Skip to main content

RICOSTRUIRE magazine ISSN 1593-4535 No. 2/2023

Page 1

Year XLVI

ricostruire

No. 2/2023

magazine ISSN 1593-4535 www.italiandesignschool.it Fiat Punto Student, the ideal car for the Italian students; The Master School in Yachts and Cruise Vessels Design of the University of Trieste, Italy; Medical Ergonomics…………………….. Page. 2

Safety, Quality and Ergonomics Applied to Medicine…………………………………….Page 2

Ergonomic Innovations in the tourism brand as a driver for interculturality and Eurasian integration……………………………….. Page 10

Industrial Design and Visual Communication vs. Perceived Quality……………………Page 14

Inclusive Education, in Italy, for Immigrant Children and Disabled Children……….Page 21

EST 1977 CLICK FOR EMAIL

RICOSTRUIRE (Реконструировать, Rebuild), is a non-periodic magazine. Its mission is to spread out the "Culture of Rebuilding", concerning: Architecture, Applied Ergonomics, Design, Communication, Advanced Design in Medicine. Editor-in-Chief: Prof. Franco C. Grossi, registered journalist in Italy no. 141055.

REGISTERED IN ITALY WITH THE NO. 33/90 TRIB/UD


Academic Journal on the Internet Three documents on the Internet are linked here. They are published by the University of Trieste, Italy, Journal of the Interdepartmental Center for Educational Research of the University of Trieste - ISSN: 2039-8646. Here the links to the three papers:

Medical Ergonomics, Journal of the Interdepartmental Center for Educational Research of the University of Trieste, n. 26/2023 - ISSN: 2039-8646, Publisher EUT University of Trieste, Italy, pages 33-56. DOI: 10.13137/2039-8646/35448 Here the abstract of the paper in English

Fiat Punto Student, the ideal car for the Italian students,

https://www.openstarts.units.it/handle/10077/35448 Here the paper, only in Italian

Publisher EUT University of Trieste, Italy, Journal of the Interdepartmental Center for Educational Research of the University of Trieste n.24/2022, pp. 52-79.

https://www.openstarts.units.it/server/api/core/bitstreams/3a9354c82b84-4cd2-be75-b9bd7ae75d79/content

DOI: 10.13137/2039-8646/34175 Here the abstract of the paper in English

Safety, Quality and Ergonomics Applied to Medicine

http://hdl.handle.net/10077/34175

FRANCO C. GROSSI

Here the paper, only in Italian https://www.openstarts.units.it/server/api/core/bitstreams/e927f809b7be-4cba-983e-02df371f0364/content

The "Master School in Yachts and Cruise Vessels Design" of the University of Trieste, Italy; three practical projects, Journal of the Interdepartmental Center for Educational Research of the University of Trieste, n. 25/2023 - ISSN: 2039-8646, Publisher EUT University of Trieste, Italy, pages 77-117.

Professor Emeritus of Ergonomics Universidad Nacional del Nordeste, Corrientes (Repùblica Argentina) Kazan Innovative University, named after V. G. Timiryasov Russian Society of Ergonomics (IREA, Moscow), Italian Society of Ergonomics (SIE, Milano) grossi@med.unne.edu.ar ; grossi@ieml.ru

Abstract:

DOI: 10.13137/2039-8646/34768

In the field of medicine and the organization of healthcare facilities, it is crucial to prioritize safety and quality, which serve as a foundation for ergonomic studies and interventions. This approach is centered around human needs and fosters continuous innovation.

Here the abstract of the paper in English

1.

http://hdl.handle.net/10077/34768

A hospital is defined as a facility that provides acute care services either on a continuous hospital admission basis or only during the day. Such establishments represent a high degree of complexity, not only technologically but also organizationally. Unfortunately, many hospitals are outdated in terms of architectural, structural,

Here the paper, only in Italian https://www.openstarts.units.it/server/api/core/bitstreams/c11ba29c7fb9-46ba-8b63-f308578528d5/content

Preface

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 2


technological, and organizational aspects, leading to significant discrepancies between expected1 and perceived2 value. Hospital facilities lack a predictive dynamic, making them unsuitable for longterm use. Instead, they are periodically adapted to accommodate organizational innovations and increasingly advanced diagnostic, treatment, and surgical technologies. Adherence to cohesive rules regarding the safety and quality of medical equipment, environments, and medical and surgical therapies is essential. Achieving the highest levels of quality and safety requires employing ergonomic design methodologies. These methods ensure the effectiveness and efficiency of the system while promoting the satisfaction of both patients and healthcare professionals. Continuous innovation in processes, technologies, and equipment further contributes to achieving optimal outcomes. 2.

Safety

The concept of safety, rooted in our ancestral brain, specifically the "reptile" brain3 [1], has always been associated with our instinctual fear for survival. Safety is broadly defined as the condition that fosters a sense of freedom from danger or provides the means to prevent, eliminate, or mitigate damage, risks, difficulties, and unpleasant events. In recent times, safety concerns have expanded to encompass workplace safety, communication and information technology safety, environmental safety, and national security. These concerns continue to grow due to the evolution of the "risk society." Safety in healthcare facilities has gained significant importance, driven by national and international legislative provisions designed to regulate sectors that were previously left largely unregulated. Western Europe, in particular, 1

In general, the "expected value" is determined by the relationship between the desired benefits and the costs that are believed to be incurred for the acquisition and enjoyment of such benefits. 2 "Perceived value" means the result of consumers' evaluation of a product or service, based on its characteristics and the possibility that these satisfy a need.

has stringent laws governing the protection of workers' health and safety in the workplace. These laws have developed over time, with the European Framework Directive on Safety and Health at Work (Directive 89/391 EEC), adopted in 1989 [2], marking a significant milestone. This directive establishes minimum safety and health requirements across Europe. The legislation outlines responsible parties for safety, describes necessary management measures and technical adjustments to reduce work-related risks, and specifies sanctions for non-compliance. The intervention is based on four pillars: General protection measures, Risk Assessment Plan, Health surveillance, and Protection surveillance. Workers' Safety Representatives, appointed by both employers and employees, play a vital role in safeguarding safety. Additionally, the legislation emphasizes the importance of "respect for ergonomic principles in the organization of work, workplace design, equipment selection, and definition of work and production methods." These principles are crucial in reducing the health effects of monotonous and repetitive work. 3.

Quality

Quality, as defined by the International Organization for Standardization (ISO), refers to "The totality of features and characteristics of a product or service that bear on its ability to satisfy stated or implied needs." In simpler terms, it encompasses the intrinsic properties and characteristics of a product or service that enable it to meet declared or implicit needs, ensuring complete customer satisfaction. Additionally, the quality of a product or service is determined by the customer's 3

The Reptile Brain has only two gears: SAFE and UNSAFE. Only when it is safe, it lets the other parts of your brain run the show and allows you to make choices that may be good for you in the long term

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 3


perception of it. The necessity to adhere to quality principles emerged in the early 20th century, coinciding with the rise of mass industrial production. Intense competition compelled companies to introduce products that catered to consumer needs. In 1920, the Western Electric Company established a quality department to address telephone exchange failures. The global inception of total quality was a direct response to the quality revolution in Japan after World War II. Major Japanese manufacturers transitioned from producing military goods for domestic use to civilian goods for commerce. Consequently, the Japanese pioneered the concept, culminating in the Company Wide Quality Control4 [3] model in the late 1960s. This model emphasized quality as a competitive tool, customer focus, and involvement of all functional areas and employees in the quality improvement process. Subsequently, the principles of Toyotism5 [4] were introduced, emphasizing continuous improvement and respect for people. Today, quality stands as a crucial strategic factor for the competitive excellence of any organization. The ISO 9000 standards are in place for quality process certification. In the medical sector, the specific international standard, ISO 13485, titled "Medical devices -- Quality management systems -- Requirements for regulatory purposes," defines the quality management system for medical sector companies. It aims to ensure consistency in the design, development, manufacturing, storage, distribution, installation, maintenance, and disposal of medical devices, placing patient safety at its core. ISO 13485 mandates organizations to align their processes with the regulatory requirements of the markets they operate in.

4.

4

from the fact that it was invented at Toyota, by Sakichi Toyoda, Kiichirō Toyoda, and in particular by the young engineer Taiichi Ōno in the years between 1948 and 1975. TPS is also one of the main precursors of the lean manufacturing. 6 IEA, International Ergonomics Association, established in Stockholm in 1959, brings together all the Ergonomics Societies worldwide. The Russian Ergonomics Society is also an IEA member.

The Company Wide Quality Control (CWQC) is an employee-oriented quality assurance concept. It was developed by Ishikawa Kaoru and became popular in Japan in 1968. 5 Originally called "just-in-time production", the Toyota Production System, also called Toyotism, is a method of organizing production derived from a different philosophy and in some respects an alternative to mass production. The name derives

Ergonomics in Medicine

The term "Ergonomics" originates from the ancient Greek words "" (work, task) and "" (use, law, rule), signifying the governance of work activities or, as stated by Murrel, "fitting the job to the worker" [5]. The International Ergonomics Association (IEA)6 defines Ergonomics (or Human Factors) as "the scientific discipline concerned with the understanding of interactions among humans and other elements of a system, and the profession that applies theory, principles, data, and methods to design in order to optimize human well-being and overall system performance." Specifically in the medical field, Ergonomics in Medicine systematically addresses methods and phases of projects to achieve an anthropocentric adaptation of the system "man, medical equipment, and hospital environment" to human abilities and psycho-physiological limits [6]. This involves studying specific interfaces and considering all material and immaterial aspects affecting work tasks. It prioritizes safety and quality needs before focusing on the ergonomic quality of processes and equipment. Over the years, various standards have been established concerning Ergonomics, with the main ones listed in Annex 1. 4.1 Artificial Intelligence in Medicine Ergonomic research in the field of Artificial Intelligence in medicine [7] has led to applications that support decision-based medical tasks through the use of machine learning models. These applications aim to search medical data and uncover insights to improve health outcomes and patient experiences. For example, AI algorithms have been used to identify diseases and medical conditions from images.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 4


4.2 Operating Room Let's now examine the applications of ergonomics in operating rooms. First and foremost, minimum structural, technological, and organizational requirements are defined. These rooms are equipped with spaces tailored to the type and volume of activities, along with the necessary rooms and equipment for the operating team. The values pertaining to environmental conditioning, ensuring specific hygrothermal characteristics, are also specified7. Furthermore, the continuous evolution in both the healthcare building sector and innovative technologies necessitates the satisfaction of a new set of architectural and engineering design criteria. These criteria must take into account the anthropocentric interface needs that arise during the interaction between patients/operators, medical equipment, and the hospital environment.

For instance, advanced robotic systems are increasingly utilized in operating rooms for minimally invasive surgery, encompassing a variety of applications from urology to gynecology, and from thoracic surgery to general surgery.

Figure 2. An operating room equipped for carrying out robotic surgery operations.

Figure 1. A current "traditional" operating room. 7

Example: winter and summer internal temperature: between 20-24 °C; summer and winter relative humidity: 40-60%; air changes/hour (external air without recirculation): 15 t/h; air filtration: 99.97%.

In these setups, the surgeon is physically distant from the operating field and sits in front of a workstation equipped with monitors and controls. Using joysticks8, the surgeon manipulates the robot arms, connected to endoscopic instruments that are introduced through small incisions, all while observing the procedure inside the body on the 8

The joystick (translated as control lever) is a peripheral unit, external to the computer, which transforms the movements of a lever operated by the user into a series of electrical or electronic signals that allow you to control a program, a piece of equipment or a mechanical actuator.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 5


monitor. The operating field is displayed in three dimensions, providing highly detailed images. Polytechnic ergonomic principles are crucial in this scenario. Maintaining a proper posture with a straight back, elbows at 90° angles at the sides, and using loupes correctly can prevent excessive neck angulation, thereby avoiding cervical strain and pain. Additionally, optimizing physical fitness and flexibility can prevent injuries and enhance the longevity of a surgical career. In some cases, the instruments, devices, and equipment used in the operating room may not be adequately adjusted to the worker, leading to the development of musculoskeletal pain. Improving ergonomics in the operating room environment can alleviate worker stress, strain, and fatigue. It also aids the surgical team in preventing musculoskeletal injuries and enhancing overall performance. A well-structured ergonomic project can offer essential guidelines to healthcare workers, ensuring the correct execution of their tasks.

Fig. 3 An example of Digital Twin in Education and in Surgery

4.3 Digital Twins in Education and Surgery An innovative ergonomic project in surgery (and in education) is utilizing Digital Twin technology. A digital twin is a digital representation of a physical object, person, or process contextualized in a digital version of its environment. In this project, images of the surgical scene captured with a PET-CT are paired with virtual images generated and observed in Virtual Reality using VR headsets. The goal is to minimize risks in critical surgeries and facilitate organ donations. 5.

Conclusions

Ergonomics, expressed through the establishment of a working group for evaluating, designing, and managing healthcare environments, including emerging technologies, organization, and services, represents the epitome of safety and quality in the medical field. The path to medical ergonomics design begins with a robust communication plan aimed at engaging all stakeholders in the healthcare system. The goal is to redefine the role of hospitals, no longer just as places for acute care but also focused on prevention and overall citizen health. Therefore, healthcare ergonomic projects aim to ensure the effectiveness and efficiency of the system, along with the satisfaction of both operators and patients, all from an anthropocentric perspective. The general principles of this discipline, such as global application, interdisciplinarity, and active participation of all beneficiaries in the healthcare system, apply to Medical Ergonomics as well. Specifically, ergonomists lead project groups to define ergonomic characteristics, i.e., aspects influencing the quality of the relationship between equipment/hospital complexes and users (healthcare workers and patients). This leads to the formulation of ergonomic parameters, criteria necessary to evaluate the ergonomic aspects of hospital equipment/complexes. These parameters are then used to develop ergonomic guidelines for designers, ensuring their work aligns with the proposed standards. Ergonomics encompasses scientific disciplines that enhance the quality of healthcare workers' and patients' lives. It

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 6


provides essential standards for creating appropriate working environments, fostering a genuine "medical culture." By addressing workload, healthcare personnel shortages, effective communication of health-related messages, and advocating interactive medical devices, ergonomics reduces work-related psychological stress, minimizes medication errors, and enhances patient safety. Today, the primary focus of ergonomics is eliminating work-related stressors to prevent adverse health outcomes. These stressors, such as strains, poor postures, inadequate workstation design, etc., contribute to cumulative injuries and increase the risk of multiple musculoskeletal disorders9. Hence, to enhance the quality standards for both healthcare workers and patients, it is imperative to implement a comprehensive strategy developed with the methodologies of medical ergonomics. 6. Bibliography [1] MacLean P. D., The Triune Brain in Evolution: Role in Paleocerebral Functions 1990th Edition, Springer; 1990, ISBN 9780274767571. [2] The European Framework Directive on Safety and Health at Work: https://osha.europa.eu/en/legislation/directives/the-osh-frameworkdirective/the-osh-framework-directive-introduction, examined on November 1st, 2023 [3] Mizuno S., Company Wide Total Quality Control Paperback, Asian Productivity Org., 1987, ISBN 978-9283311003. [4] Taiichi Ō, Toyota Production System: Beyond Large-scale Production, Productivity Press Inc., 1995, ISBN 0-915299-14-3. [5] Murrell, K. F. H., Ergonomics: Man in His Working Environment, Chapman And Hall, 1969, ISBN 9780412078002. [6] Lightner N. J., Kalra J., Advances in Human Factors and Ergonomics in Healthcare and Medical Devices, Springer, 2019, ISBN 9783030204518. 9

[7] Lidströmer N., Ashrafian H., Artificial Intelligence in Medicine, Springer Cham, 2022, ISBN 978-3-030-58080-3. [8] Simonsen J. G,, Arvidsson I., Nordander C., Ergonomics in the operating room, Journal Work (endorsed by the International Ergonomics Association), vol. 41, no. Supplement 1, pp. 5644-5646, 2012, ISSN 1051-9815 DOI 10.3233/WOR-2012-0905-5644. ATTACHMENT 1 Below is a list of international (ISO) and European (EN) standards relating to Ergonomics. For each rule the number, title and date of entry into force are presented. EN 547-1 - Safety of machinery – Human body measurements – Part 1: Principles for determining the dimensions required for openings for full body access in machinery. March 09 EN 547-2 - Safety of machinery – Human body measurements Part 2: – Principles for determining the dimensions required for access openings. March 09 EN 547-2 - Safety of machinery – Human body measurements Part 2: – Principles for determining the dimensions required for access openings. March 09 EN 547-3 - Safety of machinery – Human body measurements – Part 3: Anthropometric data. March 09 EN 614-1 - Safety of machinery - Ergonomic design principles. Part 1: Requirements Terminology and general principles. October 09 EN 614-2 - Safety of machinery – Ergonomic design principles Part 2: – Interactions between machinery design and work tasks. March 09 EN 842 - Safety of machinery. Visual danger signals. General requirements, design and tests. March 09 EN 894-1 - Safety of machinery – Ergonomic requirements for the design of information and control devices – Part 1: General principles for human interactions with information and control devices. March 09 EN 894-2 - Safety of machinery – Ergonomic requirements for the design of information and control devices – Part 2: Information devices. March 09 EN 894-3 - Safety of machinery – Ergonomic requirements for the design of information and control devices – Part 3: Control devices. March 09 EN 894-4 - Safety of machinery – Ergonomic requirements for the design of information and control devices – Part 4: Location and arrangement of information and control devices. July 10

As described in: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4280771/ RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 7


EN 981 - Safety of machinery - Audible and visual danger and information signal systems. March 09 EN 1005-1 - Safety of machinery – Human physical performance – Terms and definitions. July 03 EN 1005-2 - Safety of machinery – Human physical performance – Part 2: Manual handling of machinery and component parts of the machinery. November 04 EN 1005-3 - Safety of machinery – Human physical performance – Recommended force limits for use of machinery. July 03 EN 1005-4 - Safety of machinery – Human physical performance – Part 4: Evaluation of working postures and movements in relation to machinery. March 09 EN ISO 6385 - Ergonomic principles in the design of work systems. July 04 EN ISO 7250 - Basic measurements of the human body for technological design. February 00 EN ISO 7250-1 - Basic human body measurements for technology design – Part 1: Definitions of human body measurements and locations. May 10 EN ISO 7726 - Ergonomics of thermal environments – Instruments for measuring physical quantities. January 02 EN ISO 7730 - Ergonomics of thermal environments – Analytical determination and interpretation of thermal comfort through the calculation of PMV and PPD indices and local thermal comfort criteria. February 06 EN ISO 7731 - Ergonomics – Danger signs for public places and work areas – Acoustic danger signals. March 09 EN ISO 7933 - Ergonomics of the thermal environment – Analytical determination and interpretation of thermal heat stress by calculating predictable thermal stress. February 05 EN ISO 8996 - Ergonomics of the thermal environment - Determination of energy metabolism. February 05 EN ISO 9241-1 - Ergonomic requirements for office work with video display terminals (VDT) – General introduction. December 03 EN ISO 9241-4 - Ergonomic requirements for office work with video display terminals (VDT) – Keyboard requirements. April 02 EN ISO 9241-5 - Ergonomic requirements for office work with video terminals (VDT) - Postural and workplace configuration requirements. September 01 EN ISO 9241-6 - Ergonomic requirements for office work with video display terminals (VDT) – Guidance on the working environment. October 01 EN ISO 9241-7 - Ergonomic requirements for office work with video display terminals (VDT) – Screen requirements subject to reflections. May 02 EN ISO 9241-8 - Ergonomic requirements for office work with video display terminals (VDT) – Requirements for displayed colours. May 01

EN ISO 9241-9 - Ergonomic requirements for office work with video display terminals (VDT) – Requirements for data input devices other than keyboards. October 01 EN ISO 9241-10 - Ergonomic requirements for office work with video display terminals (VDT) – Dialogic principles. February 97 EN ISO 9241-11 - Ergonomic requirements for office work with video display terminals (VDT) – Usability guidance. May 02 EN ISO 9241-12 - Ergonomic requirements for office work with video display terminals (VDT) – Presentation of information. October 01 EN ISO 9241-13 - Ergonomic requirements for office work with video display terminals (VDT) – User guide. May 02 EN ISO 9241-14 - Ergonomic requirements for office work with video display terminals (VDT) – Dialogue menus. October 02 EN ISO 9241-15 - Ergonomic requirements for office work with video display terminals (VDT) – Dialogue controls. December 99 EN ISO 9241-16 - Ergonomic requirements for office work with video display terminals (VDT) – Dialogues for direct manipulation. - October 01 EN ISO 9241-17 - Ergonomic requirements for office work with video display terminals (VDT) – Dialogues for filling in forms. - July 02 EN ISO 9241-20 - Ergonomics of human-system interaction – Part 20: Guidelines on the accessibility of information and communications technology equipment and services. May 09 EN ISO/TR 9241-100 - Ergonomics of human-system interaction – Part 100: Introduction to standards relating to software ergonomics. June 11 EN ISO 9241-110 - Ergonomics of human-system interaction – Part 110: Dialogic principles. October 06 EN ISO 9241-129 - Ergonomics of human-system interaction – Part 129: Guidance on software individualisation. January 11 EN ISO 9241-151 - Ergonomics of human-system interaction – Part 151: Guidance on network user interfaces. November 08 EN ISO 9241-171 - Ergonomics of human-system interaction – Part 171: Guidance on software accessibility. December 08 EN ISO 9241-210 - Ergonomics of human-system interaction – Part 210: Useroriented design processes for interactive systems. November 10 EN ISO 9241-300 - Ergonomics of human-system interaction – Part 300: Introduction to the requirements for electronic displays. May 09 EN ISO 9241-302 - Ergonomics of human-system interaction – Part 302: Terminology for electronic displays. June 09 EN ISO 9241-303 - Ergonomics of human-system interaction – Part 303: Requirements for electronic displays.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 8


June 09 EN ISO 9241-304 - Ergonomics of human-system interaction – Part 304: User performance test methods for electronic displays. June 09 EN ISO 9241-305 - Ergonomics of human-system interaction – Part 305: Optical laboratory test methods for electronic displays. June 09 EN ISO 9241-306 - Ergonomics of human-system interaction – Part 306: Field evaluation methods for electronic displays. May 09 EN ISO 9241-307 - Ergonomics of human-system interaction – Part 307: Analysis and conformity test methods for electronic displays. June 09 EN ISO 9241-400 - Ergonomics of human-system interaction – Part 400: Principles and requirements for physical input devices. October 07 EN ISO 9241-410 - Ergonomics of human-system interaction – Part 410: Design criteria for physical input devices. August 08 EN ISO 9241-420 - Ergonomics of human-system interaction – Part 420: Selection of data input devices. September 11 EN ISO 9241-910 - Ergonomics of human-system interaction – Part 910: Framework for tactile interactions. September 11 EN ISO 9886 - Ergonomics – Evaluation of thermal effects (thermal strain) using physiological measurements. July 04 EN ISO 9920 - Ergonomics of the thermal environment - Evaluation of the thermal insulation and evaporative resistance of clothing. November 09 EN ISO 9921 - Ergonomics – Evaluation of verbal communication. April 04 EN ISO 10064-4 - Ergonomic design of control centers – Part 4: Arrangement and sizing of workstations. February 05 EN ISO 10075-1 - Ergonomic principles relating to mental workload – General terms and definitions. March 03 UNI EN ISO 10075-2 - Ergonomic principles relating to mental workload - Design principles. June 02 EN ISO 10075-3 - Ergonomic principles relating to mental workload – Part 3: Principles and requirements regarding methods for measuring and evaluating mental workload. February 05 EN ISO 10551 - Ergonomics of thermal environments - Evaluation of the influence of the thermal environment using subjective judgment scales. January 02 EN ISO 11064-1 - Ergonomic design of control centers – Principles for the design of control centers. March 01 EN ISO 11064-2 - Ergonomic design of control centers – Principles for the arrangement of control suites. March 01 EN ISO 11064-3 - Ergonomic design of control centers – Control room layout. April 02

EN ISO 11064-4 - Ergonomic design of control centers – Part 4: Arrangement and sizing of workstations. February 05 EN ISO 11064-5 - Ergonomic design of control centers – Part 5: Information presentation and control devices. January 09 EN ISO 11064-6 - Ergonomic design of control centers – Part 6: Environmental requirements for control centers. October 05 EN ISO 11079 - Ergonomics of thermal environments – Determination and interpretation of cold thermal stress using the required thermal insulation of clothing (IREQ) and local cooling effects. June 08 ISO 11228-1 - Ergonomics – Manual handling – Part 1: Lifting and transport. April 09 ISO 11228-2 - Ergonomics – Manual handling – Part 2: Pushing and pulling. April 09 ISO 11228-3 - Ergonomics – Manual handling – Part 3: Handling of low loads at high frequency. April 09 EN ISO 11399 - Ergonomics of thermal environments – Principles and application of the relevant international standards. March 01 EN ISO 12894 - Ergonomics of thermal environments – Medical supervision for people exposed to very hot or very cold environments. January 02 EN 13202 - Ergonomics of thermal environments - Temperatures of hot contact surfaces - Guide to establish limit values for surface temperatures in product standards using EN 563. February 02 EN 13356 - Display accessories for non-professional use – Test methods and requirements. January 03 EN 13406-1 - Ergonomic requirements for working with flat panel displays – Introduction. April 00 UNI EN 13406-2 - Ergonomic requirements for working with flat panel displays – Ergonomic requirements for flat screen displays. July 02 EN 13731 - Ergonomics of thermal environments – Vocabulary and symbols. October 04 EN ISO 13732-1 - Ergonomics of thermal environments – Methods for evaluating human response to contact with surfaces – Part 1: Hot surfaces. March 09 EN ISO 13732-3 - Ergonomics of thermal environments – Methods for assessing human response to contact with surfaces – Part 3: Cold surfaces. February 06 EN 13861 - Safety of machinery - Guide for the application of standards relating to ergonomics in the design of machinery. December 11 EN 14434 - Vertical writing surfaces for educational institutions - Ergonomic, technical and safety requirements and test methods. March 10 EN ISO 14505-2 - Ergonomics of thermal environments – Evaluation of the thermal environment in vehicles – Part 2: Determination of equivalent temperature. April 07

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 9


EN ISO 14505-2 – EC 1-2009 - Ergonomics of thermal environments – Evaluation of the thermal environment in vehicles – Part 2: Determination of the equivalent temperature. August 09 EN ISO 14505-3 - Ergonomics of thermal environments – Assessment of the thermal environment in vehicles – Part 3: Assessment of thermal comfort using human subjects. January 07 EN ISO 14738 - Safety of machinery – Anthropometric requirements for the design of workstations on machinery. March 09 EN ISO 14915-1 - Software ergonomics for user interfaces and multimedia systems – Design principles and reference system. May 03 EN ISO 14915-2 - Software ergonomics for user interfaces and multimedia systems – Navigation and controls for multimedia systems. March 04 EN ISO 14915-3 - Ergonomics of software for user interfaces and multimedia systems – Selection and combination of communication media. May 03 EN ISO 15006 - Road vehicles – Ergonomic aspects of transport information and control systems – Specifications and compliance procedures for in-vehicle audio presentation. February 06 EN ISO 15535 - General requirements for the creation of anthropometric databases. April 07 EN ISO 15536-1 - Ergonomics – Computerized mannequins and human body templates – Part 1: General requirements. March 09 EN ISO 15536-2 - Ergonomics – Computerized mannequins and human body templates – Part 2: Function verification and dimension validation for computerized mannequin systems. July 07 EN ISO 20685 - Three-dimensional (3-D) scanning methodologies for internationally compatible anthropometric databases. July 10 EN ISO 24500 - Ergonomics – Accessible design – Auditory signals for consumer products. December 10 EN ISO 24501 - Ergonomics – Accessible design – Sound pressure levels of auditory signals for consumer products. March 11 EN ISO 24502 - Ergonomics – Accessible design – Specification of age-related luminance contrast for colored light. March 11 EN ISO 24503 - Ergonomics – Accessible design – Tactile dots and bars on consumer products. April 11 EN 28996 - Ergonomics. Determination of metabolic thermal energy production. May 96 EN 29241-2 - Ergonomic requirements for office work with video terminals (VDT). Homework Requirements Guide. June 94 EN 29241-3 - Ergonomic requirements for office work with video display terminals (VDT) – Video unit requirements. February 04

EN 26385 - Ergonomic principles in the design of work systems. May 91 EN ISO 26800 - Ergonomics – General approach, principles and concepts. October 11.

Ergonomic Innovations in the tourism brand as a driver for interculturality and Eurasian integration. Presented at the IV Kazan International Congress of Eurasian Integration – June 29th 2023. ISBN 978-5-8399-0791-1. Prof. Franco C. Grossi Abstract Ergonomic innovation in the tourist brand includes a requalification of the services offered and the formulation of "stories" concerning the origins of the local anthropic settlements, the food and wine peculiarities and the culture of hospitality. To pursue this goal, it is necessary to involve all operators in the sector, proposing new communication techniques, aimed at satisfying the needs of guests by spreading the culture of the place and leveraging on three phases: choice, reception and memory. 1.

Premise

In the first instance, we must carefully consider the fact that, compared to the years of the last century, when holidays were always summer, long and "monothematic" (sea, mountain, lake, etc.), above all aimed at physical and mental relaxation, now we witness increasingly brief escapes from the city, which take the form of short but more frequent journeys, tending towards a psychic estrangement from the everyday context and seeking new sensations, such as those of exploration, discovery and new interrelationships. Moreover, the new flows of visitors should lead to studying marketing strategies, even if not limited only to the satisfaction of transitory excursions, which lead to a necessary choice, that of a redefinition of the services offered according

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 10


to the precise requests imposed by the market. [1] To pursue this goal, it is necessary to involve all the operators, proposing new communication techniques, aimed at satisfying the needs of the guests. 2.

The Welcome

As mentioned above, hospitality today becomes the essential fulcrum of the Eurasian intercultural tourist experience, which adapts the ancient concept to a modern use, inspiring and influencing the offer of services, structures and environments. In fact, the guest perceives and memorizes reserved for him and draws a concept from it which he then communicates with "word of mouth", both verbally and via the web. It is therefore necessary to focus attention on the three factors highlighted above (choice, reception and memory), improving their real and perceived quality, in order to instill in the tourist, the perception and memory of a unique and exclusive atmosphere. [2] 3.

Who Is the Message Addressed to?

The message is aimed at the tourist Eurasiatic intercultural growth of all the realities (commercial, entrepreneurial, artisanal, etc.) that gravitate to the area to be promoted, favoring the focus of attention based on hospitality and welcome, decisive factors in the choice of a tourist resort. 4.

The Need to Promote the Tourism Brand [3]

We can define the brand as that mental representation through which we identify a product, service or company in a unitary way and how they relate to external and internal audiences. In other words, the recognition of a brand by tourist guests is essential for proposing the sale of a good or service to the market. All marketing techniques are aimed at trying to impress and affirm the brand in the minds of current and potential customers; in fact, when the brand conquers the minds of customers, the pre-established result is already more than 50% closer. It is therefore necessary to effectively promote all those values that should be "perceived" by guests, communicating them to them

efficiently, in order to positively influence them on the quality of the tourist resort we offer. We also wish to recall that, from a technological point of view, we have reached the current sharing in the creation and use of knowledge, favoring the diffusion of those new forms of communication that pervade our age. From the point of view of the socalled "knowledge economy", then, today it is more and more "consumers who buy" and not companies who sell. This is the reason why a great deal is invested in branding, in other words, to try to "sell in advance". Uniqueness, distinction and speciality, together with the clarity of the description and the redundancy of the message are fundamental for successfully transmitting and making the specificities of the territory indelibly fixed in memories. Finally, the method by which the brand is communicated is fundamental, which should be unambiguous and highly visible. 5.

The Need to Share the Tourism Brand [4]

As mentioned above, the image of a tourist destination must be connoted to the eye in a unique and absolutely recognizable way. To achieve this unrepeatability, it is necessary for all commercial operators to share the same brand values in a strictly collaborative manner. Hence the need to network all the economic and service realities with each other in order to make them sharers in the common mission and launch the same vision to all. The simplest and cheapest way to implement this purpose is undoubtedly to exploit the peculiarities of social networks. 6.

The Role of Social Networks in Brand Sharing [5]

By now, everyone agrees in recognizing the extreme importance of applications for formulating marketing and communication projects by exploiting the Internet, also by virtue of the costs of these "media" increasingly tending towards zero. Today we have a huge opportunity, the use of social networks on the web (Social Network) and the Metaverse for the interactive exchange of news and the sharing of information and knowledge. Even sociologists assert those tourist and

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 11


economic activities, which do not profitably use social networks, are destined to accumulate competitive disadvantages due to the progressive loss of communicative interactions and this above all in the short and medium term. [6] From the point of view of communication processes, it is not even necessary to invent new values, it is enough to revive existing ones, providing them with new attributes and presenting them with innovative expressive methods. Only with a marketing strategy focused on a well-dosed cocktail of culture, food and wine, entertainment and relaxation, will we also be able to retain the weekend "hit and run" visitors. 7.

To be Chosen

Today it is necessary to "go back to the conversation", mostly by making use of Web 2.0 tools. Let's put ourselves in the customer's shoes; when he will get home how will he talk about the touristic destination? For a tourist to talk about his experience is important to increase his attractiveness towards friends, colleagues or simply acquaintances. For the tourist destination this implies an experienced exploration and, in case of positivity, an undoubted potential economic return. Tourism today, more than ever, lives on relationships and it is precisely on relationships that we must dwell, as determining elements of the tourist product. Even communication will then no longer have to be focused only on the sale, but aimed at the relationships that will have to be established with the users, only in this way will we obtain new requests and a priori approval. In a nutshell, hospitality is no long received as the result of an activity of tour operators, but, above all, as a summation of the relationships that the tourist experiences with the environment in which he is immersed. This is the main tactical rule for being chosen. [7] The economist Jeremy Rifkin asserts in one of his essays: "However abstruse the idea may seem in a market dominated by the buyer; it is possible to open the door to a potential customer only if one abandons the intention of selling him something". And it is precisely this that states the “ergonomic design”, which studies the

relationships and interactions between the tourist, the destination and the surrounding environment, providing the guidelines for an anthropocentric action and intended to redefine special usable interfaces and capable of gratify both travelers and local operators, while respecting the environment. 8.

The Tales [8]

The resident population will be actively involved in the "performances", which will be implemented in the predetermined paths, thus making the inhabitants themselves "actors" of representations with different themes: the stories of the place, the nursery rhymes, the gnomes of the wood, the witches, the products of the earth, the aromatic herbs, the typical gastronomy, etc. For Kazan the cauldron that gives the locality its name, the princess Syuyumbike, the dragon Zilant, the Temple of all religions, the stories of the White Kremlin, etc. Travelers will be able to follow the descriptions of the areas visited also by means of tablets, through which they will receive the necessary information wirelessly. Visitors will thus be able to enjoy all the attractions of the place (rivers, plains, exhibitions, artisan markets, [9] etc.) and use all the services offered (restaurants, hotels, beauty farms, swimming pools, shopping centers, etc.). 9.

The Training

As part of an information/training activity in favor of sector operators, it is now a question of introducing an important value with an integrated systemic approach. The "culture of tourist hospitality" certainly leads to a competitive advantage to be included in the value chain and, therefore, must necessarily be considered in the marketing strategies of the sector. Here, then, that, for a redesign of the tourist value chain, which should leverage three phases in its development: choice, reception and memory, it is essential to propose a synergistic information/training path towards all those operators involved in the supply of goods/services in this sector. From what has been described

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 12


above, it can be seen that the reception received is necessarily reflected in the image (brand) of the tourist resort visited. If the entire local system (restaurateurs, the traffic policeman, the bus driver, the taxi driver, etc., and the citizens themselves), in addition of course to the "insiders", does not welcome the guest in the minimum standard to be requested by him, a negative "tourist perception" will emerge, which will not only condition the processes of future choice, but will, in turn, make him an influencer of negative experiences towards other potential tourists. [10] It is precisely with Social Networks, as well as with instant messaging applications (WhatsApp, Telegram, Viber, WeChat, etc.), that a "network" can be implemented between operators and, through which, they will be launched, or, using the correct term "posted", all useful messages to prepare effective and shared actions. Naturally it will be essential that all the "actors" involved implement the program of access and continuous use of these communication tools with conviction, in order to always be in possession of the information and news necessary to make the agreed action plans operational. 10.

Afterword

Finally, I propose a quote by Andrey Arsenievich Tarkovsky from his film “Nostalgia”, which won the 1983 Cannes Film Festival: “Everything we are we carry with us on the journey. We carry the home of our soul with us, like a turtle does with its shell. In truth, the journey through the countries of the world is a symbolic journey for man. Wherever he goes it is his own soul he is looking for. For this, man must be able to travel”. 11.

References

[1] Mensah I., Balasubramanian K., Raziff Jamaluddin M., Alcoriza G., Gaffar V., Rasoolimanesh S. M., Marketing Tourist Destinations in Emerging Economies, published on November 28, 2022, published by Palgrave Macmillan, London U. K., ISBN: 978-3030837105

[2] Grossi F., Galateo & Turismo, come sviluppare una cultura dell’accoglienza turistica, published on July 2012 by the Regione Autonoma Friuli Venezia Giulia & G.T.C. editrice, Udine, Italy. [3] Grossi F., Trieste Marketing Turistico, la proposta e la valorizzazione del territorio promuovendone il brand con i Social Network, published in 2011 by the Regione Autonoma Friuli Venezia Giulia, Italy. [4] Lohmann G., Panosso Netto A., Tourism Theory: Concepts, Models, and Systems, published on December 19 2016, by CABI publishing, Wallingford, Oxfordshire, U. K., ISBN: 978-1780647159 [5] Hudson S., Hudson L., Marketing for Tourism, Hospitality & Events: A Global & Digital Approach, published on May 26, 2017 by SAGE Publications Ltd Newbury Park, CA, USA, ISBN: 9781473926639. [6] Rifkin J., The Age of Access: The New Culture of Hypercapitalism, where all of life is a paid for experience, published on March 2001 by TarcherPerigee New York N.Y. U.S.A., ISBN 978-1585420827 [7] Hunter J., Ironside R., Folklore, People, and Places, International Perspectives on Tourism and Tradition in Storied Places, published on March 16, 2023 by Routledge, London U. K., ISBN 9781032316932 [8] Grossi F., Cognitive Marketing Applied to the Territory. History, Gastronomy and Competitive Advantages, presented to the “2nd Virtual International Conference on Advanced Research in Scientific Areas” (ARSA-2013) Bratislava, Slovakia, December 2nd – 6th, 2013 Proceedings ISBN 978-80-554-0825-5 and ISSN 1338-9831. [9] Grossi F., Master & Maker. Artigianato e Turismo assieme nel Web, published on June 2015 by G.T.C. editrice, Udine, Italy, ISBN 978-8898683-00-0. [10] Grossi F., Galateo mobile, il bon ton per un turismo responsabile, published on June 2013 by UNESCO Club Udine, Italy.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 13


Diseño industrial y comunicación visual vs calidad percibida Franco Claudio Grossi La Universidad Innovadora de Kazan lleva el nombre de V.G. timiryasov https://orcid.org/0000-0002-3567-2523 Email: grossi@ieml.ru by A3manos 2023 Julio - diciembre, N. 20 - Universidad de la Habana, Instituto Superior de Diseño (ISDi)

Resumen Esta contribución identifica una tipología innovadora de diseño industrial y comunicación visual, capaz de superar los problemas de percepción y "affordance - carácter sugerente de los objetos", que surgen y se desarrollan a través de metodologías basadas en propuestas a nivel emocional. Hasta ahora, de hecho, se ha evaluado para influir en el usuario explotando solo los componentes emocionales del producto, como el color y la forma, encontrándose con una brecha entre la calidad percibida y la calidad real. Aquí nos encontramos ante una nueva forma de desarrollar una estrategia innovadora, basada en la ergonomía, que combina las peculiares características y necesidades del objeta industrial con la imagen de la marca a la que se refiere. Así nació la intención de aprovechar los descubrimientos científicos más recientes en el estudio de los procesos cognitivas, las de la semiótica generativa, la psicología de la Gestalt, las aplicaciones sinestésicas sensoriales, hasta los nuevos estudios sobre la evolución del neocórtex (neuronas espejo, memes), en estrecha relación con el valar comunicativo de los nuevos medios, las redes sociales y el Metaverso.

Industrial Design and Visual Communication vs. Perceived Quality, by A3manos 2023 July - December, No. 20 - Universidad de la Habana, Instituto Superior de Diseño (ISDi)

Abstract This contribution identifies an innovative typology of industrial design and visual communication, capable of overcoming the perception and “affordance” problems, that arise and develop through methodologies based on proposals on an emotional level. So far, in fact, it has been evaluated to influence the user by exploiting only the emotional components of the product, such as color and shape, running into a gap between perceived quality and real quality. Here we face a new way of developing an innovative strategy, based on ergonomics, that combines the peculiar characteristics and needs of the industrial object with the image of the brand to refer to. Thus, was born the intention to make use of the most recent scientific discoveries concerning the study of cognitive processes, those on generative semiotics, Gestalt psychology, sensory synesthetic applications, up to the new studies on the evolution of the neocortex (mirror neurons, memes), in close connection with the communicative value of new media, social networks and the Metaverse. Premise It is well known that, today, designers try not only to create eyecatching shapes and colors but also to help try to impress and establish the brand in the minds of current and potential customers. In fact, when the brand conquers the customers' mind, the business results increase significantly. It is therefore necessary to actively promote all those values that should be "perceived" by consumers, communicating them with a design in an "effective", "efficient" and "pleasant" way, through coherent planning, decreasing the "gap" between perception and the real qualities of the artifact. The proposed idea is to launch an innovative project of integrated design, user-oriented, which uses the methods of Ergonomics applied to industrial design and communication, that takes into account the components of the human cognitive system, focusing in particular on perception and usability and which communicates this artifact with the help of semiotics and, in

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 14


general, the sciences of communication to ensure that there are more and more "consumers who buy" and fewer and fewer companies that Sell. Ergonomics Ergonomics (or Human Factors) is the scientific discipline that deals with the understanding of the interactions between humans, objects, other elements of a system and the environment. Applied Ergonomics deals, in a systemic way, with the methods and specific phases of any project, in order to lead to the anthropocentric realization of an optimal adaptation of the system "man, what man builds and the surrounding environment” to the capabilities and psychophysiological limits of the human being, through the study of specific interfaces". So, in short, Applied Ergonomics (User-Centered Design, Interaction Design, etc.), deals more specifically with the project activity, for the identification of a "user-oriented" design with the effect of meeting the actual needs of users.

throughout the design process, in a constant research work to verify the balance between product quality and its characteristics of "usability" and "pleasantness". It should also be noted that all these elements have a common property, they are subject to a condition of dynamic equilibrium within the spacetime variables. Therefore, in simple terms, this speculative investigation is dedicated to the study of a precise "interface", understood as a set of inputs and outputs concerning the interaction with the object, in order to create artifacts at an anthropocentric level. With the ergonomic design method, the users' needs, wishes, objections and suggestions are tested "a priori", using already widely tested procedures, and the final result will lead to a document with specific instructions (guidelines) for the designer, then being able to do this by effectively reducing the margin of error. Finally, Ergonomics offers the designer the right tools to achieve his most important goal, being able to combine the aesthetic idea with the validity of the creations, helping him to resolve the conflict between the need for freedom of expression, inherent in the creative process, and the constraints imposed by the rules, characteristics and production process. Cognitive Processes

Figure 1. Anthropometric Hand Measurements. Consequently, the ergonomic action begins before the actual design activity and all the verification operations which are then carried out

In 1935 Kurt Koffka thus defined the goal of the psychology of perception in order to explain: “Why do things look as they do?". For example, visual perception is not completely elucidated by the images collected by our eyes, in fact, identical stimuli sometimes produce two or more different perceptions. Visual ambiguities are cases in which stimuli can be perceptually organized in equally different valid ways. A classic example to verify this claim is the "Necker Cube", an optical illusion first published as a rhomboid in 1832 by the Swiss crystallographer Louis Albert Necker.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 15


It is a simple two-dimensional drawing of a cube with no visual cues as to its orientation, so it can be perceived with either the lower left or upper right square as the front face.

well as in the study of the mental storage process, understood as a procedure for maintaining mental representations. The formulation of the design process is therefore expressed in these anthropocentric terms, through the application and adaptation of existing knowledge, already used in other sectors and which can lead to a wise interaction in the ambit of human cognitive processes, up to the formulation of a suitable interface. Therefore, first of all, we must refer to the system of man's five senses, through which he relates to the world around him and therefore to the synaesthesia that can consequently take place. In other words, designing with cognitive science therefore means: • Planning for troubleshooting. • Designing backwards, reconstructing the chain of effects that goes from a conceived object, endowed with shape and other properties, up to the functions and conditions of use for which it was created. • Build visual (perception) and cognitive (memory and thinking) models. • Use both cognitive stylistics, which deals with the interface between linguistics, literary studies and cognitive sciences, and the "primary generator", i.e. a large initial goal or a small set of goals, self-imposed by the designer, a value rather judgment than the product of rationality.

Figure 2. The Necker’s Cube Naturally, similar considerations can be developed for other sensory information other than vision. Scientific speculation is specifically focused on examining the development of the transformation of "sensations", understood as sensory inputs, into "perceptions", as a subjective decoding of the sensations received, which allows the acquisition, processing and representation of sensory information, and this by means of "attention", through which a selection of the relevant information is carried out, as

Semiotics Semiology, from the French term "sémiologie", i.e., "study of the sign", is a discipline that studies signs and differs from semiotics, from the Greek “σημεῖον-semeion”, "sign", which also studies the way in which signs form a meaning (the sense). A sign is the association of a signifier and a signified. Signified is the "mental image" of an object, that is, of a concept; the signifier is the "acoustic image", the series of sounds with which the concept is transmitted.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 16


to a level of content not belonging to the original semiotic system, but which replaces it by borrowing it from another system, thus leading to the characteristic superimposition of two or more perceptions. The process starts from the examination of the fundamental values of the product identity (axiological level), subsequently dynamizing them in the form of stories of complicity, heroism, etc. (narrative level) and finally going back to the pertinent communication, where the fundamental values and narrative structures are enriched by environmental figures (visual/discursive level). Virtual Reality

Figure 3. Signified and Signifier Industrial Design, understood as a semiological act, is a "sign", or rather, a "syntagma", i.e., a conjunction of several signs, made up of a "work-thing", which functions as a sensitive symbol, and an "aesthetic object" which it resides in the collective consciousness and functions as a “sensation”. For example, the phenomenon of synesthesia is examined, a metaphor that implies the transfer of meaning between two or more sensory systems. The most common synesthesias are: visual-auditory (chromatic-sound), visual-tactile, visual-gustatory, tactile-visual (tactile-chromatic), tactile-auditory and tactile-olfactory. In other words, synesthesia occours when two or more senses overlap and interact simultaneously. This perceptual typology, called simultaneous semiosis, leads from a syncretic semiotics, where a level of homogeneous content corresponds to a level of heterogeneous expression, towards a synesthetic semiotics, which from a level of expression treated in a homogeneous way, refers

The new types of communication do nothing but extend what is our nervous system, in a complex network, the so-called "global village", which expands the communicative and creative process of knowledge to the entire society. Communication, understood in its broadest meaning as the sharing of knowledge in a codified symbolic interaction, today takes on a new value, thanks to "new media" and virtual reality, which allow the expansion of our extended senses in the McLuhanian global village. In particular, the speculation on virtual reality undertaken in the twentieth century, initially evoked fantastic worlds and was the object of attention above all by writers, directors and artists. At the dawn of the third millennium, the sense of this technology consolidated and led us to a more scientific epistemological position, which arises from the consideration of how the perception of the virtual environment is acquired by the mind through the interface of the "extended body". From the point of view of this external-internal passage, the subject implements the so-called "embodiment", i.e., uses technological artefacts to increase his possibilities of action in the virtual environment, also combining spatial perception with psychomotor action in this specific context.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 17


Figure 4. Full immersive virtual reality The virtual environment, which becomes transparent to the cognitive system, is perceived thanks to a continuous "mapping", which merges with the interactivity favored by the "affordances" of technological artifacts. An innovative metacommunication, resulting from the social presence in virtual units and developing both in the connotative derived intentionality of anthropomorphic artificial agents, and in the interactive intentionality of "avatars", will give life to new models of social groups, with repercussions of strong social, economic and cultural impact. The subdivision of "virtual reality" into non-immersive, semiimmersive and immersive technologies is known; in particular, very complex interfaces are used in immersive virtual reality, which make it possible to perceive a virtual "world", where the spatial "presence" should coincide as much as possible with the physical one. A virtual

environment is the simulation of a real environment that can be explored three-dimensionally in real time, where the user can interact with artifacts and other users, in compliance with the concept of "incarnation", which expresses the mental representation of the embodiment in the virtual environment. As far as the design of virtual reality and the virtual environment is concerned, we have a whole series of design typologies available, which refer "primarily" to sensory transduction and to the synesthesias that occur between the five senses. Above all, it is necessary to make use of the current knowledge on cognitive processes, in relation to the translation of sensations into perceptions through the mechanism of attention. What does it mean to design with cognitive sciences? It means designing to arrive at solutions, solve problems and this can be done by designing "in reverse", as is done in Ergonomics, by reconstructing the chain of effects that starts from the conceived object, endowed with properties and going back to the specific functions and conditions of use for which it was designed. The design path then continues through the construction of adequate visual and cognitive models and, for a correct formulation of the project in a virtual environment and of the relative interface, some ergonomic methodologies of an objective and subjective type are used. Usability is an objective method and allows us to quantify effectiveness and efficiency with respect to user satisfaction. At last, pleasantness allows us to identify the subjective desires of users, which can only be qualified and difficult to quantify. Metaverse The "Metaverse" is an application of virtual reality. It has the feature of extending the physical world using virtual reality and augmented reality technologies, allowing users to seamlessly interact within simulated environments, using avatars and holograms.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 18


The Metaverse will, over the next decade, revolutionize nearly every aspect of life and business, enabling collaboration in virtual spaces, augmented physical locations, and a combination of both. It will also create new lines of business and transform the interactions between clients, designers and companies.

On this sphere each person can create what he wants in 3D, shops, offices, nightclubs and more, all of which can potentially be visited by users. An archetype of the Metaverse has been the virtual worlds platform Second Life, which originated in 2003. So, it is not a new concept in the digital world that of a reality based on a virtual world. Today, however, thanks to the platform set up by some Social Networks, we are witnessing an incredible increase in interest in the Metaverse, through which it is possible to live immersive experiences and be able to test artifacts and products before they are created. Conclusions

Figure 5. A Metaverse landscape The term Metaverse, a neologism composed of "meta-" (from the Greek meaning after, beyond) and "universe", was born in Neal Stephenson's 1992 science fiction cyberpunk novel "Snow Crash", to indicate a three-dimensional virtual world populated with digital human replicas. The Metaverse defines, in summary, a convergence zone of interactive virtual spaces, located in cyberspace and accessible by users through an avatar with the function of representative of individual identity. Stephenson characterizes the Metaverse as an immense black sphere 65,536 km (216) in circumference, bisected at the equator by a monorail road with 256 (28) stations, each 256 km apart.

The design methodology described here, is aimed at satisfying the needs of an increasingly aggressive and dissatisfied user and the desired result is the emergence, at a cognitive psychological level, of a "suggestion" capable of producing the evocation of ideas and sensations. In a nutshell, the key principle of our design process is based on the use of different disciplines, in order to involve potential users also through their natural suggestibility. The suggestion, therefore, takes into account the ways in which the stimuli are received and internalized and, consequently, by intervening on these mechanisms it is possible to channel the mental outputs within the genetically determined circuits which would instead be hindered by previous experiences. This information resides, according to numerous researchers, in two main memory reservoirs, the biographical one and the socioenvironmental one. The "Biographical Memory" pertains to the genetic heritage (Genotype) and is the one that has been studied with greater scientificity, the "Socio-environmental" one instead identifies itself in the so-called "phenotype", i.e. in the sum of a whole series of

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 19


factors/experiences that the individual undergoes in the course of his life. New studies, the result of the verification of behaviors aimed at maximizing the response to the increasingly massive stimuli coming from the current information society, are aimed at the reactions implemented by our body to counteract the stress overload to which it is subjected, in order to be able to regenerate adequately.

genetic one, that relating to experience, the environment and the biography and the casual one, which is becoming increasingly important in order to influence consciousness.

Figure 6. The Meme Replicants According to Richard Dawkins, for example, the increase in transmitted information, determines the appearance of a new replicant, called a "meme", capable of continuously propagating itself, both in time and in space. Some researchers have then advanced the hypothesis that our mind may be made up of genetic hardware and memetic software and the natural collocation of memes has been called "memome", which would reside precisely in the context of socio-environmental memory. The most recent theories on this subject distinguish three decisionmaking components for the establishment of such connections: the

Figure 7. From Thought to Suggestion Thus, the suggestion, taking into account the modalities with which the stimuli have been produced, would produce a percept, that is a transposition and an internalization, which could also be very different from the reality that surrounds us. And it is precisely the “suggestion”, aimed at the perception of the properties and characteristics of the design object, the lever through which we will be able to influence consumers to reduce the gap between the perceived quality and that actually implemented, in order to satisfy the needs expressed or implicit needs.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 20


References Alexander D. and Rabourn R. 2020. Applied Ergonomics. CRC Press, Boca Raton, USA. ISBN: 978-03-674-5523-1.

Koffka K. 2014. Principles Of Gestalt Psychology. Mimesis International, Sesto San Giovanni, Milano, Italy, ISBN: 9788857523934.

Baudouin C. 2019. Suggestion and Autosuggestion: A Psychological and Pedagogical Study Based Upon the Investigations Made by the New Nancy School. Lulu.com. Raleigh. USA. ISBN: 978-0359742745.

McLuhan M., Powers B.R. 1989. The Global Village: Transformations in World Life and Media in the 21st Century. Oxford University Press. Great Britain. ISBN: 978-0195054446.

Bernheim H. 1891. De la Suggestion et de son Application à la Thérapeutique. Octave Doin Éditeur. Paris. France.

Necker, L.A. 1832. Observations on some remarkable optical phaenomena seen in Switzerland; and on an optical phaenomenon which occurs on viewing a figure of a crystal or geometrical solid. London and Edinburgh Philosophical Magazine and Journal of Science. 1 (5): 329–337. ISSN: 1941-5966.

Brodie R. 2009. Virus of the Mind: The New Science of the Meme. Hay House UK Ltd. Great Britain. ISBN: 9781848501270. Darke J. 1979. The primary generator and the design process. Design Studies, Volume 1, Issue 1, Pages 36-44. Elsevier. Amsterdam, The Netherlands. ISSN: 0142-694X. Dawkins R. 1978. The Selfish Gene. Flamingo Books- Penguin Books. London. Great Britain. ISBN: 978-0586083161.

Norman D. A. 2018. The Design of Everyday Things, Basic Books. New York. USA. ISBN: 9780465072996. Packard V. 1981. The Hidden Persuaders. Penguin Books. London. Great Britain. ISBN: 978-0140205855.

Fiedler K., Lundy R.M., Sheehan P.W. 2015. Suggestion and Suggestibility. Springer. Berlin. Germany. ISBN: 9783642738753.

Semino E. 2002. Cognitive Stylistics: Language and Cognition in Text Analysis. John Benjamins Pub Co. Amsterdam, The Netherlands. ISBN: 978-1588113009.

Gibson J. J. 2014. The ecological approach to visual perception. Taylor & Francis Ltd. Milton Park. Great Britain. ISBN: 978-1848725782.

Trifonas P.P. 2016. International Handbook of Semiotics. Springer. Berlin. Germany. ISBN: 9789401794046.

Grossi, F. C. 2022. Las características distintivas del diseño artesanal y el diseño industrial - The Distinctive Features of Artisanal Design and Industrial Design. A3manos, Revista de la Universidad Cubana de Diseño, Universidad de la Habana, Cuba, Vol. 9 Núm. 16 (2022): enero - junio 2022. p. 13-16. ISSN: 2412-5105.

Inclusive Education, in Italy, for Immigrant Children and Disabled Children

Grossi, F. C. 2022., Introducción a la Ergonomía Aplicada al Diseño Industrial - Introduction to Ergonomics applied to Industrial Design. A3manos, Revista de la Universidad Cubana de Diseño, Universidad de la Habana, Cuba, Vol. 9 Núm. 18 (2022): julio - diciembre 2022, p. 16-20. ISSN: 2412-5105.

Prof. Franco C. Grossi Professor Emeritus at the Kazan Innovative University, Delegate for University, Higher Education and Internationalization UNESCO Club of Udine. In Italy free compulsory education is in force, which lasts 10 years, from 6 to 16 years of age, and includes both the eight years of the first

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 21


cycle of education (elementary school and middle school) and the first two years of the second cycle of education (High School).

Let's first see how inclusion works, in Italy, for students with deficits. The scholastic integration of different abled pupils is a strong point of the Italian school, which aims to be a welcoming community in which all pupils, regardless of their functional diversity, can experience individual and social growth.

The full inclusion of pupils with disabilities is an objective that the Italian school pursues through intense and articulated planning, making the most of internal professionalism and the resources offered by the territory. Various accompanying measures have been put in place to foster integration: • specially trained support teachers, • financing of projects and activities for integration, • training initiatives for support and curricular teaching staff, as well as administrative, technical and auxiliary staff. Children with disabilities subject to compulsory schooling, who are prevented from attending school for health reasons, are in any case guaranteed education and home schooling. More relevant is the problem of immigrants, who in Italy have exceeded the figure of 6 million in just a few years.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 22


in multicultural environments, both between citizens of different origins and cultures and with public institutions.

And there are around 900,000 foreign students currently admitted to Italian state schools. Let's see, then, how the inclusion of immigrant students works in Italy. As can be seen from the graph, foreign students are continuously increasing in Italy and this has led to the promulgation of laws and decrees aimed at satisfying their inclusion in the Italian community of residence. Foreign students who are still of compulsory school age are enrolled in the class corresponding to their age, unless otherwise decided by the teaching staff for serious reasons. For example, an 8-year-old immigrant student is immediately placed in a third-grade elementary school, regardless of his linguistic and cultural skills. He is then joined by an Intercultural Mediator, who is a professional figure who works to facilitate interaction, collaboration and coexistence

The teaching of languages in complex societies today constitutes a challenge for Italian schools, and this explains the flourishing over the years of various methodological strategies linked to this teachinglearning process.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 23


In this regard, the European Community has adopted the CLIL methodology (acronym for Content and Language Integrated Learning) which, in extreme synthesis, means the integrated learning of content and language.

As regards the training process and the assessment of foreign students, especially those of recent immigration, the Italian school favors, specific strategies and personalized paths. Finally, a clarification regarding the communication between the teacher and the learner who has just immigrated to Italy, who does not know the Italian language. From the very beginning, teachers have to reinvent their teaching methods. «We use the mime method - explain teachers - And then we help each other with images and gestures>>. Italian gestures are an anthropological and sociological phenomenon which concerns non-verbal communication, typical of Italian culture, characterized by a set of attitudes, facial and hand movements which sometimes communicate more than words and which put those who may find themselves at ease, in difficulty, thus living the experience in a playful way.

RICOSTRUIRE magazine ISSN 1593-4535 - YEAR XLVI - No. 2-2023 – Page 24


Turn static files into dynamic content formats.

Create a flipbook
RICOSTRUIRE magazine ISSN 1593-4535 No. 2/2023 by italiandesignschool - Issuu