is to get a deep, detailed understanding of how a group of people experience and make sense of what they do. For this project the approach involved becoming familiar with life on board the vessel, gaining insights into the offshore culture, and getting to know ' the men behind the user'. Another important aspect of experiencing life at sea is to understand the environmental, temporal ad bodily aspects of staying on board. Design reflection involves reflecting on possible design opportunities and on the potential to design ideas while in the field. It also concerns being conscious of using the field study to create a basis for generating ideas and getting the Eureka moments later in the design process. This involves being curious, not setting strict boundaries for the scope of the field study, and seeing everything on board as interesting. It also relies on documentation of conceptual thinking while on board. The model explicitly encourages the designer to engage in design reflection in the field, in order to accelerate the process of interpreting use situations and more quickly arrive at appropriate deigns. [5] 1.1.1 AESTHETICS AND EMOTIONAL DESIGN In considering the relationship of commercial vessel exterior form language aesthetics and emotional design, it is useful to first consider the automotive industry where this relationship is firmly established. Perception of a new car by a potential customer usually happens from the outside to the inside through different levels of detail. The first look catches the vehicle’s body style and proportions. As the customer gets closer to the car, surfaces come into focus. Eventually, details such as door handles, and exterior trim parts are experienced. The first characteristic of a car that catches a potential customer’s attention, engaging their emotional perception is the aesthetic appearance of its exterior styling [6]. Automotive form language has been developed in the superyacht industry for some time and in recent years it has been implemented in the commercial vessel industry. Where brand specific styling features differentiate a vessel from its competitors, as is the case with the car industry. Both from the customer’s and society’s viewpoint, styling makes a statement about the vehicle’s owner. For most customers, the message sent out by their vehicle’s styling is as important as the performance of the vehicle, even if this statement is understatement. The following are cars with distinctive exterior styling that send very strong but different statements about the owner: Lamborghini Reventon, provocation and radicality; MINI Cooper, emotion and fun; Porsche 911 Turbo, power and sportiness. Comparatively Ulstein, Damen, Royal IHC, and Vard have commercial vessels with distinctive but different messages. Exterior styling is responsible for that visceral response of 'love at first sight'. The fact that styling is as important for a vehicle’s marketing success as its technical performance has been known since the 1930s. The evolution of superyacht design language in the last decade indicates that the industry has arrived at the same realisation. The recent exterior design developments by leading companies in the commercial vessel sector show that they are developing an appreciation of this realisation. [6] Considering the distinction in perspective between the designer and crew of a vessel. There is often a difference between these two perspectives, but both similarities and differences form a significant source of the affective reactions that people have to products (vessels and systems) and their interactions with them. These reactions have a broad spectrum, including relatively short-term emotions and longer term reactions such as moods, preferences, and attitudes. The designer is challenged by constraints such as functionality, appearance, cost, characteristics of existing market segments and competitors, and brand-identity issues.[7] In terms of visceral emotional response and design meaning, functionality and appearance are the most relevant for understanding the relation between emotion and design. From the perspective of the user, functionality and appearance are important, but for different reasons and in different ways. These two aspects of the design space are the principal sources of affective reactions. There are three types of users’ emotional reactions to products reactions that might or might not have been anticipated or intended by the designer. These three kinds relate to what Norman [8] refers to as Visceral (perceptually based), Behavioural (expectation based), and Reflective (intellectually based) aspects of design, Figure 2 shows the relationship between the two perspectives.[7] Design Considerations Appearance Designer Utility Behavioural ExpectationVisceral induced reactions PerceptuallyReflective induced Intellectuallyreactions induced reactions User Figure 2: The Designer’s View of the vessel differs from the User’s view, adapted from [19]. © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK Differences between designer and user perspectives of the same product are particularly evident with respect to the role of emotions. The designer may intend to induce emotions through the design, but because emotions (which are a special, but particularly salient form of affective reaction) reside in the user of the product rather than in the product itself, the emotions the user experiences are not necessarily the same as those intended by the designer. While, some of the emotions the user might experience might have been intended by the designer, some might not. Some might be just the opposite of those intended by the designer. Productinduced emotions are often quite idiosyncratic, depending, for example, on memories the product invokes or on the particular circumstances of use. Yet other emotions result from concerns outside the object, such as the status it might or might not bestow. [7] Designers have more control over users’ Visceral and Behavioural reactions than Reflective ones, but even here, the control is indirect at best. The attempts of designers to influence these reactions are characterize as attempts to provide emotional affordances. In other words, designers can do things that provide opportunities for the experience of emotions in users, just as, by building in physical affordances, they can influence the possibility of an object being manipulated and controlled. But whether affordances are actually made use of is beyond the designer’s control. [7] 1.1.2 EMPATHIC DESIGN AND DDI The perceived comfort/pleasure of crew on a commercial vessel is a combination of the emotional response to the visual impact of the aesthetics of the vessel exterior/interior and that of the interaction of the user (crew) with the environment. Design must therefore meet user (crew) needs, both functional and emotional, and been informed by human factors (ergonomics). People gain pleasure from products that meet their functional and supra-functional needs, as defined in the most comprehensive terms. Indeed, now that adequate product functionality is the norm, supra-functional factors are being recognized as more important. Emotional bonding, symbolic representation, tribal connections, subculture references, and so on all form part of the language defining product personality and product semantics [9]. People relate to products in individual and interesting ways. Different people relate to the same product in their own particular way, depending upon its characteristics and their own. Material possessions serve as symbolic expressions of who we are. The clothes we wear, the household items we buy, the car we drive, all enable us to express our personality, social standing, and wealth. The nature of a product can be described as a product personality, and it is this, that determines the relationships that users develop with different products [8]. © 2014: The Royal Institution of Naval Architects Effective marine designers cannot rely solely on their own experiences in the development of new products for users unlike themselves. Their ability to create successful products is enhanced through gaining empathy with the user, which requires them to expand their “empathic horizon”. Empathy is “our intuitive ability to identify with other people’s thoughts and feelings – their motivations, emotional and mental models, values, priorities, preferences, and inner conflicts” [10]. Empathy is “the altered subjectivity that can come from immersion into a particular context” [11]. a view that is helpful for designers learning about human communication during their designing process. Empathic design research deepens the designer’s understanding in the designing process. Intangibles such as feelings, emotions, dreams, aspirations, and fears can provide the designer with critical cues, triggers, and inspiration that provide the essence to more balanced and functional products. It requires designers to develop new ways of seeing, thinking, and experiencing as they generate more visionary ideas and concepts. Empathic design research builds on the synergy of individuals developing relationships [12] and is the essence of qualitative design research [10]. Industrial Designers combine this qualitative research with more traditional objective research data (e.g., market research, socio-economic and anthropometric) to fuel their creativity, develop inspired products, and ensure more relevant design outcomes. To facilitate design innovation marine designers should consider implementing a Design-Driven Innovation strategy as is often employed within product design. People do not buy products but buy design meanings. People use things for profound emotional, psychological, and socio-cultural reasons as well as utilitarian ones. Analysts have shown that every product and service in consumer as well as industrial markets has a design meaning. Marine designers should therefore look beyond features, functions and performance, and understand the real design meanings users give to vessels. The process of Design-Driven Innovation is an exploratory research project, which aims to create an entirely new market sector for a given product through changing the design meaning the user has for the product. It occurs before product development, as shown in Figure 3, and is not the fast creative brainstorming sessions that are typical of concept generation but a design investigation similar to technological research[13]. In essence, it is the development of a design scenario through engaging with a range of interpreters in technology and cultural production. Knowledge is generated from immersion with the design discourse of the interpreter's groups. The process can be structured or unstructured and is dependent upon the nature of the relationship of the client with the interpreters. The interaction between innovation of design meaning and technology innovation can transform the market within an industry and even create new market sectors. The two strategies are complimentary as Marine Design, 3-4 September 2014, Coventry, UK technological and socio-cultural models are inextricably linked, evolving together in innovation cycles. The successful interaction between design-driven and technology-push innovation is called a technology epiphany, shown in Figure 4, it creates a market leader and in some cases a completely new market sector. It is the basis for successful products such as the Apple iPod. [14] societal/cultural environment (a further aspect of the Medium). In shipping, the role of Management is crucial. Figure 5: The Five ‘M’s Model [16] Figure 3: Design-Driven Innovation as research [13] Figure 4: The strategy of design-driven innovation as a radical change of design meaning [13] 1.2 Human Factors The operation of a large ship is a socio-technical system composed of people, equipment and organisational structures. Socio-technical systems regard organisations (in this case a vessel) as consisting of complex interactions between personnel and technology. This approach can also encompass the wider context to include the societal infrastructures and behaviours in the wider, shore-based management aspects of the organisation. These aspects are linked by functional processes (which are essential for transforming inputs into outputs) and social processes which are informal but which may serve to either facilitate or hinder the functional processes (McDonald, [15]). In the Five ‘M’s system approach (Harris and Harris, [16]) sailing a large vessel is not just about the integration of the crew (huMans) and ship (Machine) to undertake a particular voyage (or Mission) within the constraints imposed by the physical environment (Medium). It is also about the The (hu)Man aspect of the five ‘M’s approach encompasses such issues as the size, personality, capabilities and training of the user, in this case the vessel’s crewmembers. Taking a user-centred design approach, the crew are the ultimate design forcing function, as the design of the equipment and procedures on the vessel have to lie within the core abilities of the people involved. The (hu)Man and the Machine (ship) components come together to perform a Mission tasked by the Management. However, design solutions must not only work within the parameters (Human Factors) imposed by the crew, the ship’s technology and the environment, and regulations governing the design, construction and operation of the ship and the wider norms of society. The owner’s Management must also work within these rules. This prescribes performance standards through the selection and training of crew or the required technical performance of the ship. The Management is the key link between the (hu) Man, Machine, Mission and Medium. It plays the integrating role that ensures compliance with the regulations and promotes safe and efficient operations. The interrelationships between the five ‘M’s are illustrated in Figure 5. 1.2.1 Human Factors Integration (HFI) During the late 1990s the discipline of Human Factors Integration (HFI) began to appear, initially in military procurement programmes but subsequently in the oil and gas industries. HFI provides a through-life, integrative framework with the potential both to enhance safety and increase performance while reducing through life costs. HFI originally encompassed six domains [17]. These were Staffing (how many people are required to operate and maintain the system); Personnel (what are the aptitudes, experience and other human characteristics required to operate the system); Training (how can the requisite knowledge, skills and abilities to operate and © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK maintain the system be developed and maintained); Human Factors Engineering (how can human characteristics be integrated into system design to optimise performance within the human/machine system); Health Hazards (what are the short or long term hazards to health resulting from normal operation of the system) and System Safety (how can the safety risks which humans might cause when operating or maintaining the system be identified and eliminated, trapped or managed). Subsequently a seventh domain was added, the Organisational and Social domain, which encompasses issues such as culture, safety management, information sharing and interoperability. Taking a system-wide approach means that Human Factors can now ‘add value’. Examples of this are already appearing in the military domain (Human Factors Integration Defence Technology Centre, [18]). For example, taking an end-to-end system perspective, good equipment design simplifies operating (and hence training) requirements, making training faster and cheaper (less time is spent in unproductive – not revenue producing – work). Training is better targeted to the operator’s requirements and is more efficient. Simultaneously, better equipment design (e.g. interface design or design for maintainability) and better specified training produces superior, more error-free (safer) performance. Careful crew selection processes may be more expensive initially but they subsequently reduce the drop out and failure rate in training (also expensive). Analysis and modification of crew rostering practices can produce rotas which produce more efficient utilisation of crew, reduce fatigue, increase well-being and simultaneously enhance safety. Such efforts can also reduce stress and decrease employee turnover. At the same time a wellconsidered Human Factors aspect in a company’s safety management system makes it cheaper to run and produces the information required to promote safer operations. Implementing good Human Factors practices into the design can make considerable through life savings. It can also avoid costly re-works as a result of design misspecifications. For example, for the UK Royal Navy’s Single Role Minehunters, it was discovered, after having accepted the first of five ships into service, that it was difficult to recover the Remote Control Mine Disposal System back on board the ship in high seas. To address the problem, a better crane with a remote control facility was installed; a platform for the operator was made and an additional recovery hook and pole was provided. This was a simple manual handling problem which was overlooked during development which eventually cost £1.9 million to make the design changes to overcome these difficulties. The Human Factors National Advisory Committee for Defence and Aerospace [19] describes examples of the benefits of taking a wider sociotechnical/HFI approach to equipment design. The developer of an aircraft engine who adopted such an approach reduced the number of tools required for the line maintenance of a new turbine from over 100 to just © 2014: The Royal Institution of Naval Architects 10; fewer specialist skills were needed further allowing a consolidation in the number of maintenance trades required which also resulted in an overall reduction in training time. The Human Factors Engineering (HFE) component of HFI is usually the starting point for the HFI process. One of the objectives of HFE is to minimize the potential for error and promote the performance of assigned activities as efficiently and effectively as possible. Human error can be a direct cause or a significant contributing factor for accidents onboard vessels and offshore facilities. However, ‘Human Error’ in itself is not an explanation to the cause of accidents and incidents. It is merely the very beginning of an explanation. Human errors are systematically connected to features of an operator’s training, their tools and tasks as it has its roots in the wider socio-technical system. The question of ‘Human Error’ alone is an oversimplified belief in the roots of failure (Dekker, [20]). From a Human Factors perspective, safety is all about the error ‘troika’: prevent error; trap error, or mitigate its consequences (Helmreich, Merritt and Wilhelm, [21]). Prevention of error may be achieved by equipment design (as seen in many computer interfaces which will not accept an invalid input) or through procedural countermeasures in ship operations. However, even when an error has been committed, there should be procedures which trap the error in a timely manner. Continual crew monitoring of position should ensure that even if an error has not been prevented or trapped, the ship should not enter an unsafe condition (i.e. the error should be mitigated). Other approaches take an integrated human/system approach to error prevention, such as formal error identification methods. These deal specifically with hardware and procedures rather than looking more widely across the organisation (e.g. examining its practices and culture) – a more systemic approach. Reason [22] advocates this latter approach for removing the underlying factors promoting error, suggesting that addressing the ‘general failure types’ (such as poor tasking; poor scheduling; poor design; poor procedures; poor training; poor planning and bad communication) is the most cost effective approach. Such Performance Shaping Factors (PSFs) are conditions which substantially increase the likelihood of human error in a given situation. O’Hare [23] divided PSFs into those external to the person (for example, environmental conditions; equipment design; operating manuals and procedures; training provided and poor supervision) and those internal to the person (including their emotional state; physical condition; stress and fatigue; and experience; and task knowledge). The US Department of Defense specifies four generic categories of barrier to poor human performance that may be applied in any system. Ideally, safety critical systems should be defended at the highest level possible Marine Design, 3-4 September 2014, Coventry, UK (and at multiple levels). The hierarchy of barriers from MIL-STD-882C [24] is: Design for minimum risk – Eliminate the hazard from the system if possible. Design the system so the accident cannot happen. Incorporate safety devices – Design into the system automatic devices which, when a specified hazard occurs, prevent the system from entering a dangerous state. Provide warning devices – These should activate early, leaving the operator time to stop a critical system state developing. Develop procedures and training – Provide adequate training in procedures to operate equipment in a safe manner. System-induced errors reflect deficiencies in the implementation of the HFI processes. They include mistakes in designating the number and type of personnel, system operating policies, training (competency assurance), data resources, logistics, organizational responsibilities, and maintenance requirements, and support. Design factors are related to these errors and include aspects of the system hardware, software, procedures, environment and training which affect the likelihood of human error. They result from human incompatibilities with the design of equipment. Taking an integrated Human Factors approach in the design process avoids mis-matches between system design and human capabilities. The objectives of HFI and HFE are to provide systems and equipment that reduce the potential for human error, increase system availability, lower lifecycle costs, improve safety, and enhance overall performance (McSweeney, Pray, and Craig, [25]). The key to demonstrating the utility of Human Factors is not to count the cost of investing in it, but to calculate the savings that it makes on a throughlife basis. 1.2.2. Maritime Accidents, Situation Awareness and Crew Fatigue An analysis of the most recent EMSA accident reviews [26] (Fig. 6) revealed that “Cargo Ships” is the largest category of vessels involved in accidents in and around EU waters. This category also represents the largest number of ships including general and refrigerated cargo ships, Ro-Ro ships, bulk carriers and car carriers. Within this category most accidents happen with general cargo ships (approx. 80%) within the range of 500 – 5000 GT. Another category with relatively high numbers of accidents is the category of “Fishing Vessels” due to their specific operational use and their relatively limited size. From the same EMSA source an overview of the number of vessels involved in the different types of accidents in EU waters during the period 2007 – 2010 is shown in Table 1. To put these figures into perspective, it should be noted that per year approximately 20,000 merchant vessels are recorded as calling at EU ports and approx. 600,000 as port movements. 14% 36% 11% Cargo ships Tankers Container ships Passenger ships 23% Fishing vessels 10% 6% Other vessel types Figure 6: 2010 accidents by ship type [26] no of accidents per type Sinkings Collisions/Contacts Groundings Fires/Explosions Other Total 2007 55 304 197 91 115 762 Cargo Ships Sinkings Collisions/Contacts Groundings Fires/Explosions Other Total 2007 11 132 108 29 50 330 2008 61 308 217 89 79 754 2008 10 120 115 26 36 307 2009 28 292 177 67 62 626 2009 6 93 76 30 20 225 2010 32 288 143 83 98 644 2010 6 97 72 17 42 234 Table 1: Top, the total number of ships involved in accidents, bottom the number of cargo ships involved in accidents [26] A study by Baker and McCafferty [27] noted that human error continues to be the dominant factor in maritime accidents and that failures of situation awareness and situation assessment predominate. Approximately 50% of maritime accidents are initiated by human error, while 30% occur due to failures of humans to avoid an accident. In an analysis of accidents involving commercial vessels in Australia, Canada, Norway, UK and the USA they concluded: Human error continues to be the dominant factor in approximately 80 to 85% of accidents Failures of situation awareness and situation assessment overwhelmingly predominate Human fatigue and task omission are closely related to failures of situation awareness and the accidents that result Situation Awareness is the ability of an individual to possess a mental model of what is going on at any one time and also to make projections as to how the situation © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK will develop. In a review of non-technical skills within the maritime domain Hetherington et al [28], reported on a study that observed 71% of all human error types on ships were situation awareness related problems. They also reported that there was an increasing requirement for ‘non-technical’ skills in crewmembers. These are an additional set of competencies that are used integrally with technical shipping skills, such as those required to manoeuvre the vessel. These skills encompass both interpersonal and cognitive skills such as situation awareness, communication, team working, and leadership. Over the last 25 years research in the aviation, medical, and nuclear power industries has identified and implemented training in these fundamental skills. Given the significant potential cost of accidents to both insurers and operators, there is an opportunity to develop interventions with the support of key industry stakeholders using a transfer of innovation from other transport sectors such as aerospace. A review of fatigue in the shipping industry by Houtman et al.[29] concurred that fatigue may be a causal factor in collisions and groundings in between 11% to 23 % of the cases. It also suggested that fatigue as a cause of accidents like collisions or groundings is underreported, due to crew on watch being unlikely to admit that they had been tired or stressed. Hetherington et al [28] presented a survey of 1,000 maritime officers, in which 77% felt that fatigue has significantly risen in the previous 3–10 years, and 84% felt that stress was also more prevalent, supporting the need for interventions to resolve these key issues. Fatigue is defined by the IMO as “a reduction in physical and/or mental capability as the result of physical, mental or emotional exertion which may impair nearly all physical abilities including: strength; speed; reaction time; coordination; decision making; or balance.” This implies that fatigue can be understood and measured in many different ways. This presents a challenge in relating research that has been conducted in this field. Seafarers work in an environment with a number of factors commonly associated with fatigue. Long working hours, sleep disturbance and night work are all present alongside factors unique to the industry such as ship motion and noise. Working 24 hour shift patterns on a moving vessel poses a number of obstacles to gaining sufficient restorative sleep. Hence the key factors associated with fatigue in the maritime industry are: circadian rhythms; working patterns and shift schedules; noise and motion; sleep. The potential for fatigue amongst seafarers is high. Disruption in circadian rhythms can result in drowsiness which has significant implication for activities such as watch keeping, or conversely being awake when you need to be sleeping, thereby exacerbating fatigue due to reduced sleeping hours. The majority of seafarers also do shift work resulting in a greater potential for disruption to circadian rhythms. A study of the impact of fragmented work schedules on alertness in seafarers showed a circadian dip in alertness © 2014: The Royal Institution of Naval Architects during the night and also a pronounced afternoon dip which raises concern in terms of accident risk (Allen, Wadsworth, and Smith, [30]). The MAIB 'Bridge Watch keeping Safety Study' of 2004 concluded that fatigue was a contributory factor in 82% of the groundings in the study, which occurred between 00:00 and 06:00 hours. Fatigue is compounded by factors such as minimal manning; sequences of rapid turnarounds and short sea passages; adverse weather and traffic conditions. The effects of stress, fatigue and health factors associated with long periods away from home, limited communication and consistently high workloads result not only in reduced performance but also ill-health and reduced life-span. There is a significant body of research into working hours and conditions and their consequences on performance in rail, road transport and civil aviation sectors, where safety and human error are key concerns. This research from other transport sectors has the potential to inform innovation in the commercial marine sector. There are many more fatigue preventing regulations in other transport sectors, with the issue of fatigue being approached in a more systematic manner. They therefore offer an opportunity for innovation and technology transfer in the prevention and management of fatigue at sea. The approaches of: regulation, enforcement, awareness campaigns, training, and guidance, are all potential areas of improvement given the differential in current practices between the maritime sector and other sectors. A study by Starren et al. [31] on preventing and managing fatigue in the shipping industry made a number of insightful recommendations. They proposed that the transfer or delegation of tasks can restructure crew members’ workload in such a way that major errors and incidents may be less likely to occur. They proposed that the delegation or workload redistribution would be the most effective if it was contextualized as a part of a Fatigue Risk Management System (FMRS). 1.3 Ship Design Challenges and Recommendations As the design of commercial vessels evolves and crew sizes diminish, greater emphasis should be placed upon the human factors input in order to ensure safety and efficiency during both routine and emergency operations. Severe ship motions limit the human ability to operate command and control and communication systems, navigate, perform routine maintenance and prepare food. In an emergency, such operations as refuelling at sea and damage control can be severely hampered. In addition, ship motion can cause significant mental degradation leading to overall performance decrement and increased potential for injury (Dobbie, [32]). Many ship design features can impact on the cognitive workload onboard while others affect the crew’s ability to sleep and the level of stress. Appropriate implementation of automation is important in terms of reduced workload, low stress Automation can facilitate the work of the seafarers due to less time being Marine Design, 3-4 September 2014, Coventry, UK required to accomplish a task and effortless operation of equipment aboard ship. Moreover, spending up to six months aboard ship, subject to harsh weather, the life of the seafarers is heavily dependent on the ship’s equipment reliability which is a crucial factor leading to fatigue [29]. Sleep and rest are essential components underlying good (safe) performance, hence the physical comfort in work and quarters are important features of the ship design vital in alleviating fatigue. Ship motion (instability) caused mainly by poor design of a vessel can also influence the level of tiredness and fatigue [32]. Features such as noise within the ship have been defined to be an important cause of fatigue at sea. Noise is caused mainly by the engine operation, ventilation and ship motion during harsh weather. Another internal feature contributing to fatigue is vibration caused by the engine and ship motion leading to the tiredness of the seafarer [29]. Allen, Wadsworth, and Smith [30] reported on a study which found that exposure to ship engine noise at 65 dB (A) can have an adverse effect on sleep. The working conditions in the engine room (ER) are demanding due to the thermal climate, noise and challenging working postures. The working practices in the engine control room (ECR) have undergone significant changes over recent years, with the introduction of computer systems. Lundh et al [33] carried out a study to identify the impact of these changes. The aim of which was to understand how the engine crew perceive their work situation and environment, and to enable them to identify areas for improvement. The results of the study show that the design of the ECR and ER are crucial for how different tasks are performed. Design which does not support operational procedures and how tasks are performed risk inducing inappropriate behaviour as the crew members’ are compelled to find alternative ways to perform their tasks in order to get the job done. These types of behaviour can induce an increased risk of exposure to hazardous substances and the engine crew members becoming injured. Developments in simulation-based prototyping and immersive virtual environment technology have created an opportunity for the maritime industry. Virtual environment technology is predominately aimed at addressing operational safety and workplace familiarization training. However, virtual environment technology has the flexibility and accuracy to be employed as a preliminary ship design support tool for engine room operations. This would facilitate early involvement of the crew in the design process, their practical experience and expertise informing an optimisation of the environment. Implementation of a virtual environment training system would also enable trainees and current crew to acquire the skills, experience and proficiency within their job and work environment, providing a more effective training platform and educational experience. [34] There is great potential for the application of virtual environment applications within the marine shipping industry as a design aid for subject matter experts to evaluate ship designs virtually prior to ship construction. Simulation-based prototyping has the potential to bring attention to human factors and ergonomic concerns, highlighting the importance of integrating these issues into the design of the engine department. It also gives an opportunity to take into consideration technological developments and changes in work procedures. Employing human factors design considerations through simulation-based prototyping early in the ship design process can also facilitate constructive feedback from crew members and other stakeholders to ensure that the design of the ship meets and supports the needs of modern ships and its crew. Existing features of virtual environment technology can be exploited to include human factors into the design process and facilitate preliminary ship engine room design and evaluation. Such features include: accurate visualization, customization, flexibility, ease of use, realistic interaction and simple communication platform (Figure 7). [34] Figure 7: technology[34] Features of virtual environment Human Factors approaches can significantly reduce through life design costs of vessel and systems. Ship design still focuses on technical solutions, neglecting human aspects associated with crewing and procedures until a very late phase in the design/engineering process. Manning issues are usually regarded as the responsibility of the end-user usually relating to accommodation and other associated facilities. In the maritime industry, incidents and accidents in the Maersk shipping company decreased by a third (from one major accident per 30 ship years in 1992, to one per 90 ship years in 1996) after the introduction of Bridge Resource Management (BRM) training. Furthermore, in 1998 insurance premiums were lowered by 15%. This reduction was directly attributed to the effects of enhances BRM and simulator training.[35] 2.0 State of the Art 2.1 Advanced Marine Platforms and Structural Design Optimisation © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK A critical factor in Marine Design is the innovation of platform technology to provide opportunities for design. In examining the effect of bowshape on the seakeeping performance of a fast monohull, Keunig, Toxopeus and Pinkster [36] carried out computational analysis on the three designs to evaluate their hydrodynamic performance. The results of the comparison between these three designs, (with this increasing change in bowshape) show the AXE Bow to have a significant reduction in the vertical acceleration of the wheelhouse. Pronounced reductions (50%) have also been found in the extreme peak values at the bow. The leads to less slamming and therefore lower slam forces which is beneficial to the construction of the ship as well as the perception of the crew when sailing her. There was only a small increase in the heave and pitch motion of the AXE Bow when compared with the other ones, which was to be expected. The results of extensive towing tank measurements with the AXE Bow model and the same model with a conventional bow were compared by Keunig, Pinkster and van Walree [37]. From the results of these tests it may be concluded that the application of the AXE bow concept shows very good promise for optimizing the seakeeping behavior and operability of fast patrol boats in a seaway. The peaks in the vertical accelerations in the head seas conditions are some 40% lower with the AXE bow. Although roll and yaw do increase with the AXE bow concept there appears to be no increased tendency for broaching and/or course instabilities in following and stern quartering seas. The Ulstein x-bow is a backward-sloping bow that starts at the extreme front of the vessel. This results in a continuous and sharp bow shape, which smoothly divides both waves and calm water. Increased volume above and up front allows the vessel to efficiently respond to large waves. In a comparison study between an X-BOW short sea container vessel and an equivalent container vessel with a conventional bow under expected service conditions. At a design speed of 18 knots, results show 716% fuel reduction, depending on ship speed and sea state. The performed tests of speed loss in waves for a container vessel with the X-BOW compared to an equivalent vessel with a conventional bow, indicate that the X-BOW offers a significant speed advantage in sea states most probable on a North Atlantic trade route, where waves are expected to be above 2.5 metres 74% of the time. The X-BOW has an average improvement in speed loss of 19% in the 2.5-10.0 metre wave height range. The first X-BOW designs were AHTS and PSVs, since then the platform has been used for construction, rescue, and seismic vessels, as well as the heavy offshore and short-sea shipping segments.[38] Boote et al [39] developed a new approach for the structural analysis of a trimaran fast ferry (HSC) using FEA. The results of the analysis show that transverse connections with side hulls well withstand even the highest wave loads considered in the calculations © 2014: The Royal Institution of Naval Architects whereas the longitudinal strength of the main hull should be reviewed. The FE analysis highlighted the limits in using HSC rules for the preliminary scantling of trimaran structures even if they allowed to set a starting point for subsequent optimisation procedure. In further research [40] a procedure for the determination of global design loads by a seakeeping analysis on two hull geometries of two different loading conditions corresponding to the maximum hogging and sagging bending moments. This was followed a procedure for structure scantling has been developed starting from a preliminary approach based on HSC rules, up to the determination of global design loads by a long term analysis. [41] In the structural assessment of a cargo trimaran, a finite element numerical model was set up to investigate the strength of the vessel when a quasi static wave load is applied to it. In a second phase a more detailed FEM investigation was carried out to assess the structural strength of the vessel under the action of global dynamic loads. [42] McCartan et al [43] presented a design concept based on this high speed platform to compete with road transport and air transport, supported by specialised infrastructure to optimise the vessel loading and unloading process for cars and HGVs. The vessel design combined the following functions: high speed ferry as an alternative to HGV road transport; passenger ferry as a alternative to flights; luxury cruising cabins. It is based on a 120m trimaran platform designed to operate at 40 knots as a coastal cruiser in the Mediterranean, connecting the coast of Spain, France and Italy. The project was an engagement in Design-Driven Innovation (DDI), with the objective of changing the design meaning of what a multi- purpose commercial vessel can be. Proposing the CLF (Cruise Logistics Ferry) as a new market sector for the commercial marine industry, Figure 8. The key driver was sustainable luxury, as the vessel is multifunctional, providing a high speed alternative to less sustainable modes of transport. Thus addressing the growing European definition of green luxury with the potential to create a new market sector between cruise ships and high end passenger ferries, while also reducing motorway traffic and hence logistics carbon footprint. Figure 8: Exterior of CLF (Cruise Logistics Ferry) Dudson and Gee [44] reported on the optimisation of the seakeeping and performance of a transatlantic pentamaran containership capable of 40 knots, which was extensively model tested. It established the Marine Design, 3-4 September 2014, Coventry, UK feasibility of building a large steel 40 knot container ship, and demonstrated that the long slender stabilised monohull form of the Pentamaran provides additional seakeeping and performance benefits. A critical issue for fast freight vessels is their ability to maintain speed in adverse sea conditions. Where designs are ‘motions and accelerations’ limited rather than ‘power’ limited, and have to reduce power and speed in high sea conditions. The model testing demonstrated that in all conditions up to sea state 6, speed loss will be limited by power only, and will amount to an average of 2.7 knots. In further work [45] the hydrodynamic optimization of the central hull of a 290m Pentamaran for SeaBridge in order to maximize the speed of the vessel with a pre-determined machinery package. The optimization of the central hull was performed by combining the parametric CAD with the CFD via the generic optimization tool. A scale model of the optimized central hull was made and a series of resistance tests undertaken to verify the accuracy of the CFD calculations and to prove the validity of the optimization. The process of parametric optimisation through CFD provides the designer with a tool which significantly enhances the usability of CFD and results in a truly optimized hull, rather than an improved hull. The application of formal strategies to fine-tune the Pentamaran’s central hull for high-speed sea transportation services proved to be successful. Figure 9: Exterior Concept of pentamaran superyacht McCartan et al [46] reported on a multidisciplinary superyacht design project engaging in Design-Driven Innovation through the application of a 130m pentamaran platform combined with the implementation of a culturally specific emotionaldesign framework. Building on the emotional design aspects of high speed boating and contemporary Chinese luxury,including the heritage of Chinese Art Deco, this project proposes a change in the design meaning associated with superyachts by developing an Art Deco high speed superyacht coastal cruiser for the Chinese market, shown in Figure 9. Figure 10: Final Exterior Render McCartan et al [47] reported on a transatlantic superliner design concept (figure 10) based on a 290m Pentamaran, which engages in Design-Driven Innovation to develop a new market sector for high speed multifunctional vessel to compete with both air freight and business class air travel in addition to the role of a superliner cruise ship. This design proposal offered the business traveller a personalised office space with global connectivity to make the journey a seamless extension of the working environment. The logistics role of the vessel gives the cruising passengers and business travellers a lower carbon footprint that a single function vessel, thereby engaging in green luxury. Boote and Mascia [48] developed a fast passenger ship with a very low wake wash to be used in a short range transport close to the shore. Where wake wash represents the biggest limitation to the commercial development of fast vessels, which is exacerbated by vessel size. The feasable platform typologies examined were: hydrofoil; catamaran; SWATH. They synthesized a new topology the ENVIROALISWATH, combining hydrofoil and SWATH principles, in order to achieve low environmental impact and reduced wave washing phenomena, while maintaining a high speed. Providing high performances, manoeuvrability and controllability typical of hydrofoils combined with the good sea keeping qualities and low installed power, typical of a SWATH. The vessel consists of the hull and a submerged body connected together by two column structures, shown in Figure 11. The submerged body houses the main propulsion system, and has four foils providing the dynamic lift. The hull (Figure 12) has a trimaran configuration with two hard chine lateral bodies and a central hull supporting the column structures and protecting the cross deck from wave impacts. the ENVIROALISWATH has alength of 63 m and the breadth of 15.5 m with a transport capacity of 450 passengers and 50 cars (see fig. 1). Figure 11: Side view of ENVIROALISWATH © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK The submerged body has a length of 50 m, a breadth of 4.10 m and a depth of 2.6 m and it provides the 80% of the hydrostatic buoyancy. The remaining 20% is provided: • at zero speed and in the preplaning phase by the two lateral hull bodies; • at cruise speed by four foils lifting force. sector. In terms of an injury prediction model, standing occupant models were used to simulated injuries and trauma at selected positions in the ship. The results will be used to inform a GA development process to improve evacuation and propose innovative active safety technology, to mitigate the risk of fatalities. Achieving 27 knots with moderate wave making. Platform technical innovations such as this will enable marine vessels to create new markets to compete with other forms of logisitics and public transport. Figure 13: Analysis of upper aft deck vibration Figure 12: Sectional view of ENVIROALISWATH The on-board comfort of large motoryachts has become the object of specific attention by most Classification Societies which issued new rules and regulations for the evaluation of noise and vibration maximum levels; this is an equivalent to NVH analysis in the automotive industry. In a comprehensive investigation into the dynamic behaviour of superyacht structures, Boote et al [49] carried out a detailed FEA analysis of a 60.0m superyacht. In order to investigate the natural frequencies of the main steel deck and of the superstructure aluminium alloy decks (Figure 13). The numerical results were validated with experimental data of components carried out during vessel construction. This marine NVH analysis process resulted in the addition of extra structural mass to reduce aft deck vibration. This approach to structural design optimisation would greatly address the comfort Human Factors issues of commerical vessels. Crash of these high speed vessels platforms has more in common with automotive accidents than those of slower larger vessels. In the work of Bastien et al. [50] a computer simulation model was developed to predict the structural damage and the injuries to ship crew and passengers, in the event of a 40knot crash of the CLF with a harbour structure. The work involved reviewing and implementing established crash modelling and occupant simulation methodologies from the automotive © 2014: The Royal Institution of Naval Architects Vessel structural loading conditions are primarily determined from hydrodynamic loading in a range of sea states. Due to the significantly higher speed of road vehicles compared to conventional marine vessels, automotive structural design, in which nonlinear FEA has been well established for over 20 years, is focussed on crash structural loading. Where crumple zones are designed to have structural compliance in order to absorb energy, and a rigid safety cell is designed to protect occupants. This approach is critical to the future of structural optimisation of high speed vessel platforms. 2.2 Human Factors Integration and Technology Transfer Significant efforts are now being placed on the transfer of technology from military to civil applications and from aerospace applications to the road sector (e.g. the use of vision enhancement systems). Similarly, technology that was previously only found in commercial products is now finding its way into consumer products. However, not all transfers of technology are successful or desirable but there is a requirement to assess the likely success of a transfer of technology before the product is designed, produced, marketed and put into use. From an ergonomic perspective, technology tends to be evaluated solely in terms of its usability and functionality. However, when transferring technology from one application domain to another, the wider context needs to be assessed to ensure the safe and efficient use of a technology in its new application area. It is vital that the suitability of a technology in a particular domain be considered at the outset, otherwise ergonomics input will be constrained to user-interface issues. Whilst userinterface design is obviously important, if the broader Marine Design, 3-4 September 2014, Coventry, UK domain issues are not first addressed, ergonomics should not be expected to compensate for inappropriate technological application. To address these issues, the evaluative framework proposed by Harris and Harris, 2004 (the Five ‘M’s framework) can be implemented for considering the likelihood of success in transferring technology. Good Human Factors can now make positive benefits to enhancing performance and safety and also adding value and reducing both operational and through life costs. It can make things ‘better’. Examples of this are already appearing in the military domain. The key to demonstrating the utility of Human Factors is not to count the cost of investing in it, but to demonstrate how it either adds value and/or calculate the savings that it makes on a through-life basis. In a structured analysis of Human System Integration programmes undertaken by the Australian Defence Science and Technology Office (DSTO, [51]) it was observed that early implementation of Human Systems Integration activities in capability acquisitions could result in extremely large returns on investment across the life of the programme: returns on investment from HSI programmes in US helicopter and armoured fighting vehicle programmes of between 22-33:1. US Air Force studies (2009) suggest that if HSI comprises between about 2.5-4% of acquisition costs a return in investment of between 40-60:1 will be realised. Within the maritime domain the US navy reported that the application of HSI principles allowed for a 11% reduction in manning of its aircraft carriers and a 25% reduction in manpower on its next generation of amphibious assault class. In the case of radical new designs (e.g. the DD(X) destroyer programme) the potential for cost savings via the early application of HSI processes at the design stages could reduce the personnel requirement by 70%. Similar cost savings attributable to early Human Factors analysis have been calculated by the French, Canadian and Royal Navy. 2.3 Ergonomics and the transfer of technology Previous unsuccessful transfers of technology have focused almost entirely on the engineering associated with the equipment and have ignored the wider sociotechnical system. Shahnavaz [52] labelled technology that was not ergonomically re-designed to the requirements of its new environment ‘transplanted technology’, and observed that such transfers were ‘doomed to failure’. Ergonomic re-design and evaluation goes beyond user-centred design and testing and now requires the appraisal of the technology within a broader, sociotechnical system context. This is one of the key concepts in HFI. Transfer of technology will often involve the cross-fertilisation of engineering principles among application areas but will always involve an operator; therefore, it will always involve ergonomics. The user is the component that determines the success of the transfer of technology. Furthermore, ‘Technology’ is not really a ‘thing’; it is better characterised as an approach. It is the application of scientific principles to solve practical problems. Technology has been described as having three facets: material artefacts; the use of artefacts to pursue a goal; and the knowledge to use these artefacts [53]. Technologies can be product technologies (associated with the physical and engineering aspects of equipment) and process technologies (associated with the processes by which problems are solved). Not all transfers of technological concepts among application areas are likely to be unsuccessful, though: far from it. The flight deck management approach to promote good team working and safe operations in civil aircraft (CRM) has successfully transferred to the air traffic control application domain, aircraft maintenance and the surgical operating theatre. In the maritime industry it has been implemented either as Bridge Resource Management or Maritime Resource Management, and is shortly to become a mandatory training requirement. Previously, the Five ‘M’s framework has only been presented as a sociotechnical system framework, but it can be used to consider the likely success of technology transfer from one domain to another (Harris and Harris, [16]). Essentially, the more characteristics described within the Five ‘M’s that the donor and recipient application areas have in common, the more likely it is that a technology will transfer. Transfer of technology is a key principle, ensuring lessons learned in one application area do not need to be relearned when addressing related problems in a different area. Transfer of technology is all about transfer of appropriate solutions to problems. However, it may be the case that the transfer of technology from a sector such as aerospace to the marine industry is not motivated by such a problem-solving requirement; hence the transfer of technology may not be particularly successful. The framework is not intended as a checklist, but as a frame of reference for taking into account the key issues that need to be considered before transferring a technology into a different domain. A key part of this proposal is to investigate the transfer of design principles and solutions from other transportation (and high-risk industries) to the maritime industry (for example, in the design and operation of display systems on the bridge and ship automation). 3.0 Progress beyond the State of the Art 3.1 Preliminary Design Process Optimisation Wagner [54] presented the results of an early application of a packing approach on the design of deepwater drilling vessel, as a test case in order to evaluate its practical © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK capabilities. The 3D packing routine for the early stage configuration design of ships has the potential to enable a more thorough consideration of a large number of alternative designs early in the design process. Their work illustrate that a large and diverse set of compact and coherent drilling vessel configurations can indeed be obtained on the basis of one single input model, demonstrating its capability to generate a large number of alternative designs. They demonstrated a two-step approach, in which a designer first generates a large amount of configuration alternatives and consequently evaluates and select solutions, can flexibly be applied, demonstrating its utility in the early stage design of deepwater drilling vessels. The generated configuration alternatives were shown to be logical in configuration, reasonably compact and all satisfy a basic level of feasibility. Application of the approach starts with developing a suitable model which is then used to generate a comprehensive cloud of configuration alternatives. On the basis of the available alternatives the designer manually evaluates and selects solutions. Any of the modeling, generation and evaluation steps may need to be revisited in order to adjust the focus of the search for designs of interest. In the field of Naval Architecture, decisions in the design process, and their justification, are extremely important and influential. Although decisions are taken (and rationale expressed) during all phases of the design process, they are most important during concept design. It is estimated that 90% of the major design decisions have been made when less than 10% of the design effort has been extended. These decisions have a direct influence on the quality of the resulting design. If improper or inferior decisions are taken, the resulting design can be suboptimal, or in the worst case, fail. Although design rationale occurs in multiple areas of concept design, it would be particularly valuable during the configuration design of complex vessels. The layout of spaces in complex vessels represents unique blend of experience, judgment and tradition. In addition, the decision knowledge required to identify and justify the relationships, i.e., interactions, between objects in the design is often tacit, qualitative and not explicitly available. For example, factors such as habitability, operability and convenience are difficult to describe quantitatively; but, without specific consideration, can result in difficulties for the ship and crew’s overall functioning. Given a collection of objects in a design, there are two primary categories of rationales describing configuration: interactions and compromises. Interaction rationales describe the spatial proximities between objects in the design and the reasons, i.e., rationale, justifying such relationships. Compromise or trade-off rationale describes the preferred priority between competing or conflicting interactions. [55] Identification of interaction rationale is important in ship design because it motivates proper analysis (in design) and forms the basis of compromise or trade-off decisions. © 2014: The Royal Institution of Naval Architects Without knowledge of the interactions in the design, it is difficult to understand the consequences of compromises. Rationales can also provide an increase in the relative quality of knowledge in the ship design process. The “Knowledge- Cost-Freedom” curve shown in Figure 14 illustrates the benefits of increased knowledge during the early stages of design. As knowledge becomes obtainable earlier in the design process, design freedom increases, committed costs can be postponed to a later point in the design cycle and overall design time can be reduced. This is especially important during periods of reduced capital reinvestment in complex ships. Figure 14: Distribution of cost, knowledge and design freedom during the early stages of design. [55] de Nucci and Hopman [55] described a methodology for capturing configuration rationale in complex ship design. The approach uses Reactive Knowledge Capturing to “trigger” the expression of design rationale. Once expressed the rationale is (re)structured in an argument based semi-formal ontology. This arrangement also captures dependency structures between objects and relationships in the design. A dedicated feedback mechanism for expanding the knowledge (rationale) base is presented. This methodology first identifies gaps present in the rationale database. Subsequently, it uses these gaps to instruct the design generation module to produce designs likely to trigger naval architects into expressing targeted rationale. At the same time, user expressed rationale is also incorporated into designs. Through two independent test cases, the RCT proved to be an effective and usable tool for the capture of configuration rationale. van Oers and Hopman [56] developed a simpler and faster version of a novel type of parametric ship description, based on mathematical packing problems. Where the description is still able to apply large and concurrent changes to the entire ship description, i.e., the shape and size of envelope, subdivision and -crucially- the configuration of systems inside and on the envelope. Existing packing-based descriptions took considerable computational effort, however, which limits their suitability for a range applications, hence the need to reduce the computational effort by describing the ship in `2.5D’. This describes the ship configuration in three transverse `slices’. Main Marine Design, 3-4 September 2014, Coventry, UK benefit is that this reduced the number of transverse positions to consider, which helps to lower the computational effort by a factor of three to seven. An interactive design exploration approach geared towards early stage ship design was proposed in the work of Duchateau et al [57], which allows the naval architect to perform requirements elucidation better. The proposed approach gives the naval architect the means to explore and assess a broad range of design options, which are integrated into coherent design solutions, thus covering a large area of the design space. Interactive visualization methods, together with pareto-front visualization techniques are developed to give the naval architect the means to identify emerging relationships between requirements and the design solutions. This insight can then be used by the naval architect to steer and control the design exploration process through a feedback mechanism within the approach. This empowers the naval architect to not only identify, but also act upon the emerging relationships between requirements and the design, which can then either be avoided within the interactive approach or communicated to the stakeholders in support of a better requirements elucidation process. Van Brusiness et al [58] examined the initial development of a design and engineering strategy for complex ships in between incremental and radical innovation. The majority of European ship-design industry concentrates on the development of complex, one-off ‘specials’ for the offshore industry. To control the complexity of these vessels the industry uses large and expansive knowledge bases that support the design, engineering and manufacturing activities. As current strategies are aimed at controlling the complexity, they leave very little room for more innovative developments. They interviewed stakeholders from the ship industry, researched design literature developed case studies. Based on case studies they proposed an alternative design strategy that leaves more space for innovation, which focuses on the complex interactions between the different levels of decomposition in a complex structure such as a ship. They identified that the wide range of actors involved in these designs make such a change in industry a socio-technical challenge. 3.2 Crew Resource management A ship is a complex socio-technical system. Navigating such a vessel and managing all the associated activities within it (propulsion; electrical power generation; engineering; communication and surveillance; cargo management; passenger management, etc) is an exercise in command and control. The crew undertaking these functions are widely distributed across a moving vessel which is itself a large, complex space with many inter-related systems. Many crew members are specialists. BRM (Bridge Resource Management), or when applied more widely to the rest of the ship MRM (Maritime Resource Management), is the process by which ship-wide command and control is exercised. MRM is concerned with the effective use and coordination of all the skills, knowledge, experience and resources available to achieve the established mission goals of a voyage safely and efficiently. BRM/MRM concepts are built upon of Crew Resource Management (CRM) ideas initially developed by the commercial aviation industry. Revisions to the International Convention on Standards of Training, Certification and Watchkeeping for Seafarers now require senior members of a ship’s crew in positions of responsibility to undertake mandatory MRM training. Good CRM (CAA, [59]) requires knowledge of: Human error and reliability, error chain, error prevention and detection. Company safety culture, Standard Operating Procedures (SOPs), organisational factors. Stress, stress management, fatigue and vigilance. Information acquisition and processing, Situation Awareness and workload management. Decision making. Communication and co-ordination. Leadership and team behaviour. Automation and the philosophy of the use of automation. The processes underpinning CRM/MRM includes (from van Avermaete, [60]): Co-operation – Team building and maintaining; considering others; support and conflict solving. Leadership and managerial skills – Use of authority/assertiveness; providing and maintaining standards; planning and coordination, and workload management. Development of Situation Awareness – System and environmental awareness; anticipation. Decision making skills – Problem definition/diagnosis; option generation; risk assessment/option choice and outcome review. However, modern approaches to human behaviour extend beyond the human alone. A ship and its crew can be regarded as a Joint Cognitive System (JCS). You cannot study human behaviour without the context in which it takes place, as human beings use artefacts around them to enhance their cognitive abilities. Distributed cognition (the behaviour and information contained in a JCS) is the co-ordination between individuals, artefacts and the environment. At the very simplest level possible, writing things down on a piece of paper using a pencil improves human memory, either in © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK the long-term (e.g. a diary) or in the short term (when doing arithmetic). To some extent it is a ‘cognitive amplifier’; the role and function of memory is now distributed between a human and a non-human component. However, distributed cognition can go much further than this. Rogers [61] describes four generic properties of distributed cognition: Cognitive systems comprising more than one person have properties over and above those individuals making up the system (e.g. a ship and its crew). The knowledge possessed by members of such a system is highly variable and redundant: teams working together on a collaborative task will possess different kinds of knowledge and so will engage in interactions that allow them to pool their cognitive resources. Knowledge is shared by the individuals through formal and implicit communication with prior knowledge of each other, enabling them to engage in heedful interrelating during tasks. Distribution of access and sharing to information and knowledge promotes coordinated action. Distributed cognition is predicated upon a degree of common understanding of the situation amongst the crew about the aims and objectives of the task and the agreed method of achieving the goal. Most models of Situation Awareness (SA) concentrate on the individual, however people in a JCS act in conjunction with equipment and/or as part of a wider team. This introduces the notions of shared and overlapping SA. In shared SA all members of the ship’s crew would have a common mental model and a complete shared understanding of the current (and future) situation. However, it is unlikely that an entire crew will have such a close (shared) appreciation of their situation. There will be some common elements to their SA (for example, where they are and what their immediate and longer term intent), however it is more likely that each crew member will be concentrating on the individual responsibilities associated with their role. It would actually be unproductive and inefficient for crew to attempt to achieve complete shared SA throughout a voyage. Endsley and Jones [62] developed a model to promote shared SA which treated a team as part of a JCS. Requirements – What information and goals need to be shared? Devices – What devices are available for sharing this information? Mechanisms – What mechanisms do crew members possess to aid in developing team SA? Processes – What formal processes are used for sharing information, verifying understanding, © 2014: The Royal Institution of Naval Architects prioritising tasks and establishing contingencies, etc. Newer concepts of SA in a JCS draw heavily upon theories taken from cognitive science. In Distributed Situation Awareness (DSA) SA is held both by the various human and/or machine components right across a JCS (Stanton, Stewart, Baber, Harris, Houghton, McMaster, Salmon, Hoyle, Walker, Young, Linsell and Dymott, [63]). Operators are now active supervisors or managers who need to co-ordinate a suite of human and automated resources to perform a task. The automation is treated almost as part of the crew. Stanton, Baber, Walker, Salmon and Green [63] proposed a set of basic tenets underpinning DSA. SA can be held by both human and non-human elements in a JCS. There are multiple views of the SA of the same scene held by all the different agents. Non-overlapping and overlapping SA depends on the human or machine agent’s individual goals: although they are part of the same system, the goals of the individual components comprising the system can be quite different. Communication between agents in the system may take many forms including the non-verbal behaviours of others or even ingrained customs and practices. One component in the system (be it human or machine) can compensate for degradation in SA in another agent. DSA is dispersed across human and non-human components in the system and there is often implicit communication of information between elements rather than detailed exchange of mental models. On a bridge all agents may be co-located, however in a larger ship there is no reason why this should always be so. The agents (technological or human) may be separated by some distance. This then requires more formal communication methods to promote DSA. BRM/MRM is one mechanism by which DSA can be promoted. The concept of DSA operates at a systems level, not at the individual level. It also is not shared SA. Shared SA implies the same collective requirements and purposes amongst the human and machine components in a system, all of whom share the same understanding of a commonly held ‘bigger picture’. DSA implies different but compatible, requirements and purposes. Furthermore, the appropriate information/knowledge relating to the task and the environment (held by either by individuals or captured and processed by devices) changes as the situation develops (Stewart, Stanton, Harris, Baber, Salmon, Mock, Tatlock, Wells and Kay, [64]).The EAST (Event Analysis of Systemic Teamwork) methodology (Baber and Stanton [65]) was developed for the generic analysis of C4i (command, Marine Design, 3-4 September 2014, Coventry, UK control, communications, computers and intelligence) activity. It also incorporates the modelling and analysis of DSA at a system level. 3.3 Event Analysis of Systemic Teamwork (EAST) EAST uses a combination of HF methods to form a framework for analysing C4i activity. A brief description of each component method is provided below: Hierarchical Task Analysis (HTA) – involves describing the task in a particular scenario under analysis using a hierarchy of goals, sub-goals and operations. Observation – is used to gather data surrounding the scenario under analysis. The observational data obtained are used as the primary input to an EAST analysis. Co-ordination demands analysis (CDA) – involves defining the task-work and team-work tasks involved during the scenario, and then rating each teamwork task step against the CDA taxonomy of; communication; situational awareness; decision making; mission analysis; leadership; adaptability; and assertiveness. Comms Usage Diagram (CUD) - is used to describe collaborative activity between distributed agents. The output of CUD describes how and why communications between a team occur, the technology involved, and the advantages and disadvantages of the technology medium used. Social Network Analysis – involves defining and analysing the relationships between agents within a network. A matrix of association and a social network diagram are constructed, and agent centrality, sociometric status and network density figures are calculated. Operation Sequence Diagram (OSD) – represents the tasks, actors, communications, social organisation, sequence and time in which a scenario takes place. It captures the flow of information between actors and shows how this is mediated through technology and team work. Critical Decision Method (CDM) – involves the use of interview probes to elicit information regarding the agent decision making strategies adopted during the scenario under analysis. Propositional Networks – The CDM output is used to construct propositional networks for each phase. Propositional networks are comprised of nodes that represent sources of information, agents, and objects that are linked through specific causal paths. The propositional network thus represents the potentially ‘ideal’ collection of knowledge for an incident. EAST is a comprehensive technique offering a multifaceted assessment of the C4i network in question providing an assessment of agent roles within the network, a description of the activity including the flow of information, the component tasks, communication between agents and the operational loading of each agent. The methodology has been applied in a number of domains, including the fire service (Baber et al [66] [67]), naval warfare (Stanton et al, [68]), military aviation command and control (Stewart et al, [69]), air traffic control and rail domains (Walker et al, [70]). EAST provides a dynamic view of the DSA held by both human and non-human components in a system, and illustrates how this can vary with task requirements (Stanton, Baber and Harris, [71]). 3.4 Digital Human Biomechanical Analysis Modeling (DHM) and There is a need to support the maritime sector to facilitate anthropometric and biomechanical aspects of Human Factors Integration in the design process. Traditionally, this has been supported through the use of mock-ups, with their effective use for anthropometric assessment often not being fully realised due to time constraints or uninformed practices. Physical mock-ups are typically constructed to assess the interaction between the user and their working environment, but this is still the exception rather than the norm. There are three recognised classes of mock-up fidelity, which designers/manufacturers may use: Class 1 - Low fidelity: used to evaluate approximate work/accommodation shape, space, external vision and new ideas. Class 2 - Good fidelity: produced to be close to the craft drawing dimensions, used for the assessment of detail design, crew stations configuration, passenger space, maintenance access, ability to undertake emergency procedures, etc. Class 3 - High fidelity: constructed with production materials and to production tolerances, used to interrogate Man-Machine Interface details, task lighting, layouts of wiring, plumbing, etc. An issue with the production of Class 2 and Class 3 mock-ups is the resource required, both in terms of cost and development time, however 3D Computer Aided Design (CAD) has become the norm throughout the marine design industry. The ability of CAD to optimise human factor design considerations as an integral part of the design process is an effective solution both in terms © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK of cost and development time (Dobbins, Hill, McCartan and Thompson, [72]). In the early 90s the German car industry developed a CAD tool for early integration of ergonomics in the vehicle design process. This CAD tool for ergonomics and occupant packaging, was called RAMSIS (Realistic Anthropometric Mathematical Simulation in Situation). Its goal was to overcome the limitations of conventional automotive industry practices of using two-dimensional human templates, as well as to provide methods for predicting driver postures and comfort. RAMSIS is based on a highly accurate DHM (Digital Human Model) that can simulate occupants with a large variety of body dimensions from global anthropometry databases. A probability-based posture prediction model was developed through research on driver postures and comfort. The assessment of comfort allows designers to optimize packages with respect to driver comfort early in the design process. Analysis tools include: reach and vision; force-based posture and comfort prediction model; simulation of ingress and egress. This DHM has resulted in a reduction in development costs of more than 50% for the automotive industry through a reduction in vehicle development timeframes by a factor of 3 to 5 (van der Meulen and Seidl, [73]). RAMSIS is now used in the aerospace sector by companies such as Airbus, EADS, Embraer and Eurocopter to address customer specifications regarding the comfort, safety and operability of aircraft. Commercial vessels are similar to aircraft in that they are very often sold at the digital model stage. As with the automotive industry, using DHM, the development timeframe can be reduced and optimized at the same time because different design options can be easily compared with one another. Posture in the cockpit, comfort and ease of operation in the passenger cabins and the feasibility of maintenance tasks can all be simulated. It also facilitates the testing and optimization of the feasibility of performing assembly, maintenance and repair work. van der Meulen and DiClemente [74] describe the use of the DHM in a proposed flight deck design for the Eclipse 500 jet. The results were used to detect accommodation problems, as well as to establish further guidelines and requirements for design of the cockpit and interior components. RAMSIS Cognitive is a module for analyzing and optimizing the perception and management of information in the vehicle. As the number of instruments in drivers’ cockpits increases it is vital to know how well they can be perceived, and to ensure all the displays fall well within the field of vision. This concerns all technical information of a vehicle such as instruments, control displays, and optical indicators. The additional functionality allows simulation of viewing conditions in the car, including methods for the analysis of sight shadows, limits of visibility of liquid crystal displays, estimating the time of focus shifts of the driver and the © 2014: The Royal Institution of Naval Architects modelling of the optical parameters of head-up displays. This offers optimized instrument visibility resulting in greater operational safety and increased comfort. It also results in lower costs for modifications during the development phase (Remlinger, Bubb and Wirsching, [75]). The work undertaken within the European Boat Design Innovation Group (www.ebdig.eu) found that tools such as RAMSIS are effective human factor design tools in the majority of marine applications, (Dobbins, Hill, McCartan and Thompson, [72]). 3.4 Open Innovation In order to facilitate transfer of technology into the Maritime sector we propose the use of ‘Open innovation’ (OI). OI is a new paradigm for the management of innovation. It is defined as ‘the use of purposive inflows and outflows of knowledge to accelerate internal innovation, and to expand the markets for external use of innovation, respectively.’ It thus comprises both outsidein and inside-out movements of technologies and ideas, also referred to as ‘technology exploration’ and ‘technology exploitation’. As a result, a growing number of MNEs have moved to an OI model in which they employ both internal and external pathways to exploit technologies and, concurrently, to acquire knowledge from external sources. In order to better profit from internal knowledge, enterprises may engage in three activities related to technology exploitation: venturing, outward licensing of intellectual property (IP), and the involvement of non-R&D workers in innovation initiatives (Figure 15). Venturing is defined as starting up new organisations drawing on internal knowledge, i.e. it implies spin-off and spin-out processes. The third practice to benefit from internal knowledge is to capitalize on the initiatives and knowledge of current employees, including those who are not employed in the internal R&D department. Several case studies illustrate that informal ties of employees with employees of other organizations are crucial to understand how new products are created and commercialized. Many practitioners and scientists, also outside the field of OI, endorse the view that innovation by individual employees is a means to foster organizational success. Work has become more knowledge-based and less rigidly defined. In this context, employees can be involved in innovation processes in multiple ways, for example by taking up their suggestions, exempting them to take initiatives beyond organizational boundaries, or introducing suggestion schemes such as idea boxes and internal competitions (van de Vrandea et al., [76]). However, innovation in SMEs is hampered by lack of financial resources, scant opportunities to recruit specialized workers, and small innovation portfolios, so that risks associated with innovation cannot be spread. SMEs need to heavily draw on their networks to find missing innovation resources. External networking to acquire new or missing knowledge is therefore vital for European Maritime SMEs to remain competitive. OI is Marine Design, 3-4 September 2014, Coventry, UK therefore highly relevant for both service and manufacturing organisations and is described in the following collaborative model (Figure 16). changes through which OI has been implemented involve four major dimensions, i.e. networks, organisational structures, evaluation processes and knowledge management (KM) systems. They should be therefore conceived as the managerial and organisational levers an innovating firm can act upon to streamline its journey toward OI. Figure 15: Open innovation model for SMEs As the Maritime Sector is heavily populated by SMEs but other transport sectors are less so, the use of this model to efficiently transfer knowledge while engendering trust in a mutually beneficial relationship is both novel and ideal. Figure 16: Possible models for open innovation with SMEs Survey data from Far East SMEs supports this framework proposition. SMEs have been encouraged to establish cross-functional collaborative networks. The results supports the concept of OI for technology transfer into European Maritime SMEs by indicating effective networking as one possible way to facilitate their innovation capabilities, through the use of the conceptual framework in Figure 17. In examining how firms dynamically implement the OI management paradigm, Chiaroni et al [77] identified a three-phase process that comprises the stages of unfreezing, moving and institutionalising. Moreover, it emerges that the Figure 17: Conceptual framework of intermediary role Having identified the main levers on which managers intervene to realize the transition from a Closed to an OI model as: networks; organisational structures; evaluation processes and KM systems we propose a move to a virtual collective technology centre. Communication, collaboration and social networking technologies present in the Web 2.0 are being adopted within corporations and organizations to support OI activities. This will enable Executives and manager to pursue productivity and innovation improvement and understand how the information and knowledge gained, impacts on business indicators as follows; Search application: Solution for document retrieval according to users’ queries including the ability to understand the meaning of terms. Knowledge management: Experience sharing, document management and question answering functionalities are included in this solution. Skill management: Solution for employee skill management and staffing, including optimization of intellectual capital. Innovation management: Solution for idea management and overall support for the innovation process based on the ‘OI’ paradigm. Open Innovation therefore enables an open business model for companies to "co-innovate" with their partners, suppliers, and customers in order to accelerate the rewards of innovation. For example, a small or midsized company develops a game-changing new idea and works with a larger company to bring the product to market. It enables companies to leverage new ideas and products, and conduct experiments at lower risk levels. Given the maritime industry this would be beneficial to facilitate collaboration with smaller companies in and outside the industry and quickly develop new concepts and ideas. © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK 4.0 Innovation So now the challenge, an integrated systems design approach within the commercial marine industry from large companies to SMEs. To enable customers to have an informed collaborative design process with the insurance underwriters as a stakeholder in the process, as well as end users and subcontractors. As previously discussed good design improves Human Factors and reduces risk. The potential for reduced insurance premiums due to reduced risk, present a significant value proposition. Where the increase is design costs 2.5-4% offers a return on investment of 40-60:1 in reduced operating costs. An integrated systems design approach is very different from sending a number of subcontractors a specification and negotiating on price. It requires a framework for communication that facilitates best practice and effective communication while respecting the IPR of all parties involves to develop design realisation for mutual benefit. In order to facilitate transfer of technology into the Maritime sector we propose to use ‘Open innovation’ (OI). This is a new paradigm for the management of innovation. It is defined as ‘the use of purposive inflows and outflows of knowledge to accelerate internal innovation, and to expand the markets for external use of innovation, respectively.’It thus comprises both outside-in and inside-out movements of technologies and ideas, referred to as ‘technology exploration’ and ‘technology exploitation’ respectively. As a result, a growing number of MNEs have moved to an OI model in which they employ both internal and external pathways to exploit technologies and, concurrently, to acquire knowledge from external sources. This Marine Design process of innovation will require large, multidisciplinary teams in which specialists provide expertise, simultaneously. Inside New Product Development (NPD) teams specialists often find it hard to communicate with each other, as they use a different technical vocabulary, have different perspectives on the subject in question and engage in distinctive methodological approaches. This results in boundary forming within the team. One of the specialists is a marine designer, who focuses on the usability and experience of use of products. Stompff and Smulders [78] reported on studies that found that industrial designers have a boundary spanning capability in teams and organisations. Designers continually translate technical choices to the realm of product and/or user by means of expressive representations of the product. These representations are communicated in a language understood by all and this enables the other specialists to reflect on their choices and those of others, i.e. crossdisciplinary. This capability is referred to as ‘mirroring’, as the process of translation of technical choices to consequences for product/user is analogous to placing a mirror in front of the specialists, enabling them to reflect. Yet designers are not explicitly assigned the role of © 2014: The Royal Institution of Naval Architects boundary spanning, nor are aware of this capability. It is their practice that enables them to span boundaries. Effective Marine Design requires a wide range of specialised knowledge and capability that is distributed over many actors. In order to develop a unified and coherent vessel or system, in addition to Marine Designers, a range of specialists need to work together and integrate their knowledge: engineers, Naval Architects, Human Factors specialists, interaction designers, and marketers. This collaboration is challenging as complexity is addressed by disaggregation, resulting in the component part design briefs. These tasks are assigned to specialists, enabling companies to optimise then as a resource. The division of design work impedes the ability to maintain an holistic perspective of the process. It becomes difficult to ensure that an integrated product is created, in which all parts fit seamlessly without redundancy. Design problems are seldom confined to a given specialist discipline or subsystems. They require the insight of a multi-disciplinary team and variety of communication practices[79]. Resolving these problems requires specialists to 'think collectively' as a team, which is called 'team cognition' [78] However, in multi-disciplinary NPD teams, its members may find it hard to understand each other. Team members can experience boundaries at any point in time: imaginary, perceived demarcations between specialists, departments or functional units. Across these boundaries, team members find it difficult to communicate situations and challenges. Those that share the same practice are part of communities of practice, and within practices, knowledge is easily shared. However, sharing and disseminating knowledge across practices is challenging. The specialists may deploy entirely different vocabulary and tools, causing an issue of comprehension between team members. There are other causes of boundaries such as having sub-teams at different locations. In this case, team members cannot see each other and are not aware of concurrent activities across locations, which can be global, even if they share the same practice. The team members are confronted with time-zones, different first languages and diverse cultures. There are also organisational boundaries when parts of the product are developed by suppliers or by strategic partners. [78] Global NPD has many benefits and is widely practiced. For example, vulnerable strategic alliances are started, so that technology and ideas are bought to access and integrate specialised knowledge 'open innovation'. But in these alliances, boundaries are omnipresent. It is hard to name the group of developers a 'team', as the members do not have a shared context, applying disparate methods and tools, and speak different first languages. Therefore spanning boundaries is an important challenge for managing product development. Effective 'mirroring' is dependent upon the abilities of designers to frame any problem ‘user-centred and outside-in’ and to express Marine Design, 3-4 September 2014, Coventry, UK their interpretation well through compelling representations. Generally designers do not have a formalised role to span boundaries, and are unaware of their boundary spanning capabilities. The explanation for this is that it is not the designers themselves who facilitate boundary spanning, but their design practice. Design practice involves translating technical choices into product proposals by sketching; making models and demonstrators that can be interacted with; the practice of 'talking products and users'. A structured process of mirroring would empower organisations to span the challenging cultural and/ or organisational boundaries in the Marine Design innovation process. [78] A final remark regarding innovation concerns the implementation of the described practices from the field of Industrial Design. In fact, introducing these practices to the field of ship design requires the industry actors to innovate the processes by which they presently innovate. In a recent publication by Smulders et al.[80], it is asserted that the transfer of design methods (Design Thinking) beyond its traditional domain requires a careful consideration of the fitness of present organizational context for such a transfer. 5.0 A review of Industrial Design Manifestos A manifesto is a published verbal declaration of the intentions, motives, or views of an issue. It accepts a previously published opinion and promotes a new idea with prescriptive notions for carrying out changes that the authors believe should be made. A number of key design manefestos will now be presented and reviewed in the context of marine design. components of great architecture. Today the arts exist in isolation, from which they can be rescued only through the conscious, cooperative effort of all craftsmen. Architects, painters, and sculptors must recognize anew and learn to grasp the composite character of a building both as an entity and in its separate parts. Only then will their work be imbued with the architectonic spirit which it has lost as “salon art.” The old schools of art were unable to produce this unity; how could they, since art cannot be taught. They must be merged once more with the workshop. The mere drawing and painting world of the pattern designer and the applied artist must become a world that builds again. When young people who take a joy in artistic creation once more begin their life's work by learning a trade, then the unproductive “artist” will no longer be condemned to deficient artistry, for their skill will now be preserved for the crafts, in which they will be able to achieve excellence. Architects, sculptors, painters, we all must return to the crafts! For art is not a “profession.” There is no essential difference between the artist and the craftsman. The artist is an exalted craftsman. In rare moments of inspiration, transcending the consciousness of his will, the grace of heaven may cause his work to blossom into art. But proficiency in a craft is essential to every artist. Therein lies the prime source of creative imagination. Let us then create a new guild of craftsmen without the class distinctions that raise an arrogant barrier between craftsman and artist! Together let us desire, conceive, and create the new structure of the future, which will embrace architecture and sculpture and painting in one unity and which will one day rise toward heaven from the hands of a million workers like the crystal symbol of a new faith." 5.1 Bauhaus Manifesto and Program (1919) The aim of the Bauhaus was to bring together the disciplines of sculpture, painting, arts and crafts, as integrated components of a new architecture. To produce unified works of art in which there was no distinction between monumental and decorative art. This was achieved through educating architects, painters, and sculptors to become independent creative artists. Resulting in a working community of leading artistcraftsmen, capable of designing buildings harmoniously in their entirety-structure, finishing, ornamentation, and furnishing. The Bauhaus principles involved thorough training in the crafts, acquired in workshops and the indispensable basis for all artistic production. Bauhaus used the craft system structure of masters, journeymen, and apprentices. Another principle was the constant contact with leading experts of crafts and industry. The final principle was dissemination of practice and principles, through exhibitions and other activities. Walter Gropius [81] stated the manifesto as follows, "The ultimate aim of all visual arts is the complete building! To embellish buildings was once the noblest function of the fine arts; they were the indispensable The utopian definition of the Bauhaus was, "The building of the future", an integration of the arts into unified creative practice. The Bauhaus developed a new type of creative practitioner (designer/artist) with a broad range of academic specialisations and practices. In order to develop these specialisations and practices, Walter Gropius, saw the necessity to develop new teaching methods based on arts and craft, "the school will gradually turn into a workshop". Both artists and craftsmen directed classes and creative practice. The objective was to remove any distinction between fine arts and applied arts. Technology and mass production, led to design opportunities that could not be fulfilled by an arts and craft approach. Resulting in a new motto: "art and technology, a new unity". Industrial Design principles of mass production were applied to design standards, regarding both functional and aesthetic aspects. The Bauhaus workshops produced prototypes for mass production, from a lamp to a complete buildings. In a similar way the Marine Design Manifesto must link Human Systems Integration to Industrial Design principles and Naval Architecture. To encourage an integration of these critical areas into a unified design © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK practice for a new generation of vessel designers, marine designers. 5.2 Dieter Rams: ten principles for good design In the late 1970s, Dieter Rams was becoming increasingly concerned by the state of the world around him – “an impenetrable confusion of forms, colours and noises.” Aware that he was a significant contributor to that world, he asked himself an important question: is my design good design? As good design cannot be measured in a finite way he set about expressing the ten most important principles [82] for what he considered was good design as follows: Good design is innovative: The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself. Good design makes a product useful: A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological and aesthetic. Good design emphasises the usefulness of a product whilst disregarding anything that could possibly detract from it. Good design is aesthetic: The aesthetic quality of a product is integral to its usefulness because products we use every day affect our person and our well-being. But only well-executed objects can be beautiful. Good design makes a product understandable: It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory. Good design is unobtrusive: Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression Good design is honest: It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept. Good design is long-lasting: It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society. Good design is thorough down to the last detail: Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user. © 2014: The Royal Institution of Naval Architects Good design is environmentally-friendly: Design makes an important contribution to the preservation of the environment. It conserves resources and minimises physical and visual pollution throughout the lifecycle of the product. Good design is as little design as possible: Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. Back to purity, back to simplicity. These principles for good design propose a minimalist approach to aesthetics, currently seen in more progressive commercial vessels, and support a strong user centred design focus. The engagement in emotional design in the context of vessel design is not the excess of luxury in superyacht design but the 'super normal' beauty of everyday things. Fukasawa and Morrison [83] defined 'super normal', as a commitment to reinventing the principles of early modernism: technological innovation and fitness for purpose. A celebration of normality in design. Morrison stated in an interview, 'The objects that really make a difference to our lives are often the least noticeable ones, that don't try to grab our attention. They're the things that add something to the atmosphere of our homes and that we'd miss the most if they disappeared. That's why they're 'super normal'.' Commercial vessel design should be 'super normal'. 6.0 The EBDIG Boat Design Manifesto The authors have reflected upon their collective expertise and the needs of the future European marine industry. To be competitive we must innovate, as we cannot compete on a cost only basis in international markets. The key tenets of the marine design manifesto, which are discussed in the previous sections are as follows: 1) Design user experiences not just marine structures 2) Design-Driven Innovation: Define new design meaning for vessels and develop new market sectors through dialogue with cultural and technology interpreters. Using Open Innovation and other tools! 3) Preliminary design process optimisation is critical, as 90% of the major design decisions have been made when less than 10% of the design effort has been extended. 4) In order to facilitate transfer of technology into the Maritime sector we propose the use of ‘Open innovation’. Supported by effective 'mirroring', the ability of designers to frame any problem ‘user-centred and outside-in’ and to express their interpretation well through compelling representations. the Five ‘M’s framework should Marine Design, 3-4 September 2014, Coventry, UK be used to consider the likely success of technology transfer from another domain. 8.0 References 1. Allianz (2012) Global Corporate & Specialty safety and shipping report, Safety and Shipping 1912-2012 From Titanic to Costa Concordia An insurer’s perspective. 2. DE NOBLET, J., 'Industrial design: reflection of a century', Flammarion publishing, 1996, ISBN 978-2-0801-35391 3. BODKER,S., 'Scenarios in user-centred designsetting the stage for reflection and action', Journal of Interacting with Computers, issue 13, p61-75, Elsevier Publishing, 2000. 4. THALEN, J., and GARDE, J. ‘Capturing use: user involvement and participatory design’, in de BONT,C., den OUDEN, E., SCHIFFERSTEIN, R., SMULDERS, F., and van der VOORT, M.,(eds),'Advanced Design Methods for Successful Innovation: Recent methods from design research and design consultancy in the Netherlands', Design United, September 2013, pp 33-54. ISBN 978 94 6186 213 6, 8) HFI provides a through-life, integrative framework with the potential both to enhance safety and increase performance while reducing through life costs. Taking a system-wide approach means that Human Factors can now ‘add value’ 5. LURAS, S., and NORDBY, K.,' Field Studies Informing Ship's Bridge Design at the Ocean Industries Concept Lab', RINA Conference: Human Factors in Ship Design & Operation, RINA HQ London, 26-27 February, 2014. 9) Digital Human Modelling is an essential tool to resolve Human Factors Engineering as an integral part of the design process. It has demonstrated it ability to reduce costs 6. WEBER, J., 'Automotive development processes: processes for successful customer orientated vehicle development', Springer publishing, 2009, p121-123, ISBN: 978-3-64201252-5 7. NORMAN, D.A., and ORTONY, A., 'Designers and users: two perspectives on emotion and design', Foundations of Interaction Design symposium, Interaction Design Institute, Ivrea, Italy, Nov, 2003. 8. NORMAN, D.A.,' Emotional Design- Why We Love(or Hate) Everyday Things', Basic Books, ISBN 0-465-05135-9, 2004 9. WEIGHTMAN, D., and MCDONAGH, D.,'People are Doing it for Themselves', in the Proceedings of the International Conference on Designing Pleasurable Products and Interfaces Forlizzi, J, Hanington, B and Ayoob, E (eds) ACM Press, Pittsburgh, Pennsylvania,USA p34-396, 2003 5) Emotional and Empathic Design: build upon the cultural relationship that the user has with objects. Broaden your empathic horizon through dialogue with user groups to develop better personas to inform your user centred design process. 6) Sustainability should have an holistic approach within the marine design process with the following facets: a) Passive Design a TOI from architecture aims to reduce the energy requirement of HVAC and lighting systems b) Advanced platform technology to reduce propulsion power requirements or compete with other modes of transport due to high speed 7) Advanced visualisation: 3D large screens and visualisation caves are design tools to enhance spatial awareness in the design process, thereby enhancing the resolution of exterior form, interior space and crew training through immersive simulations 10) Don't forget the engine room (ER) and engine control room (ECR) 11) Please pay sufficient attention to the transfer and implementation of the design approaches as described in this manifesto. 7.0 Conclusion This paper defines Marine Design as an holistic user focussed approach to vessel design, which is in its infancy within the marine industry. 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RINA conference on Human Factors in Ship Design, 16 - 17 November, RINA HQ, London, UK. 73. van der Meulen, P., and Seidl, A.( 2007) Digital Human Modeling, Lecture Notes in Computer Science, , Vol. 4561, 1008-1017 80. Smulders, F., Dorst, K., & Vermaas, P. (2014). On applying Design Thinking eelsewhere: Organizational context matters. Proceedings of the Academic Design Management Conference, London, September 2-4, 2014. 81. Bauhaus Manifesto (1919) , www.thelearninglab.nl/resources/Bauhausmanifesto.pdf, accessed 10/06/14 82. RAMS, D., 'Ten principles for good design', http://www.designsojourn.com/dieter-rams-andhis-10-design-commandments/ , accessed 10/06/14 83. RAWSTHORN, A.,' Celebrating the beauty of 'super normal' little objects of daily life', Style section, International Herald Tribune, 11 June 2006. 74. van der Meulen, P. and DiClemente, P.,(2001) "Ergonomic Evaluation of an Aircraft Cockpit with RAMSIS 3D Human Modeling Software," SAE Technical Paper 2001-01-2115, 9.0 Acknowledgements 75. Remlinger, W., Bubb, H., and Wirsching, H.(2009),Sight Analysis with ‘RAMSIS Cognitive’: Step II, SAE Technical Paper 200901-2295, (van de Vrandea et al., 2009). The authors wish to thank the industry and academic network members of the European Boat Design Innovation Group (EBDIG) for their discussions and contributions towards the Marine Design Manifesto. 76. van de Vrandea,V., de Jongb, J.P.J. ,Vanhaverbekec,W., de Rochemontd,. M. (2009) Open innovation in SMEs:Trends, motives and management challenges ,Technovation29, 423–437. 10.0 Authors Biography 77. Chiaroni et al (2011) Chiaroni,D ., Chiesa,V., Frattini,F., The Open Innovation Journey: How firms dynamically implement the emerging innovation management paradigm, Technovation 31 (2011) 34–43 78. STOMPFF, G., and SMULDERS, F. (2013), ‘Mirroring: the boundary spanning practice of designers’, in de BONT,C., den OUDEN, E., SCHIFFERSTEIN, R., SMULDERS, F., and van der VOORT, M., (eds),'Advanced Design Methods for Successful Innovation: Recent methods from design research and design consultancy in the Netherlands', Design United, Sean McCartan holds the current position of Course Tutor, Boat Design at Coventry University, UK. His key research area is TOI (Transfer of Innovation) from other sectors to the marine industry, in the areas of DesignDriven Innovation (DDI), advanced visualisation and Human Systems Integration(HSI). He leads the EBDIG (European Boat Design Innovation Group) network, which includes Chalmers University; Genoa University; TU-Delft; and a number of leading European marine design consultancies. He is currently project co-ordinator for the Leonardo TOI project EBDIG-WFSV (European Boat Design Innovation Group - Wind Farm Support Vessels), which aims to develop online training material for Naval Architects in the subject areas of: Human Factors; WFSV design (Industrial Design); WFSV mothership design (Industrial Design). Don Harris holds the position of Professor of Human Factors in the Faculty of Engineering and Computing at Coventry University. He is a Fellow of the Institute of Ergonomics and Human Factors and a member of the UK © 2014: The Royal Institution of Naval Architects Marine Design, 3-4 September 2014, Coventry, UK Human Factors National Technical Committee for Aerospace and Defence. He has been a recipient of the Royal Aeronautical Society Hodgson Prize and was part of the team that in 2008 received the Ergonomics Society President’s Medal. Don has over 25 years of experience, including research into distributed cognition in Royal Navy warships and performing requirements analysis of bridge equipment for emergency ice breaking vessels. He has written over 150 scientific papers and is author or editor of 18 academic books, including ‘Modelling Command and Control’ (Ashgate, 2008). Don has previously worked on EU funded programmes, such as FANSTIC and DRIVESENSE. Bob Verheijden holds the current position of Course Director, Interior Design at Coventry University, UK. He has over 20 years professional practice in the following disciplines: architecture; urban planning; interior design; product design; multimedia; brand development. He is a Member of the BKVB (The Netherlands Foundation for Visual Arts, Design and Architecture), and has won a number of prestigious awards for his architectural and furniture designs. Monica Lundh is a former Marine Engineer and holds the current position of Senior Lecturer and Head of Division of Maritime Operations at Chalmers University of Technology. She is responsible for the research project Engine Room Ergonomics and Safety. Her previous experience includes 11 years in the Swedish merchant navy. Margareta Lützhöft holds the current position of Associate Professor at Chalmers University of Technology in Sweden, leading the research in the Maritime Human Factors research group at the Department of Shipping and Marine Technology, within the Lighthouse competence center. She is a master mariner, trained at Kalmar Maritime Academy in Sweden, and sailed for 13 years on Swedish ships. After leaving the sea, she studied for a Bachelor’s degree in Cognitive science and a Master’s in Computer Science. In December 2004 she received a PhD in HumanMachine Interaction. Her research interests include human-centered design, the effects of new technology and resilience engineering. She is a frequent guest lecturer on maritime human factors, risk and safety for medical, nuclear and similar industries. Dario Boote holds the current position of Ship Structure Professor at the Naval Architecture section of the Department of Electrical, Electronic, Telecommunications Engineering and Naval Architecture (DITEN) of the University of Genoa. He is the Chairman of the Bachelor and Master Course in Yacht Design in La Spezia. His initial experiences include a long research activity in the field of Ship and Offshore Structures followed, since 2000, by an intense activity in the field of sailing and motor yachts. From 2009 to 2012 he has been Chairman of the V.8 ISSC Committee on "Yacht Design" © 2014: The Royal Institution of Naval Architects Hans Hopman is a Professor and head of Delft University of Technology’s department of Ship design, Production and Operation. He has over 25 years of experience in the design of naval ships and more specifically in leading multi-disciplinary design teams working on complex ships. As such, he was involved in research and design studies related to human-machine interfaces, design and lay-out of command and control spaces including navigation bridges, engine room control rooms, control & monitoring philosophies, lay-out of consoles and reduced manning studies. He also was leading in the development of new accommodation standards for the RNl Navy. Frido Smulders is an Associate Professor of Product Innovation Management & Entrepreneurship and director of the international master program Strategic Product Design. He has considerable industry experience as a management consultant in the field of innovation and technology. He was involved in government funded projects aimed at increasing the collaboration between suppliers and their industrial clients. In the past he also worked in the maritime industry and currently collaborates with the department of Maritime Engineering within Delft University of Technology on a scientific research project that focuses on innovating the ship design process. In fact Frido can be considered as having a dual career over the last 25 years, one in business and one in academia and both were focused on the same subject: innovation and collaboration. He was educated as an Aerospace Engineer and received his PhD in Innovation Sciences. Both degrees are from Delft University of Technology. He lectures in Corporate New Business Development, Technology based Entrepreneurship, Project Leadership and Collaborative Business Design. In his academic career he has supervised more than 100 master students and is currently supervising 3 PhD-students in the field of design and innovation. Over the years he has (co-) authored over 50 articles, book chapters and books Kjetil Norby holds the current position of Associate Professor at the Oslo School of Architecture and Design. He is the project manager of the Ulstein Bridge Concept design research project. He holds a Masters Degree in Interaction Design from Umea University and a PhD from Oslo School of Architecture and Design.