Final Report :: Team Touchtech Final Project

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     "#$%& '()*+, -./0" 12#$.1,+(,34 "((56%32 /(7#3( 8*+ 9+*:,4(:#: ;:(+:

    This report is the final document detailing Team Touchtech’s design of an

    intuitive, wearable skin-stretch feedback device with two degrees of freedom,

    which helps restore the sense of touch to prosthesis users.

    Submitted to Rice University Engineering Capstone Design Course 2014-2015 

    on May 1, 2015 by

    Zach Bielak

    Hannah Chen 

    Kensey King 

    Ehren Murray 

    Melissa Yuan 

    on behalf of  

    Team Touchtech 

    Mechanical Engineering Department, Rice University

    Financial Sponsor:

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    List of Figures ...................................................................................................................................... 4 

    List of Tables ........................................................................................................................................ 6 

    Executive Summary ............................................................................................................................. 7 

    1 | Introduction ..................................................................................................................................... 8 

    1.1 Prosthesis Usage without Haptic Feedback ............................................................................. 8 

    1.2 Current Haptic Technology Solutions ..................................................................................... 9 

    1.3 Theories Pertaining to Skin-Stretch ....................................................................................... 11 

    Level of Perception ...................................................................................................................... 11

    Level of Intuitiveness ................................................................................................................... 13

    Degree of Comfort ....................................................................................................................... 13

    1.4 Market Analysis ....................................................................................................................... 14 

    Market Opportunity of Prosthesis Users ...................................................................................... 14

    Other Potential Market Opportunities .......................................................................................... 16

    Market Analysis Conclusions ...................................................................................................... 17

    1.5 Customer Needs ....................................................................................................................... 17 

    User Needs ................................................................................................................................... 18

    Payer Needs .................................................................................................................................. 18

    Regulations and Standards ........................................................................................................... 18

    Customer Needs Conclusions ...................................................................................................... 19

    1.6 Original Design Specifications ................................................................................................ 19 

    Functionality Specifications ......................................................................................................... 19

    Safety and Comfort Specifications .............................................................................................. 20

    Ease of Use Specifications ........................................................................................................... 20

    Cost Specifications ....................................................................................................................... 21

    1.7 Conclusion and Final Report .................................................................................................. 22 

    2 | Design Strategy ............................................................................................................................. 23 

    2.1 Chosen Prototype and Implementation Plan ........................................................................ 23 

    2.2 Meeting Design Criteria .......................................................................................................... 30 

    2.3 Problem Decomposition .......................................................................................................... 32 

    2.4 Design Criteria for Decision Analysis .................................................................................... 32 

    Design Criteria for Feedback Device ........................................................................................... 32Design Criteria for User Input Mechanism .................................................................................. 33

    2.5 Decision Analysis for Feedback Device .................................................................................. 35 

    Brainstorming Methodology ........................................................................................................ 35

    Perceptibility in 2 DOFs .............................................................................................................. 36

    Comfort ........................................................................................................................................ 37

    Size ............................................................................................................................................... 37

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    Design Simplicity ......................................................................................................................... 37

    Processing Time ........................................................................................................................... 38

    Intuitiveness ................................................................................................................................. 38

    Pugh Matrix Analysis for Feedback Device ................................................................................ 38

    2.6 Decision Analysis for User Input Mechanism ....................................................................... 39 

    Brainstorming Methodology ........................................................................................................ 39

    Disconnect between input and gripper motion ............................................................................ 39

    Disconnect between input and feedback motion .......................................................................... 40

    Required magnitude of input motion ........................................................................................... 40

    Pugh Matrix Analysis for User Input Mechanism ....................................................................... 40

    2.7 Project Schedule and Team Responsibilities ......................................................................... 41 

    3 | Final Design ................................................................................................................................... 42 

    3.1 Subsystems ................................................................................................................................ 42 

    Housing ........................................................................................................................................ 42

    Contact Piece ................................................................................................................................ 44

    Electronics .................................................................................................................................... 44

    3.2 Pilot Testing .............................................................................................................................. 47 

    Degrees of Freedom ..................................................................................................................... 47

    Magnitudes ................................................................................................................................... 48

    Comfort ........................................................................................................................................ 48

    Durability ..................................................................................................................................... 49

    3.3 Implementation ........................................................................................................................ 50 

    Demonstration .............................................................................................................................. 50

    Regulations ................................................................................................................................... 50

    Applicable Standards ................................................................................................................... 51

    4 | Testing and Results ....................................................................................................................... 52 

    4.1 DOF Testing ............................................................................................................................. 52 

    4.2 Object Testing .......................................................................................................................... 54 

    4.3 Desensitization Testing ............................................................................................................ 56 

    4.4 Comfort Testing ....................................................................................................................... 56 

    5 | Summary and Recommendations................................................................................................ 58 

    5.1 Current Status .......................................................................................................................... 58 

    5.2 Design Features ........................................................................................................................ 58 

    5.3 Potential Improvements .......................................................................................................... 59 

    5.4 Next Steps ................................................................................................................................. 59 

    References ........................................................................................................................................... 61 

    Document References .................................................................................................................... 61 

    Figure References .......................................................................................................................... 62 

    Appendices.......................................................................................................................................... 63 

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    Figure 1: Prosthesis users are forced to constantly watch their prosthesis to control them ........... 9

    Figure 2: Vibration pads, shown on the user’s arm, provide vibrational feedback ...................... 10

    Figure 3: Skin-stretch visualization; Neutral position, no stretch applied ................................... 10

    Figure 4: Skin-stretch visualization; linear skin-stretch at 9.3mm displacement ......................... 11

    Figure 5: The amount of free nerve endings in hairy (nonglabrous) skin make it a good

    candidate for sensing the tangential forces of skin stretch feedback ..................................... 12

    Figure 6: A sample application of multi-DOF skin stretch feedback, in this case applied to the

    finger with 2 degrees of freedom ........................................................................................... 12

    Figure 7: Various sizes and shapes of skin stretch applicators .................................................... 13

    Figure 8: Example of a complex and expensive prosthetic arm created by the Applied Physics

    Laboratory at Johns Hopkins University ................................................................................ 15

    Figure 9: A picture of the 1992 Teleoperations Control Station for NASA’s Jet PropulsionLaboratory .............................................................................................................................. 16

    Figure 10: Da Vinci Surgical System ........................................................................................... 17

    Figure 11: The haptic feedback device must be wearable, comfortable, and safe in addition to

    achieving its functional goals ................................................................................................ 20

    Figure 12: Design intention of gripper claw with position encoder and force pads..................... 23

    Figure 13: Actual gripper claw with integrated slide potentiometer controller, position encoder,

    and force pad resistor ............................................................................................................. 24

    Figure 14: Preliminary design intention of rocker with gripping contact pad ............................. 24

    Figure 15: Rotational motion of contact pad from bottom view, corresponding to position ....... 25

    Figure 16: Linear stretch using rocking motion, corresponding to force applied to gripper ........ 26

    Figure 17: Preliminary wooden housing prototype and assembly ............................................... 27

    Figure 18: Preliminary design intention for integrated housing and casing ................................. 28

    Figure 19: Intended design of integrated gripper/slide potentiometer device .............................. 28

    Figure 20: Sparkfun Inventor RedBoard with prototyping wires attached .................................. 29

    Figure 21: Functional decomposition of system .......................................................................... 32

    Figure 22: Signal flow between user input, gripper motion, and haptic feedback ....................... 34

    Figure 23: Brainstorming sketches of final design candidates ..................................................... 35

    Figure 24: Design candidate ideas shown in Figure 23a and 23c ................................................ 36

    Figure 25: Housing (isometric view) ............................................................................................ 42Figure 26: Underside of prototype housing and contact piece ..................................................... 43

    Figure 27: Contact piece. .............................................................................................................. 44

    Figure 28: RedBoard microcontroller and associated circuitry. ................................................... 45

    Figure 29: The slide potentiometer that controls the aperture of the gripper servo ..................... 46

    Figure 30: The gripper servo assembly. ....................................................................................... 46

    Figure 31: A sample drop test from 1 meter ................................................................................ 49

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    Figure 32: DOF Testing being performed by team member ........................................................ 53

    Figure 33: DOF testing results ..................................................................................................... 54

    Figure 34: Objects used for Object Testing .................................................................................. 54

    Figure 35: Object testing setup ..................................................................................................... 55

    Figure 36: Object (active) testing results ..................................................................................... 56

    Figure 37: The final prototype of Team Touchtech’s design ....................................................... 59

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    Table 1: Summary of User and Payers Needs .............................................................................. 18

    Table 2: Original Design Specifications (for Final Target Specs, see Table 3) ........................... 21

    Table 3: Cycle II Target Specifications (as modified from the Original Design Specs) .............. 31

    Table 4: Pugh Matrix for Feedback Design .................................................................................. 39

    Table 5: Pugh Matrix for User Input Mechanism ......................................................................... 40

    Table 6: Degree of Freedom Testing (n=5) .................................................................................. 47

    Table 7: Magnitude Testing for Rocking, 4 Signals (n=3) ........................................................... 48

    Table 8: Magnitude Testing for Rotation, 5 Signals (n=3) ........................................................... 48

    Table 9: Comfort Results throughout Pilot Testing (n=6) ............................................................ 49

    Table 10: Target Specifications to Secure FDA Approval ........................................................... 50

    Table 11: User-defined Comfort Scale ......................................................................................... 57

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    34&51+.6& 7188#29Team Touchtech is a group of five senior Mechanical Engineering students at Rice University whohave developed a skin-stretch feedback device that provides haptic feedback from a prosthetic hand

    system with two degrees of freedom (DOFs). This device will facilitate proprioceptive feedback to prosthesis users, allowing for improved dexterity and motor control of the user’s prosthesis. Theneeds for this device include:

    •  Currently, when an upper-body limb amputee controls a prosthetic device, feedback to the

    user is primarily provided by sight, inhibiting intuitive motor control.• 

    Research has tested vibratory and auditory signals to serve as feedback for the user, but

    neither method is effective in practical usage. Users complain that vibratory feedback isirritating and desensitizing, while audio feedback is intrusive to their daily lives.

    •  Research has also begun to explore skin-stretch as a method of haptic feedback, but currently

    only single-degree of freedom solutions exist. Because these systems only exploit one DOF,the amount of useful information they provide to a user is severely limited.

    •  Due to the high degree of focus and attention required to use their prosthesis, about 44% of

     prosthesis owners ultimately choose not to use their prosthetic limb at all.

    After consulting with the director of the Orthotics and Prosthetics Clinic of the Baylor College ofMedicine, Mr. Jared Howell, the Team identified several additional constraints. These include:

    •  The device must provide noninvasive feedback to the user•  The device must be able to be worn comfortably with an existing prosthetic limb•  The device must be relatively small and lightweight, yet durable enough to endure daily use•  The device must fit a full range of users of different sizes

    This device will ultimately be used by MAHI research lab at Rice University to conduct further

    research on the applications of 2-DOF skin-stretch haptic feedback. Dr. Amy Blank of the MAHI labhas tasked the team with several additional design objectives listed below in order of importance:

    • 

    Ability to discriminate between two distinct DOFs•  Ability to distinguish between different degrees of signals in each DOF• 

    Ability to accurately and consistently determine feedback signals (at least 70% accuracy)•  Employ feedback signals that are intuitive and easy to learn•  Keep the design low cost

    After a year of prototyping and testing, the Team developed a wearable and intuitive 2-DOF hapticfeedback device that relays feedback using only noninvasive skin-stretch on the user’s upper or lower

    arm. A circular and highly frictional contact piece provides the two distinct DOFs—rotational and

    linear skin-stretch—with a high degree of perceptibility and user comfort. Through these DOFs, prosthesis users are able to accurately determine both the aperture of their prosthetic hand (via therotation of the contact piece) and the amount of force applied to gripping an external object (via thelinear motion of the contact piece). The user can be trained to understand the extent of the rotation orlinear motion produced by the device, and map that feedback to the operation of their prosthetic limb.

    At this point, the final device prototype has been constructed and rigorously tested on 20 subjects.The results of this testing indicate the device has met all of the original design objectives and

    constraints identified. Due to its success, the final device prototype will be a featured demonstrationat the 2015 World Haptics Conference in Chicago.

    As the formal conclusion of this project, this Final Report summarizes the efforts of the team over

    the course of the past year. It presents an extended problem context, the resulting design criteria, afinal design overview, the results of extensive testing, and concluding recommendations for the

     project (including its transition to the MAHI lab for further research and development.

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    et. al., 2012). Such a high dependency on visual cues requires focused attention to apply the

    appropriate muscle force in order to accomplish tasks. Individuals who lack proprioception use

    “slow, ponderous movements...and tend to use excessive force to hold objects.” Furthermore,

     because even simple tasks require a high level of focus from the individual, complex tasks

    involving both significant cognitive attention as well as fine motor control (eg. writing notes

    while listening) are often beyond the ability of prosthesis users (Robles-de-la-Torre, 2006).

     Figure 1: Oftentimes, without any other form of sensory feedback

     prosthesis users are forced to constantly watch their

     prosthesis to control them effectively

    Without either position or force feedback, prosthesis users suffer a major impairment in

    motor control, which extends to a variety of skills that have become significantly more difficultand must be relearned. These difficulties are further exacerbated if visual information is

    unavailable (eg. dark environments).

    D 1*&@,#*$:

    Sensory information can be artificially relayed to prosthesis users with position and force

    feedback device systems worn on the body. Current systems vary in both the feedback

    mechanism and in the type of information they convey.

    Most systems that have undergone testing to date are still in development; commerciallyavailable solutions are typically limited to vibrational feedback devices that provide information

    about gripped objects (O’Malley, 2011). However, prolonged use of vibrational feedback can

    lead to desensitization, and vibrations become less perceptible when the user is in motion (Bark

    et. al., 2010). Therefore vibrational feedback is well-suited for short-term cues, but not for the

    continuous feedback that is often required for proprioception and gripping. Electrocutaneous

    feedback, which evocates tactile sensation with electric current flowing through the skin of the

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    user, has also been explored for upper limb prosthesis users, but a major concern with this

    mechanism is the discomfort or pain it causes for the wearer (Gurari et. al., 2012).

     Figure 2: Vibration pads, shown on the user’s arm, provide

    vibrational feedback, which can often lead to user

    desensitization in the arm

    In an attempt to resolve these shortcomings, various feedback mechanisms involving the

    controlled stretching of skin (“skin-stretch”) have been studied (Figures 3 and 4). Skin-stretch is

    an attractive concept for research in haptic feedback because the receptors in skin are sensitive to

    tangential forces. Additionally, skin-stretch feedback allows for much greater flexibility in the

    design for feedback mechanisms than either vibrational or electrocutaneous feedback. The mostcommon specific means of skin-stretch feedback are linear stretching (pulling/pushing) and

    rotational stretching (twisting), and these methods have been studied in previous research (Liang

    et. al., 2014 & Bark et. al., 2010). 

     Figure 3: Skin-stretch visualization; Neutral position, no stretch applied

    Source: Bark “Rotational Skin Stretch Feedback”

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     Figure 4: Skin-stretch visualization; linear skin-stretch at 9.3mm displacement

    Source: Bark “Rotational Skin Stretch Feedback”

    ,* 12#$.1,+(,34

     Level of Perception

    As this academic interest in skin-stretch interfaces continues to grow, research groups

    have begun devising theories regarding the most effective applications of skin-stretch devices.

    Researchers have found that, under optimal conditions, skin-stretch feedback provides a high

    level of perception when compared to other modes of feedback. Using skin-stretch devices, users

    can accurately sense both linear and rotational motion. Depending on the location of the device

    on the user’s body, high spatial resolutions are possible—as small as 0.13 mm linearly and 15

    degrees rotationally (Robles-de-la-Torre, 2006). Specifically, researchers have found that the

    forearm is ideal for perceiving such fine movements, as its nonglabrous (hairy) skin contains

    receptors that are highly sensitive to both tangential forces and displacement (Robles-de-la-

    Torre, 2006). Due to this high perceptibility, skin-stretch devices can employ small motorswithout compromising accurate feedback, allowing for the fabrication of “compact, low power,

    wearable” devices (Robles-de-la-Torre, 2006).

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     Figure 5: The amount of free nerve endings in hairy (nonglabrous) skin make it a good candidate for

     sensing the tangential forces of skin stretch feedback

    Source: Mark Cutkosky, Stanford  

    Furthermore, skin-stretch feedback can exploit both static and moving components to

     provide richer information to the user. If the feedback device utilizes two or more contact areas,

     both the relative and absolute motions/positions of the contact areas can be perceived as well.

    Specifically concerning the perception of velocity, it has been found that feedback is most

    accurately perceived at low speeds (Robles-de-la-Torre, 2006).Skin-stretch devices also allow for multiple DOFs to be employed. For prosthetic users,

    adding more DOFs to feedback “significantly enhances [the] speed and accuracy” of performing

    tasks (Robles-de-la-Torre, 2006). To complement these increased spatial DOFs, designers have

    also been able to optimize a variety elements of skin-stretch feedback, including the location of

    stretch, size of contact point(s), normal force applied, method of attaching applicator, and

    number of contact points employed (Robles-de-la-Torre, 2006).

     Figure 6: A sample application of multi-DOF skin stretch feedback, in

    this case applied to the finger with 2 degrees of freedom

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     Figure 7: Various sizes and shapes of skin stretch applicators

    used by researchers at Stanford

    However, research has highlighted that this high level of perception begins to decrease

    when skin conditions change during use. As the body moves, skin may stiffen or release sweat,

    increasing the minimum stretch necessary for a user to accurately detect feedback. Additionally,

    too many different signals may interfere with one another, causing feedback confusion for the

    user. 

     Level of Intuitiveness

    Although skin-stretch feedback is often initially perceived as “more difficult” during

    tests, it can become intuitive with training, as demonstrated within the span of short research

    experiments (Bark et. al., 2010). Skin-stretch is a natural physiological mode of proprioception,

    helping one to perceive “the location of one’s limbs in space and how they are moving,” and has

     been found to be more intuitive for users “even if the feedback is not physiologically accurate”.

    Skin-stretch is especially intuitive when it is performed near the joint of interest and when it

    responds to an effort actively performed by the user. However, studies show that visual feedback

    will still “dominate over kinesthetic cues when visual-haptic mismatch exists” (Bark et. al.,

    2010). 

     Degree of Comfort

    Skin-stretch haptic feedback is noninvasive, allowing for comfortable operation.

    However, in choosing the placement of the skin-stretch device on the user, a position must be

    found that is both comfortable and adequately sensitive. Additionally, recent research has

    investigated three different modes of interacting with the skin: bare contact (i.e., with a roller

     bearing), frictional grip (i.e., with a rubber pad), and adhesion. Although contact points of the

    latter category provide a stronger “sensation of intensity,” they can become uncomfortable after

     prolonged or vigorous usage (Robles-de-la-Torre, 2006). Furthermore, some studies highlight the

    disadvantages of continuous haptic feedback, which often becomes uncomfortable for the user.

    Skin-stretch feedback is prone to causing this type of discomfort if used excessively, although to

    a lesser extent than vibratory feedback (Robles-de-la-Torre, 2006).

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     Figure 8: Example of a complex and expensive prosthetic arm created

    by the Applied Physics Laboratory at Johns Hopkins University

    Many amputees and limb-loss patients find their prosthetic limbs cumbersome andrelatively useless due to lack of controllability and feedback. In fact, many patients stop using

    their prosthesis altogether due to these issues, despite the high cost of fitting and purchasing a

     prosthetic limb (Schweitzer, 2010). Currently, very few commercial solutions are available to

     prosthesis users. The majority of these only employ vibrational or auditory feedback, both of

    which prompt complaints from users due to discomfort and rapid desensitization (Bark et. al,

    2008). Based upon this information, our team identified a strong “willingness to pay” within the

     prosthesis patient community for an intuitive haptic feedback technology. Based on the richer

    information that our feedback device would provide and the corresponding increase in intuitive

    motor control, we estimate that around 5% of prosthetics patients would purchase an additional

    skin-stretch feedback component. This estimation is based on existing market data of the numberof prosthesis users who buy accessories for their prosthesis. Therefore, in total, we evaluated the

     potential market size of prosthetics users to be $202.5 million in the U.S..

    A number of informed assumptions were made in this analysis. First, both upper- and

    lower-limb loss patients were considered, despite that we plan for our device to be primarily used

    in conjunction with upper-limb prosthetics. This assumption was made because both upper- and

    lower-limb prosthesis users face the same challenge of inadequate motor control, and both would

     be willing to purchase an extra feedback device to increase the intuitive controllability of their

     prostheses. Furthermore, only amputees were considered (not those born without limbs) as these

    are the patients most likely to struggle with rehabilitation and re-learning motor skills (Robles-

    de-la-Torre, 2006). Finally, the market analysis was limited to only the U.S. primarily because

     prosthetics information is not uniformly tracked internationally, complicating the accurate

    estimation of a global prosthesis audience size (Gailey, 2008). Furthermore, due to the high costs

    of prostheses, our team believes the U.S. prosthesis community would be a substantially-sized

    and willing market to begin with, before expanding globally.

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    Other Potential Market Opportunities

    Aside from prosthesis users, the team has considered several other market opportunities

    that may find use for haptic feedback. One of these is physical therapy patients who have either

    suffered nerve loss in the hands or are rehabilitating motor control. In the U.S., the populations

    of these two types of patients are approximately 7,350 and 374,000 people respectively, ascalculated from Bureau of Labor Statistics data (“Physical Therapists”, 2014). As the haptic

    feedback devices for these patients would similarly cost around $3,000, this segment represents a

    market size of $34.4 million.

    Companies and institutions pursuing explorative teleoperations also demonstrate a need

    for haptic feedback to improve motor control of remote robotic devices. Precise manipulation is

    vital for missions into space, underwater habitats, and toxic waste cleanup sites, and our device

    could help enhance this manipulation. Currently there are 75 major teleoperations companies

    across the globe, and our team assumed each would be willing to pay around $357,000 (akin to

    the amount NASA is spending) to collaborate with our team and further develop the feedback

    device (Brown, 2014). In total, this amounts to a $1.33 million market size.

     Figure 9: A picture of the 1992 Teleoperations Control Station for

     NASA’s Jet Propulsion Laboratory. Teleoperations systems like this

    could tremendously benefit from improved sensory feedback to the operator

    Additionally, haptic feedback has a high potential to be integrated into virtual reality

    environments. Integrating rich sensory cues such as touch creates a more immersive experience

    the user. “Innovators/Hard gamers” and “Early adopters/Light gamers” are forecasted to account

    for up to 15% of the U.S. general population in the next three years, amounting to 30 million

    users (“Consumer Virtual Reality”, 2013). We believe we can reach a 1% market share with a

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    $200 haptic feedback device that would enhance these virtual interactions, creating a market

    segment size of $90 million.

    Finally, the integration of accurate haptic feedback has been highly desired by the 1500

    hospitals currently employing robot-assisted surgery across the U.S. (Brown, 2014 and Kolata,

    2010). By providing surgeons with more intuitive and accurate tactile confirmation of their

    actions, haptics could improve both the safety and success of these operations. Assuming that

    such a haptic feedback mechanism would cost 15% of the price of a da Vinci Surgical System

    (the de facto industry standard), this amounts to a market segment size of $15.64 million (Lee,

    2014).

     Figure 10: Da Vinci Surgical System. Robot-assisted surgery

    is one of several areas outside of prosthetics which could

    benefit from sophisticated tactile feedback

     Market Analysis ConclusionsIn total, all of these potential markets indicate a total market size of $343.9 million.

    However, Team Touchtech has decided to focus mostly on the market segment of prosthesis

    users, due to its relatively large size of $202.5 million.

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    User Needs

    The user needs for this device are functionality, wearability, and ease of use.

    Functionality is rated 4 because by definition it is a necessary condition for success. The

    components of wearability are safety and comfort. The need for safety is crucial in any medical

    device, and discomfort is cited as one of the most common sources of dissatisfaction with prosthetics, which leads to reduced usage of the device (Webster et. al., 2012). Wearability is

    therefore rated 3, indicating that it is crucial for success as a supporting feature, but is not a part

    of the feedback functionality. Intuitiveness is rated 2 because learning difficulty could deter

    some users, but would not limit the long-term effectiveness of the device. Table 1 summarizes

    the user needs and importance ratings determined by the team.

    Table 1: Summary of User and Payers Needs

    Need Description Importance

    Rating

    Functional Provides feedback signals with multiple DOF andmagnitudes; each signal is clearly recognizable

    4

    Wearability Comfortable and safe to attach to body 3

    Intuitiveness Quickly learnable 2

    Affordability Inexpensive and durable 1

     Payer Needs

    Commercial and government insurances only cover 20-50% of the cost of prostheses, and

     prostheses often require replacement due to wear and constantly improving technology (“Your

    Medicare Coverage”, 2014). Furthermore, prices of prostheses have been called “horrendously

    expensive” by some users (Schweitzer, 2014). Therefore, the attached feedback device should

    further increase costs as little as possible. Low manufacturing cost is the most direct method of

    achieving this need, but durability is also desirable, as it will cut long-term replacement and

    repair costs.

    Because feedback is such a significant enhancement to prostheses, the device will likely

    will be successful in the market of people who can afford prostheses; relative to the large cost of

    a prosthetic, the device will almost certainly be inexpensive. Therefore, the combined needs of

    affordability are rated 1 (Table 1), including that, while desirable, these features are not a priority

    for the feedback device.

     Regulations and Standards

    Because worn feedback devices are currently in the research phase, there are very few

    industry standards or regulations applied to the device. Once commercialized, the device is likely

    to be classified as a type I device, which faces minimum regulatory requirements such as 510(k)

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    submission, FDA approval, and general control requirements (Resnik et. al., 2010). These

    requirements are not likely to influence the device design because they are mainly for

    commercial listing purposes. Also, existing industry standards, such as ISO 22523:2006

    “External limb prostheses and external orthoses”, should be consulted when applicable (“ISO/TC

    168”, 2014). Meeting these requirements is not rated for our design purpose; however, the design

    should still meet safety requirements from the FDA, and therefore the team has incorporated

    these requirements into the user needs.

    Customer Needs Conclusions

    Customers, including the users, payers, and the regulators, pose unique needs and

    requirements on the designed device. Our skin-stretch feedback device will aim to target

     patients’ desires to receive easy, reliable, and accurate tactile feedback. The device also will be

    cost-efficient because patients pay for the majority of the cost of prostheses. Regulations are less

    of a concern during design phase, but should be carefully considered and met in the future.

    #$%& /(:#>$ 1)(3#8#3%,#*$:

    Our team has selected 12 design specifications to target in developing a multi-DOF skin-

    stretch haptic feedback prototype (Table 2). Based on customer needs analysis, we have rated the

    importance of these specifications on a scale of 1-4, where in order of decreasing importance we

    consider functionality (4), user safety and comfort (3), intuitiveness (2), and cost of the device

    (1).

    Functionality SpecificationsThe functionality specifications are critical by definition to the success of the project.

    They are defined as: number of degrees of freedom and distinguishability of signals. Although as

    many degrees of freedom as possible would be theoretically ideal, this project will strive for two

    distinguishable DOFs, which is an improvement over the MAHI lab’s 1-DOF skin stretch device

    and other commercially available haptic feedback devices.

    Furthermore, in order to provide rich information using multi-DOF, the user must be able

    to clearly distinguish between distinct signals within each feedback dimension. The current

    MAHI lab skin-stretch device that we aim to improve upon can generate 5 distinguishable

    signals in 1-DOF. Depending on the selected mechanism, a 2-DOF device could achieve this

    number in both of its dimensions. Therefore, the target number of distinguishable signals for a 2-

    DOF device is 25 (five times five, assuming totally independent mechanisms).

    Additionally, haptic feedback users have reported that desensitization to signals may

    occur over time, particularly while using vibrational feedback. The skin-stretch device should

    overcome this problem, and produce signals that can be perceived accurately for up to an hour.

    Lastly, the device should be consistent enough that a user can identify the same signal

    correctly 75% of the time.

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     Safety and Comfort Specifications

    Users will frequently wear the final device directly on the skin. It is therefore essential

    that the device poses no health risk to the user. The device should also impose no strain or

    discomfort on the user, and no pain or discomfort due to stimuli at the contact surface should be

    reported. Comfort will be quantified on a user-defined scale (see “Testing and Results”).Because the device will be worn on the arm, mass of the device should therefore be comparable

    to a heavy wristwatch, which is generally no more than 200g. Higher masses up to 300g would

    also be acceptable, especially in the prototyping phase where the strain of long-term use is not

    relevant. No pain or discomfort due to stimuli at the contact surface should be reported.

    Additionally, the device should have a small profile as not to constrain the user’s motions, and

    should be able to fit the 25th-percentile-sized female as scaling up in size for such technology up

    is simpler than to scale down in size.

     Figure 11: The haptic feedback device must be wearable,

    comfortable, and safe in addition to achieving

    its functional goals

     Ease of Use Specifications

    Also of importance is that the device must be easy to learn and easy to use in day-to-day

    applications. Excessively complicated devices would likely deter use; therefore basic

    competence with the device should be learnable in no more than 30 minutes. Additionally, iffeedback actuation is too slow, the device will be less helpful in real applications. Thus, the

    device should have a delay of no more than 2 milliseconds between signal detection and

    actuation of the feedback mechanism.

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    Cost Specifications

    In customer needs analysis, we’ve found that the patients pay for the majority of the

     prosthesis cost. Consequently, the device needs to be affordable at the first purchase and in long

    term. Market analysis anticipates that devices could be sold in the range of $900-$9000.

    Therefore the ideal manufacturing cost would be $900 per device, with the marginally acceptablecost matching our design budget of $2500. To lower the device’s long-term cost, we need to

    design the device to be durable. Because the device will likely be exposed to physical impacts

    over the course of the user’s daily life, we aim to make the device strong enough to endure 50

    drop tests from 1 meter.

    Table 2: Original Design Specifications (for Final Target Specs, see Table 3)

    Specification  Description  Ideal Goal  Marginal Goal 

    Degrees of Freedom  Independent, distinguishable

    feedback methods 

    2  2 

    DistinguishableSignals 

    Total number of distinguishablesignals 

    25  16 

    Desensitization 

    Duration of perceptibility 

    60 minutes of perception

     

    30 minutes 

    Consistency  Average percentage of signalidentification within one user 

     

    75% consistent signal identification

     

    60% 

    Time Delay  Time between signal detection

    and feedback completion 

    0.002 seconds of

     processing 

    0.05 seconds 

    Learning Curve 

    Time required to associate all

    signals with stimulus 

    30 minutes of

    training 

    60 minutes 

    Comfort  Percentage of users reportingdiscomfort within 10 minutes

     

     No user discomfortafter 10 min

     

    5% 

    Mass  Mass of device and housing  200 g  300g 

    Size 

    Size of device and housing 

    Fits 25th percentile

    female 

    Fits 50th

     percentile female 

    Safety   Number of health risks to users  0 health risks to

    wearer  

    0 health risks to

    wearer  

    Durability 

     Number of 1m drop testendured

     

    Endures 50 drop testfrom 1 m

     

    Endures 30 droptests from 1m

     

    Manufacturing Cost  Cost per unit  $900  $1480 

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    > ; ?&,.0* 7+2#+&09

    Team Touchtech will construct a skin-stretch feedback device that combines linear and

    rotational motion within a ring-shaped contact pad. The ring-shaped contact pad will rotate about

    its center axis in one degree of freedom, and will also rock along the latitudinal axis of the user’s

    upper arm in another degree of freedom. The basis for this decision was a process consisting of

     brainstorming all feasible ideas, performing preliminary tests on perceptibility, conducting

    research on design necessities, eliminating designs deemed undesirable based on testing and

    research, and finally constructing a Pugh Matrix to rate the final candidate options. This

    document specifies the exact details of how the final product will operate and how its

    subfunctions will interact with each other.

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    The team has elected to create a device with two distinct feedback signals (rotational and

    linear) to relay two degrees of freedom to the user. A gripper claw will be used as the sensory

    input to the feedback device: a servo motor will be integrated into the gripper claw to control the

    gripper’s open-close position, and a force pad will be wired at one of the fingers of the claw to

    relay the force of external objects on the claw. To control this gripper, the user will move a linear

    slide potentiometer to open and close the gripper claw. The open-close position of the claw will

    control the rotational feedback motion, while the force sensed at the gripper fingers will control

    the linear feedback motion. The original design intent of this gripper claw assembly can be seen

    in Figure 12, and the actual design implementation of the gripper claw in the most recent

     prototype can be seen in Figure 13.

     Figure 12: Design intention of gripper claw with position encoder and force pads from Cycle I

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     Figure 13: Actual gripper claw with integrated slide potentiometer controller (held in hand), position

    encoder (within servo), and force pad resistor (attached to the gripper claw)

    The haptic feedback will be provided via a contact interface to be contained within a 3D

     printed structural housing. This device as a whole will then be strapped to the user’s upper arm

    using velcro straps to provide skin-stretch feedback for the interactions of the gripper claw with

    external objects. A soft gripping rubber material will be used as the contact interface between the

    device and the user’s skin to provide both high perceptibility as well as user comfort (Figure 14).

    Additionally, the use of a rubber material ensures that the contact pad will not slip against the

    user’s skin even through large rotations. 

     Figure 14: Preliminary design intention of rocker with gripping contact pad

    The contact pad will be rotated by a servo to relate the open-close position of the gripper

    claw as illustrated in Figure 15. The pad will rest at the neutral “0” position while the claw is

    open halfway between its maximum open and closed position. As the claw fingers open wider,

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    the contact pad will rotate and stretch the user’s skin clockwise. As the claw fingers close

    together, the contact pad will rotate and stretch the user’s skin counterclockwise. The rotation of

    the contact pad will be achieved through a micro-servo motor. The open-close position of the

    gripper claw will be sensed by the divided-voltage output of the rotary encoder inside of the

    servo itself.

     Figure 15: Rotational motion of contact pad from bottom view, corresponding to position

    (a) Gripper in closed position, contact pad rotated counterclockwise

    (b) Gripper in neutral position, no contact pad rotation

    (c) Gripper in open position, contact pad rotated clockwise

    Additionally, the contact pad will rock linearly along the latitudinal axis of the user’s

    upper arm. This movement will correspond with any force feedback felt at the fingers of the

    gripper claw through a single force pad resistor on one of the gripper fingers. When no force is

    applied to the force pad resistors, the contact pad will be at a neutral position. As force is

    applied, the contact pad will rock linearly along the axis of the user’s upper arm and stretch the

    user’s skin to one side. As the force is released, the contact pad will rock back toward the neutral

     position until no force is perceived (Figure 16). The rocking motion of the contact pad will be

    achieved through a second, independent micro-servo motor. 

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     Figure 16: Linear stretch using rocking motion, corresponding to force applied to gripper

    (a) No force applied to gripper, contact pad in neutral position

    (b) Some force applied to gripper, small linear stretch applied

    (c) More force applied to gripper, greater linear stretch applied

    The two independent micro-servo motors which control the two degrees of freedom of

    the contact pad will be integrated within the housing of the device. The housing will be

    constructed as a base plate that fits the curvature of the user’s arm, with two short columns oneither end of the base plate which support the servo/axle subassembly (Figure 17). The main axle

     between the Servo 1 and Servo 2 will be hexagonal to best transmit torque. The supporting axle

     between Servo 2 and the second column extending from the base plate will be circular to allow

    for rotational freedom. The contact pad will be directly attached to Servo 2. When actuated,

    Servo 1 will rotate the hexagonal axle and thereby rock Servo 2, causing a linear stretch on the

    user’s skin. Meanwhile, Servo 2 controls rotational stretch and, when actuated, will rotate the

    contact pad around its own central axis causing rotational stretch on the user’s skin. This

    assembly is shown in an initial prototype made of laser cut wood in Figure 17. 

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     Figure 17: Preliminary wooden housing prototype and assembly

    Ultimately, the housing will be 3D printed from ABS plastic and will be no more than 4

    cm in height. The two base plates shown in Figure 17 will be built as a single plate with a slight

    curvature to fit snugly against the user’s arm. This not only allows for improved comfort for the

    user, but also increases stability of the device when strapped to the user’s arm. This curvature

    will be calculated by averaging the upper arm curvature of a 50th percentile female and a 50th

     percentile male. Additionally, building the base plate as a single piece rather than two separate

     pieces prevents the device from moving relative to itself and causing interfering signals to theuser. In this way, the only significant movement the user can discern should be the deliberate

    feedback signals from the contact surface. As shown in Figure 17, the base plate will also have

    slits cut into either side to allow for the attachment of velcro straps, which will be used to attach

    the device to the user’s upper arm. Velcro straps were chosen because they are easily adjustable

    to a wide range of arm diameters and can be tightly, but comfortably, secured around a user’s

    arm. Finally, the device as a whole will be enclosed within a 3D printed casing to provide

     protection for the device’s moving parts. This casing will be able to be easily removed such that

    the user may still access the contact surface and servo motors for maintenance and repair. The

     preliminary design intention for this housing and casing (excluding the servos, axle, and contact

    surface) is shown in Figure 18. The entire feedback structure will not exceed the dimensions of a

    25th percentile female’s upper arm, as stated in the 2008 CDC National Health Statistics Report

    (McDowell 2008). This will ensure that, for the vast majority of users, the haptic feedback

    device will not extend past the length or width of the upper arm. 

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     Figure 18: Preliminary design intention for integrated housing and casing(a) isometric view, (b) bottom view

     Figure 19: Intended design of integrated gripper/slide potentiometer device

    For demonstration purposes, the gripper claw and slide potentiometer will be integratedinto a separate device that an able-bodied user will be able to strap to their upper arm. The

    gripper will be screwed down to a long base plate with the slide potentiometer integrated through

    a slit into the base plate. Users will be able to strap their arm down to the base plate and control

    the open-close position of the gripper claw using the slide potentiometer at their fingertips.

    While controlling the gripper claw using the slide potentiometer, the user will simultaneously

    receive feedback signals mapped from the gripper claw to the skin-stretch feedback device on

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    their upper arm as previously described. In this way, able-bodied users may use the gripper claw

    to manipulate objects with the same sensory feedback disconnect that a prosthesis user would

    encounter with their own prosthetic arm or hand. The intended design for this integrated gripper

    claw/slide potentiometer assembly is shown in Figure 19. 

    In addition to the physical and mechanical subsystems of the device, the electricalfeatures of the system have been thoroughly analyzed. As aforementioned, there are three input

    signals into the electronic subsystem, and three corresponding pulse width modulation (PWM)

    output signals that control three servos. The first input is that of the slide potentiometer, which

    controls the aperture of the gripper claw. The second input is from the rotary encoder located

    inside of the gripper servo, which controls the rotational motion of the haptic feedback device. In

    order to read the open-close position of the gripper claw, a wire was soldered onto the gripper

    servo’s internal position encoder, providing a divided voltage proportional to the aperture of the

    claw. Finally, the third input is from the force pad at the finger of the gripper claw, which

    controls the linear rocking motion of the haptic feedback device. The team has chosen to use a

    Sparkfun Inventor RedBoard to transform the three divided voltage input signals into threeseparate PWM output signals. The RedBoard is shown in Figure 20.

     Figure 20: Sparkfun Inventor RedBoard with prototyping wires attached

    Due to the nature of servo motors and the signal inputs, it was necessary to filter some of

    the high-frequency signal noise. The presence of noise might cause unintended motions at the

    haptic feedback interface with the skin, which is highly undesirable as it would give the userfalse signals. To decrease this noise, the team analyzed and installed simple RC low-pass filters

    on both the slide potentiometer and the rotary encoder of the gripper claw. The combination of

    the resistive and the capacitive values were optimized to minimize time delay of the system

    while also effectively cutting out all high frequency noise. 

    The various wires connecting these resistors and capacitors will be condensed into a

    single printed circuit board (PCB) to be produced in January 2015. This PCB, along with the

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    RedBoard, will be installed in the integrated gripper claw/slide potentiometer demonstration

    device shown in Figure 19. One bundle of wires will then be run from this device to the haptic

    feedback interface on the upper arm to control the two servos within the device.

    The entire system will be powered by a single cord that plugs into a regular 120VAC wall

    outlet. The team at first considered using integrated batteries, but testing proved that it was not possible to effectively draw enough current from conventional batteries to power both the

    RedBoard and the three servos of the system. Additionally, the use of a wall plug-in reduces the

    cost of testing and demonstration, as the team will not have to continually purchase batteries to

    operate the system. 

    Once the system is powered on, the user first moves the control input mechanism (a slide

     potentiometer) to control the position of the gripper claw fingers: pushing the slider up closes the

    gripper, while pulling the slider down opens the gripper. The external object of interest then

    interacts with the gripper fingers. Depending on the malleability of the object, the gripper fingers

    will be impeded by the object and eventually stop moving when fully closed upon the object.

    Additionally, depending on the object, the force experienced at the fingertips of the gripper claw

    will increase as the gripper continues to close on the object. These two signals in turn control the

    feedback interface (the ring-shaped contact pad) and provide haptic feedback. 

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    This final design of this prototype has been developed to meet the twelve design criteria

    (Table 3).

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    Table 3: Final Target Specifications (as modified from the Original Design Specs in Table 2)

    Of these criteria, achieving a two-degree of freedom device was first in importance. By

    using two independently controlled servo motors, the device is able to relay feedback signals to

    the user in two degrees of freedom. Because the device utilizes two distinct feedback motions for

    the movement of the gripper claw, preliminary testing shows the two types of signals to be both

    distinguishable from one another and intuitive to learn. Rotational motion using a soft rubber

    ring was demonstrated to have consistently accurate perceptibility, thus it is used as the position

    feedback mechanism. Previous research also demonstrated linear rocking to be easily perceptible

    for simple signals, thus the team has chosen it to be used as the force feedback mechanism as it

    requires less precision than the position feedback. During preliminary testing by the team, these

    motions did not interfere with each other and the user was capable of distinguishing each of the

    signals separately. Finally, the criteria for comfort and size were also considered during design.

    Though the device requires two micro-servo motors, the overall design is low-profile and uses

    only one major point of contact with the user’s upper arm. Additionally, the device housing will

     be 3D printed with ABS plastic, which is lightweight and allows for custom modification to

    adjust the size of the device. Soft rubber will be used as the interface between the device anduser to retain high feedback perceptibility while maintaining comfort for the user.  

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    In order to arrive at this chosen prototype, the team considered the original project

    mission statement: to develop an intuitive and wearable skin-stretch device that provides

    accurate and reliable tactile feedback in two degrees of freedom. This mission statement was

    then decomposed into functional blocks and subsystems, as shown in Figure 21. The systeminputs consist of (1) the user actions, (2) the external object the user interacts with, and (3)

    electrical power to the system. The ultimate output of the system is the haptic feedback the user

    receives in order to improve control over the gripper claw. To close the loop, the user then

    mentally processes the haptic feedback and responds to correct the input provided to control the

    gripper. The major subsystems are divided into: gripper control, environment sensing, processing

    the signals, and feedback output. 

     Figure 21: Functional decomposition of system

    The focus of this design project is on the creation of the feedback device itself, and thus

    the following design analysis will focus mostly on this feedback device. The other three

    subsystems—gripper control, environment sensing, and signal processing—are discussed to a

    lesser degree. 

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     Design Criteria for Feedback Device

    In developing the design for the haptic feedback device, the team focused on six

     particular design criteria stemming from the quantitative specifications. These criteria are: (1) the

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    user’s ability to distinguish between the two degrees of freedom, (2) device comfort, (3) device

    size and profile, (4) the design simplicity, (5) processing time of the microcontroller, and (6) the

    training required to effectively use the device.

    Because the feedback device will incorporate two degrees of freedom, the user will

    receive two distinct signals corresponding to each degree of freedom. For the user to successfullyuse this feedback to control the motion of the gripper claw, they must be able to accurately

    distinguish between the two signals. Thus, in designing the mechanism of the device, it is vital

    the two feedback signals do not interfere with one another. Therefore, the user’s ability to

    distinguish the two distinct signals is weighted most heavily. 

    Device comfort and device size were the next two most important criteria, weighted

    equally. After discussion with Mr. Howell at the Baylor College of Medicine, the team

    determined that high comfort and small size was essential to the adoption of the feedback device

    for prosthesis users. Thus these considerations were also weighed heavily in brainstorming and

    developing possible designs. Similarly, design simplicity was also taken into consideration

    (though weighted below comfort and size) in effort to align with user needs. Should the design

     be too complex (ie. many moving parts), users will also be reluctant to adopt the device. 

    Finally, processing time of the microcontroller and intuitiveness of the design were also

    considered, though weighed much less than the previous criteria. Processing time is taken into

    account in considering methods of actuation (ie. linear actuators, servo motors) while designing

    for the desired feedback motions. Intuitiveness of the device is considered in each design relative

    to each other. Though the team expects training time to be necessary for users to effectively use

    any feedback device, a more intuitive design which allows for a quicker rehabilitation period is

    most ideal. As such, intuitiveness is considered, but weighted lowest in the Pugh Scoring Matrix

    (Table 4). 

     Design Criteria for User Input Mechanism

    In addition to examining the design criteria of the feedback device, the team also

    considered the method through which the user would control the gripper claw. Although this

    analysis is not relevant to the design of the feedback device itself, it is very important in testing

    the feedback device once it is prototyped. As the feedback device will be tested on able-bodied

    users, it is important to choose an input mechanism that closely simulates the most important

    elements of a prosthetic user input mechanism. These important elements are: (1) disconnect between input mechanism and gripper motion, (2) disconnect between input mechanism and

    feedback motion, and (3) required magnitude of user input. 

    In this design project, the team is primarily concerned with the level of intuition between

    the gripper motion and the feedback being provided (shown as Link 2 in Figure 22). Therefore,

    in order to isolate that segment of the process, the team is limiting the amount of natural intuition

     between user input and gripper motion (Link 1) and between the haptic feedback and the user

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    input (Link 3), as ultimately the prosthetics users will not have native intuition between either of

    those links. These disconnects will provide a truer simulation of the experience of using the

    feedback device, and will provide more legitimate testing data on the intuitiveness of using and

    understanding the feedback device’s signals. 

     Figure 22: Signal flow between user input, gripper motion, and haptic feedback

    Between the disconnects of Link 1 and Link 3 in Figure 22, the most significant is the

     perceptual disconnect between the input mechanism and the motion of the gripper (Link 1).

    Prosthesis users very rarely control their prosthetics using intuitive motions: often, the twitching

    of a chest or upper arm muscle controls the opening of a prosthetic hand. To most accurately

    simulate this experience, the team wanted to provide a similar disconnect for the able-bodied testsubjects, and thus weighted this particular disconnect as most important. 

    A disconnect between input mechanism and feedback mechanism (Link 3) is also

    considered desirable, but to a lesser extent. In most cases, motion made by the user to control the

    gripper claw differs from the motion of the feedback mechanism on the arm; however, this is not

    always the case. For example, the prosthetic user input of a muscle twitch is very similar to the

    recently researched haptic feedback motion of tapping. Therefore, the disconnect between

    feedback and input motions is not functionally imperative to testing the prototype, but would

    help in further reflecting the unintuitive control that a real prosthesis user might have over a

     prosthetic device. Lastly, the required magnitude of the input is important, as the ultimate testing device

    should not be too large, nor should it require larger movements than an able-bodied test subject

    could provide through his/her fingers. However, this consideration is markedly less important

    than the disconnect between the input motion and the gripper motions (Link 1), about on par

    with the importance of the disconnect between the input mechanism and feedback mechanism

    (Link 3). 

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    -=I /(3#:#*$ H$%&D:#: 8*+ "((56%32 /(7#3(

    Team Touchtech brainstormed ideas for both the feedback device and the user control

    input. However, as noted above, the scope of this design project focuses primarily on the

    feedback device rather than the user control. Therefore, the majority of the brainstorming,

    testing, analysis, and design will be focused on the feedback device. The team will use the usercontrol input mechanism to test the feedback device with able-bodied test subjects. 

     Brainstorming Methodology

    After compiling a list of brainstormed solutions, Team Touchtech selected the feedback

    device design discussed in the “Chosen Prototype” section after testing perceptibility of different

    motion, shapes, and materials, researching relevant design factors, and rating the final candidate

    solutions against the design criteria in a Pugh Matrix (Table 4). 

    Brainstorming was conducted as a group during two separate brainstorming sessions.

    Each member first spent 15 minutes brainstorming feedback signals individually on notecards,writing one idea per notecard. Next, group members passed the ideas around the table, either

    further developing another member’s idea or using the idea as inspiration for a new idea entirely.

    During these brainstorming sessions, group members also began developing feedback

    mechanisms for selected feedback signals using the same notecard brainstorming method. 

    Ideas were then narrowed down using the previously determined design criteria and

     preliminary testing with simple materials such as K’NEX or model clay. The four final candidate

    design solutions that Team Touchtech considered in further detail are shown in Figure 23 and are

    explained below: 

    a. 

    A hemisphere trackball moving in two perpendicular axes on the skinb.  One contact point moving linearly along the axis of the arm and rotating about the center

    axis of the contact point

    c.  Two points of contact that pinch longitudinally and rotate around their center axis

    d.  Two points of contact that pinch longitudinally and move linearly to either side

     Figure 23: Brainstorming sketches of final design candidates. Refer to paragraph above for descriptions

    of each motion

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    For the sake of clarity, the design candidates illustrated in Figure 23a and 23c above are

    shown on a human arm in Figure 24. If they had been chosen as the final design, Figure 24

     provides a rough idea of how they would be implemented on human skin.

     Figure 24: Design candidate ideas shown in Figure 23a and 23c as implemented

    on a human arm

     Perceptibility in 2 DOFs

    Perceptibility testing revealed that mechanisms with two contact points which pinch the

    skin and rotate about a common center did not provide easily distinguishable degrees of freedom.

    The rotational motion, when used in conjunction with linear motion, also feels like pinching and

    creates confusion between signals. Additionally, pinching provides limited range of signals

     because the skin can only comfortably be stretched apart or push together by approximately 1

    inch. Thus, ideas with two points of contact are not favorable.  

    The team also explored two possible ways to give linear signals: rocker over the skin and

    linear 2D motion on the skin. The comparison showed that rocker gives a larger signal, while the

    regular linear motion is easier to construct. Rockers, however, require smaller torque to maintain

    the pressure on the skin surface during motion because a portion of the force is in the normal

    direction of skin surface, while a similar torque given to linear motion yields smaller pressure onthe skin. 

    Additionally, contact surface testing with different shapes revealed that a ring-shaped

    contact pad provided higher perceptibility that a solid circle. Furthermore, contact surface testing

    confirmed that a high friction material such as rubber is better for skin stretch than a smooth

    material such as plastic, which is overly prone to slip. 

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    Comfort

    In testing, the curved surface of a rocker allows greater range of comfortable motion. The

    rocker motion is preferable to movement purely in a line tangential the contact surface because

    the rocker would more easily slip across the skin before causing discomfort. Furthermore, the

    rocker was found to allow a greater range of motion prior to discomfort. 

     Size

    The team sketched possible mechanisms for each of the brainstorming ideas and judged

    how well each idea would be expected to fit within the size criterion. Based on this, it was seen

    that two independent points of contact would cover a larger area on the skin due to the necessity

    of distinct control systems for each contact point. Furthermore, because each contact point would

    require a full range of motion for accurate perception, the device footprint for linear movement

    of two contact points would be double that of a single contact point. Similarly, control of a

    trackball requires a full sphere (rather than a hemisphere) which increases the height of the

    feedback mechanism and housing. This significantly limits the user’s range of motion as they

    must be aware of a device protruding from their arm, making it much more prone to damage.

    The linear/rotational contact ring design could be built while keeping a low-profile and allowing

    the servos to be stationary relative to the mechanism housing. 

     Design Simplicity

    The control system for the trackball would be difficult to implement as it requires a round

    object to be rotated independently about two axes. Although this seems to be a trivial task,research into how to control a trackball in two degrees of freedom reveals it is deceptively hard.

    In the team’s design, it is necessary to have both degrees of freedom actuating simultaneously;

    for this to happen for a trackball, there must be “some slip...at the interface” between the

    trackball and the servos spinning it (Webster 2005). Constructing such an interface that provides

    high amounts of friction in one direction and allows free slipping in another direction is very

    difficult at small scales, as the contact between the servos and the trackball represent “an area

    rather than an idealized point contact” (Webster 2005). Many research groups have addressed

    this issue by employing rubber O-rings as interfaces; however, these would require frequent

    replacement as the constant slipping would wear them down, which adds to the complexity of

    this concept. Thus, due to the complex nature of controlling such a trackball, this concept was

    markedly not simple. 

    Likewise, controlling two independent contact points to move in coordination with each

    other clearly is a more complex mechanism than controlling a single contact point. Such designs

    would require more moving parts, increasing the possibility that some part of the mechanism

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    might break during normal use. For these reasons, a single contact featuring a combination of

    linear and rotational motion was judged to be the simplest to build, control, and maintain. 

     Processing Time

    There is little to distinguish designs with regard to processing delay. While the

    computing speed depends mostly on the complexity of the algorithm, computing speed is much

    faster than the speed of human response. Therefore, there will not have a significant difference

    among the four brainstorming ideas. However, in terms of actuation, both designs involving two

     points of contact were conceived as employing linear actuators, which were found to move at

    relatively slow speeds: the fastest micro-linear actuator discovered reaches speeds of no more

    than 20 mm/s. Therefore, the designs with two contact points were considered relatively less

    desirable. 

     Intuitiveness

    Testing of different motions and combination of motions on skin revealed that a single

    contact point generally works better than having two contact points when the test subjects learn

    to associate activity at gripper to the feedback motion. During testing, motion from two contacts

    was perceived as more complicated and necessitated more training time for the users to learn the

    motion combinations. Additionally, learning to distinguish between two degrees of freedom is

    more difficult when the types of feedback motion are not clearly distinct from one another. For

    example, a combination of linear and rotational feedback is more intuitive than rotational

    feedback in two directions (i.e., trackball). 

     Pugh Matrix Analysis for Feedback Device

    The above tests and research results are quantified in the Pugh Matrix (Table 4). This

    matrix compared the final concepts based on how well they satisfied the most important factors

    among the design specifications, which were weighted according to their anticipated importance

    to the completed prototype. The expected performance on each factor is rated on a scale of 1-5,

    with 5 being the highest score and 3 being the baseline benchmark. From the Pugh Matrix, a

    single point of contact with a hollow circle that used linear-rotational feedback scored highest

    among all alternatives. 

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    Table 4: Pugh Matrix for Feedback Design

    Factors Weight (a) Hemisphere

    Trackball

    moving indifferent

    directions

    (rocker)

    (b) One point of

    contact/hollow circle

    that moves linearlyand rotates around

    center

    (c) Two points of

    contact that pinch

    longitudinally androtate around

    center

    (d) Two points of

    contact that pinch

    longitudinally andmove linearly to

    either side

    Distinguish between two

    DOF

    30% 5 5 3 4

    Comfort 20% 4 3 3 3

    Size 20% 3 4 2 2

    Design

    Simplicity

    15% 3 4 3 3

    Processing

    Time

    10% 4 4 4 2

    Intuitiveness 5% 2 5 3 3

    Total Score 100% 3.85 4.15 2.9 3

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     Brainstorming Methodology

    Similar to the design analysis for the feedback device, a brainstorming session was held

    to identify possible user input mechanisms. However, this brainstorming session was much

    shorter, and the team limited itself to devices readily available on the market. This brief session

     produced three possible input mechanisms: (1) a rotating potentiometer, (2) a sliding

     potentiometer, and (3) a joystick. These were then entered into the Pugh Matrix (shown in Table

    3) and judged against the design criteria previously explained. 

     Disconnect between input and gripper motion

     None of the proposed input mechanisms were significantly similar to the action of

    opening and closing a gripper, and thus all ideas scored highly in this category. 

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     Disconnect between input and feedback motion

    For the majority of its operation in everyday situations, the feedback device described in

    the “Chosen Strategy” section will rotate on the skin whenever the gipper claw moves, and will

    occasionally move in a linear motion whenever the grippers come into contact with an object.

    With this in mind, the input of a rotating potentiometer highly resembles the rotating contactinterface of the feedback device, and thus was undesirable for this category. The other two input

    mechanisms do resemble the linear motion the feedback device would perform when the gripper

    fingers experience force, but since this linear feedback is not employed as often as the rotational

    feedback, these mechanisms were slightly more desirable.

     Required magnitude of input motion

    The rotating potentiometer provides the smallest magnitude of user input, as the knob

    itself would not be translated in space, only rotated. On the other hand, the slide potentiometer

    requires translation in order to receive user input, and thus was less desirable. However, thevolume of space that the slider sweeps through in its range of motion is still relatively small.

    Least desirable of all is the joystick, which translates in space and requires the most volume as

    the joystick sweeps through its range of motion when compared to the other two concepts. 

     Pugh Matrix Analysis for User Input Mechanism

    The above test and research results are quantified in the Pugh Matrix below (Table 5).

    Ultimately, the slide potentiometer was chosen as the ideal user input mechanism.  

    Table 5: Pugh Matrix for User Input Mechanism

    Factors WeightRotating

    Potentiometer

    Slide

    PotentiometerJoystick

    Disconnect between input

    and gripper motion 50%  4  4  4 

    Disconnect between input

    and feedback motion 25%  1  4  4 

    Required magnitude of

    input motion  25%  5  4 2 

    Total score  3.5  4  3.5 

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    The project schedule and team responsibilities are outlined in form of Gantt chart in

    Appendix A. 

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     — 42 —

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    The design of this feedback device is an integration of three subsystems: the structural

    housing, the contact piece, and the electronic components. 

     Housing

    Housing refers to the mechanical components of the design that hold the motors and

    contact piece together and facilitate attachment of the device to the human arm. The housing

    itself consists of the base plate, the axle, and the casing.  

     Figure 25: Housing (isometric view). The total housing consists of the base plate (white plastic piece),

    casing (plexiglass enclosing base plate). The baseplate shown here has four slits for Velcro straps. In the

     final design, there will be only one large slit on each half, connecting a single, thick elastic strap for

    comfort and stability purposes.

    Base Plate: This 3D printed plastic piece contains two protruding columns (see Figure 25). One

    contains a rectangular opening matching the dimensions of the rocker servo (Servo 1 in Figure

    17). The other column serves as a grounding point for the axle connecting the rocker servo to therotating servo (Servo 2 and associated axle in Figure 17). The height of these columns dictates

    the height of the axle and therefore the height of the contact piece relative to the base plate; in

    essence, these columns therefore dictate how much pressure the contact piece will exert on the

    skin when the device is strapped on. The contact interface itself is able to touch the skin because

    of a large square aperture in the base plate.

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    The bottom of the base plate is curved to roughly match the curvature of a human arm,

    increasing comfort. The entire feedback structure does not exceed the dimensions of a 25th

     percentile female’s upper arm, as stated in the 2008 CDC National Health Statistics Report

    (McDowell 2008). This will ensure that, for the vast majority of users, the haptic feedback

    device will not extend past the length or width of the upper arm. Additionally, the base plate will

    ultimately contain one large slit on each side to connect a wide elastic strap, instead of the two

    small slits on each side shown in Figure 26. The use of a single strap instead of two straps will

    improve user comfort by distributing the pressure in the strap over a larger area, as well as

    contributing to functionality by pressing the contact interface into the skin evenly. The bott