Fraunhofer Portugal AICOS · OPERATOR·2020-2022

Designing for the human side of Industry 4.0.

Industrial digitalisation is usually framed around automation, efficiency, and output. OPERATOR asked a different question: how could emerging technology understand and support the people who keep factories moving? As a Scientist and Design Researcher in Fraunhofer AICOS' Human-Centred Design team, I worked across the research and design lifecycle, from studying workers in real industrial environments to translating those insights into physical and digital experiments we could put back in front of them.

Design ResearchHuman-Centred DesignInteraction DesignWearablesProduct DesignIndustry 4.0
Three views of the OPERATOR wearable system: a circular module being placed onto a strap mount, the instrumented glove, and the full kit of harness, arm straps and forearm wrap

OPERATOR was a physical/digital problem from the start: a family of wearable modules made to be worn on the body before anything reached a screen.

At a glance

My role

Scientist, Design Researcher

Team

Human-Centred Design

Organisation

Fraunhofer Portugal AICOS

Years

2020-2022

Location

Porto, Portugal

Nature

Applied R&D

The Challenge

Technology that fits into work, not another burden on the worker.

OPERATOR was a consortium research project on digital transformation in industry, with a focus on the Operator 4.0: the worker inside an increasingly automated factory. Its premise was that modernisation only holds if it keeps workers, their productivity, and their health at the centre.

So the design challenge was rarely "what interface should we build?" It was closer to a harder question: how can technology become part of industrial work without becoming one more thing demanding the worker's attention?

Physical wellbeing

Repetition, posture, and physical workload carry real, cumulative cost on a shopfloor.

Mental wellbeing

Mental strain runs high in demanding environments, yet stays invisible in the data factories already collect.

The environment

Noise, temperature, light, and pace shape a working day as much as any single task.

The technology

Any device had to earn its place on the body and in the routine, or it would simply be taken off.

My Role

Across the lifecycle, not a single study.

As a Scientist and Design Researcher in the Human-Centred Design team, I worked across the full arc of the design research, from studying workers in real industrial environments to turning those insights into concepts, physical and digital interactions, prototypes, and the evaluations that tested them. The gesture study and the published papers were parts of that arc, not the whole of it.

01

Field research

Studying workers in real factories, on their own ground.

02

Frame

Synthesising observation into the questions worth designing for.

03

Design

Concepts, interactions, and physical/digital experiences.

04

Prototype

Tangible devices and interfaces built to be tried, not just shown.

05

Evaluate

Putting prototypes back in front of the people they were for.

06

Iterate

Learning from use, and feeding it back into the next version.

What I worked on

Field and contextual research, synthesis, opportunity framing, concept development, interaction and product design, the self-report devices and their information visualisation, prototyping, user testing and evaluation, iteration, and contributing to the scientific publications.

What the wider team owned

OPERATOR was multidisciplinary. The sensing hardware, the inertial motion-capture and ergonomic-risk algorithms, the data-science models, and the consortium's engineering were delivered by specialists across Fraunhofer and the partner institutions. My work sat on the human and design side of that system.

Understanding Work Where It Happens

Before designing the technology, understand the work.

The project ran its case studies in real settings: a garment factory and an automotive environment. Before designing how workers might interact with anything, we needed to understand how technology could fit into what they already do. I ran contextual research on the shopfloor, interviews and observation alongside a two-week diary study, to see the work on its own terms rather than through a lab.

Workers in a garment factory examining a dark garment during a contextual field visit
An operator in ear protection working at an industrial machine on an automotive line

The project's two settings: a garment factory and an automotive line. Time spent on each shopfloor is what turned observation into the design opportunities that followed.

Interviews

Conversations with workers and key stakeholders about the reality of the day.

Observation

Systematic and open observation of tasks, cycles, and the moments in between.

Diary study

A two-week diary capturing experience over time, not just in a single visit.

Contextual research

Studying the environment itself: pace, posture, noise, and interruption.

From Observation to Design Opportunities

The research set the constraints the design had to answer to.

Two constraints shaped everything that followed. First, data had to be collected without interfering with the job: hands are occupied, attention is scarce, and any interruption has a cost. Second, if workers were going to read their own wellbeing data, the information had to be legible to anyone, not just to an analyst.

01

Sensors can capture what the body does. They cannot capture how the day felt. The subjective side had to be designed for, not inferred.

02

A worker's hands and attention are already committed. Any interaction had to be brief, glanceable, and forgiving.

03

For self-reported data to be useful to the worker, it had to be readable by the worker, which made information literacy a design problem.

04

A device is only as good as its place on the body. Comfort, discretion, and wearability decided whether it was used at all.

Designing Beyond the Screen

The design problem lived on the body, not just the display.

Most of my work here was product and interaction design in the physical world: where a device sits, how it is worn, how a worker acts on it without looking, and only then how the data comes back. I designed the self-report devices to be usable in multiple positions, including out of sight for discreet use, with buttons in different textures so they could be found by touch.

Body→Device→Interaction→Data→Feedback→Experience
The full OPERATOR wearable kit laid out on a table: a chest and shoulder harness, two arm straps, a forearm wrap, and an instrumented glove, each carrying the same circular sensor-and-report module
A participant acting on a wrist-worn module by touch, extending the arm while a researcher observes
An operator on the garment-factory floor wearing the full kit during a field trial: chest harness, arm straps, and instrumented gloves, arms held out

The same circular module moved to different positions on the body, so a worker could reach it whether their hands were busy, gloved, or the device was out of sight. These were research prototypes, resolved enough to be worn through a shift, not finished products.

Self-Reporting

A sensor can tell you a wrist moved. It cannot tell you how the day felt.

The richest signals in a factory are the ones no sensor captures: fatigue, discomfort, the sense of a good or bad shift. Turning that into something a worker could report, in seconds, without stopping work, was a genuine interaction-design problem. I designed the self-report interactions and the visualisations that gave the data back, holding three forces in tension at once.

Low interruption

Report in seconds, hands mostly free, without breaking the flow of the task.

Clear interaction

Legible by touch and at a glance, usable even out of sight.

Meaningful data

Enough signal to be worth collecting, for the worker and the study alike.

The question, on the wrist

A wrist self-report screen reading Bom dia! Como te sentes esta manhã? at 08:00
A short check-in, offered at the start of a shift.
The same question answered by sweeping a value around the dial, with an Ok confirmation
Answered with a single sweep around the dial.
A yes-or-no self-report screen reading Sentiste alguma dor ou incómodo em algum momento do dia? with cross and check options
Discomfort captured as a simple yes or no.

Data a worker could actually read

I used a scaffolded approach to the visualisations: the surface shows a simple, honest summary, and each tap reveals more detail for anyone who wants it. Comfort, support, pressure, pain, and the ambient conditions of the day were all made glanceable first, and explorable second.

These designs were iterated with representative users so the meaning survived contact with real people, not just with the team that made them.

A self-report summary card, Support, Pressure and Pain shown as scaled dots for a week
An Ambient conditions card summarising vibration, humidity, temperature and luminosity
The detail behind one metric: how many times the Pressure button was pressed each day across a week

Gesture Elicitation

We asked what felt natural, instead of deciding for people.

One method within the project deserves singling out. Rather than prescribing how a worker should interact with a portable self-report device, we ran a gesture elicitation study: we presented the states people might want to report and observed what gestures they proposed themselves.

It is a way of designing interaction from the user outward. What people find natural is what they remember, and what they will actually do while their attention is on the work. This study became a published contribution, and it is one method among the many that made up the project.

A render of the actual portable self-report device given to workers: a knurled dial showing the morning check-in, Bom dia! Como te sentes esta manhã?, with an OK control

State

A wellbeing or status the worker might want to report.

Interpretation

How the participant makes sense of that state.

Gesture

The movement they propose, unprompted, as natural.

Sensing

What the device would need to detect to support it.

Design knowledge

Evidence that guides the interaction, and the field.

A page from the gesture elicitation study: on the left, a taxonomy of holds, taps, and movements; on the right, the gestures participants proposed for opposed states such as tired and energetic, anxious and relaxed, and pain and no pain, mapped onto the circular device

A page from the study: the vocabulary of gestures people proposed, mapped against the states they would report. The circular device gave each gesture something to act on.

Prototyping, Testing & Iteration

Prototypes were research instruments as much as product candidates.

Every device we built was there to answer a question. We built the self-report devices to learn whether a worker would report at all without stopping; we shaped the enclosures and straps to learn what was wearable through a shift; we tested the visualisations to learn whether the data was actually understood. Then we put them back in front of people.

Many 3D-printed variants of the circular module in different colours and cap textures, laid out beside a hand sketch of the wearable on the body
A participant in a work coat being fitted with the arm strap and instrumented glove during an evaluation session

Left: form and texture explored through fast printed variants. Right: the kit fitted to a participant for evaluation. Build, put it in front of people, learn, repeat.

Worn through a shift

The kit was tried during real work hours, over several days, with groups of operators in the garment factory, not in a one-off lab session.

Judged on wearability

Comfort, discretion, and whether a device stayed on and in use were treated as first-order design outcomes.

Read for meaning

We checked whether operators could interpret their own data, and iterated the visualisations where they could not.

In the field trials, the devices proved usable and non-intrusive, and the data meaningful. Operators found the personal kit useful, which for a device asking something of them every day is the outcome that matters most.

The Broader System

What the body does, and what the person experiences.

OPERATOR only made sense as a whole. One side of the system measured the body objectively; the other captured how work was actually experienced. My contribution was the second, the human and design side, built to sit alongside the sensing the wider team delivered.

What the body does · team

  • ·Movement and posture
  • ·Repetition and physical workload
  • ·Ergonomic-risk exposure
  • ·Inertial, EMG and ECG sensing
+

What the person experiences · my focus

  • ·Fatigue and discomfort
  • ·Perceived wellbeing
  • ·Self-reported experience
  • ·Interaction and information design

Together, a more human understanding of work than either side gives alone.

The OPERATOR design-research process mapped end to end: data collection and user research, co-design, field trials, and impact, with the methods used at each stage

The end-to-end process, from data collection and co-design through field trials to intended impact.

Research Contribution

The outcomes of research, not a launch.

OPERATOR was applied R&D, so its outcomes are the kind research produces: understanding, designed artefacts, evaluated prototypes, and published knowledge, alongside a validated direction the consortium could carry toward industry.

Published knowledge

The consortium also produced technical work on the sensing and data side, including a paper on anomaly detection in time-series data, delivered by the project's data-science specialists.


Reflection

Designing technology starts with understanding the system it enters.

OPERATOR changed how I think about interaction design. Designing for an industrial environment meant looking past the interface and understanding bodies, routines, physical spaces, organisational dynamics, and the experience of work itself.

The challenge was never simply to make technology usable. It was to understand how technology could enter someone's work without becoming another demand on their attention. That is a research question before it is a design one, and the prototypes were how we answered it.

It is the instinct I have carried into every project since: the most important decisions are made upstream, in understanding the system a design has to live inside, long before anyone opens a design tool. OPERATOR is where I learned to trust it, at the level of the body and the shopfloor.


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