Physical Outputs

Physical Artefact Total ChartThere is a wider spread of physical products from the database searches, with Medical Products like Surgical Tools (e.g. Ming, C, (2012); Loring, B & Lemieux, E (2010); Cheung, M. (2012)), Wardbased medical equipment (Hao, Y., Gong, Y. and Choi, Y. M. (2013)), Wound Care (Grocott, P., et al. (2013)) as examples.

In contrast to the results from the Library Database searches that showed the main Physical Artefact to be Medical Products, the results from the Expert Network demonstrate a large number of abstracts relating to Assistive Technology – an example being the wearable technology from the Envisage Lab (Timmins, Macdonald, Maganaris, 2014). Also, new to the Expert Network results are the code categories of Apparel, and Automotive. The Automotive categories relate to the Ambulance redesign work of the RCA.

Figure 12 – Instances of the Physical Artefact code per search

Instances of the Physical Artefact code per searchThe range of Physical Artefacts is fascinating with topics spanning healthcare delivery in prisons (Canelli, N., et al. (2003)), activity alarms and health monitoring for Older People (Pratesi, A., Sixsmith, J. and Woolrych, R. (2013); Jia, G., et al. (2013); Burns, W., et al. (2011)), and support systems for people with Dementia (Martin, S., et al. (2013)).

Only two articles do not specify the exact nature of the physical products that were produced as part of the research, and in both cases the articles document the production of multiple physical artefacts (Wilson, T (2010) & Eisermann, R (2005)).

Robotics in health are described in two arenas; Tiwari, P., Warren, J. and Day, K. (2011) document their research with regard to developing robotics to assist Older People with their lives, and Barakova, E. I. (2011) describes the development of robotic aids in the training of autistic children for social situations.

Finally, the remaining article is for the development of Games. Van Rijn, H., Van Hoof, J. & Stappers, P. (2010) describe the development of a game called “the chitchatters” for use in designing with people living with Dementia.