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.

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.
Field research
Studying workers in real factories, on their own ground.
Frame
Synthesising observation into the questions worth designing for.
Design
Concepts, interactions, and physical/digital experiences.
Prototype
Tangible devices and interfaces built to be tried, not just shown.
Evaluate
Putting prototypes back in front of the people they were for.
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.


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.



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



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.



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.

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 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.


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 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
Springer · 2021 · co-author
A gesture elicitation study to generate interaction design insights for self-reporting of mental and body states using a portable device
The interaction-design study at the centre of my contribution, generating design insight for self-reporting on a portable device.
IHSI · 2022 · co-author
Pleasure and Suffering at Work in the Technical Act: A Case Study From a Garment Factory in a Context of Technological Transformation
A study of the lived experience of work in the garment factory, grounding the wellbeing self-report work in real conditions.
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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