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Postadress: Besöksadress: Telefon: Box 1026 Gjuterigatan 5 036-10 10 00 (vx) 551 11 Jönköping

Industrial

DESIGN

CONCEPTUAL DEVELOPMENT OF

WATERLESS TOILET

Fredrik Lorén

MASTERTHESIS

2020

Master in Product Development with a specialization

INDUSTRIAL DESIGN

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Postadress: Besöksadress: Telefon: Box 1026 Gjuterigatan 5 036-10 10 00 (vx) 551 11 Jönköping

KONCEPTUELL UTVECKLING AV

VATTENLÖS TOALETT

Fredrik Lorén

This degree project is performed at the School of Engineering in Jönköping in the subject field Industrial Design. The project is a result of the master program Industrial

Design. The writers are responsible of the result, conclusions, and reflections.

Tutor: Anoop Vanaja Murugesapillai

Extent: 30 points (D-level)

Date: 18/01/2021 Filing number:

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Abstract

Poverty is a real problem in many countries. These countries need extra support to get their lives back to a sanitary way of living again. Together with the organization X-Runner and Separett, the people of Peru get access to sanitation solutions such as toilets without profit. The problem is that the toilets are expensive and take up a lot of space during transport, which results in not enough toilets being sent.

The developed toilet has been built from scratch together with the company Separett and Jönköping University as a thesis project at the master's program Industrial Design. During the project, further development of the company's visual design language was carried out. From sketches to a real visualization model, in addition to showcasing usage and packaging of the next generation of waterless toilets.

The project’s solution to the problem is a compact cylindrical toilet that functions without water. There is one container for solid waste and another for liquid waste. One of the toilet's main functions is arriving in a flat package after shipping, which enables more toilets to be sent in the same transport. The toilet has also been developed with as few components as possible to reduce the cost and be an affordable alternative for everyone. Further tests of the toilet are needed as the toilet is still in the conceptual stage.

Keywords

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Sammanfattning

Fattigdom är verkligt problem i ett flertal länder. Dessa länder behöver extra stöd för att få tillbaka sina liv igen. Tillsammans med organisationen X-Runner och Separett får befolkningen av Peru tillgång till sanitetslösningar så som toaletter utan vinst. Problemet är att toaletterna är dyra och tar stor plats under transport vilket resulterar i att inte tillräckligt många toaletter kan skickas.

Den framtagna toaletten har tagits fram från grunden tillsammans med företaget Separett och Jönköping University som ett examensarbete på masterutbildningen Industridesign. Under projektet har företagets visuella formspråk vidareutvecklats. Från skisser till en verklig visualisering modell inom användning och paketering för att visa på nästa generations vattenfria toaletter.

Avhandlingens lösning till problemet är en kompakt cylindrisk toalett som fungerar utan vatten. Det finns en behållare för fast avfall och en annan för flytande avfall. En av toalettens huvudfunktioner är att den skickas i ett platt paket vilket möjliggör att fler toaletter kan skickas i samma transport. Toaletten har även utvecklats med så få komponenter som möjligt för att reducera kostnaden till ett prisvärt alternativ för alla. Ytterligare tester av toaletten behövs då toaletten är i konceptuellt stadie.

Nyckelord

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Table of Contents

Abstract ... ii Sammanfattning ... iii Table of Contents ... iv 1 Introduction ... 6 1.1 Background ... 6

1.2 Purpose and research question ... 7

1.3 Delimitations ... 7 1.4 Disposition ... 7 2 Theoretical Background ... 8 2.1 Industrial Design ... 8 2.2 Design thinking ... 8 2.2.1 Reflection in action ... 9

2.2.2 Design & Emotion ... 9

2.3 Design knowledge ... 10 2.4 Human-centered design ... 10 2.5 Sustainable design ... 10 2.6 Bootcamp bootleg ... 11 2.6.1 Empathize ... 11 2.6.2 Define ... 12 2.6.3 Ideate ... 12 2.6.4 Prototype ... 12 2.6.5 Test ... 12

2.7 Semantics and Semiotics ... 12

2.8 Gestalt ... 14

2.9 Waterless toilet ... 15

2.10 Design for cleanability ... 16

2.11 Percentiles ... 16

2.12 Ergonomics within sitting and lifting ... 17

2.13 Manufacturing ... 18

2.13.1 Injection molding ... 18

3 Method ... 20

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v 3.2 5W+H ... 20 3.3 Brand DNA ... 20 3.4 Competitor analysis ... 20 3.5 User analysis ... 21 3.5.1 Interview ... 21 3.5.2 Be your customer/client ... 22 3.5.3 Personas ... 22 3.6 Scenarios ... 22 3.7 Ideation ... 23 3.7.1 Brainstorming ... 23 3.8 Function analysis ... 23 3.8.1 Sketching ... 23

3.9 Industrial Application of Set-based and Point-based Concurrent Engineering ... 24

3.10 Pugh’s Matrix ... 24

3.10.1 Mock-ups and prototypes ... 24

3.11 Product breakdown ... 25

3.12 CAD – Computer-Aided Design ... 25

3.12.1 Rendering ... 25

3.13 Rapid prototyping ... 25

4 Approach and Implementation ... 26

4.1 Empathize ... 26

4.1.1 Gantt Schedule ... 26

4.1.2 Brand DNA ... 26

4.2 Interview with company ... 27

4.3 Moodboard ... 27

4.3.1 Market Research of Toilets ... 28

4.3.2 Be your customer/client ... 30

4.3.3 Personas ... 30

4.4 User study and Observation ... 32

4.4.1 Colour usage ... 32

4.4.2 Function analysis ... 33

4.5 Ideate ... 33

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4.5.2 Sketching ... 34

4.5.3 Set-based Concurrent Engineering ... 35

4.5.4 Mid presentation with Separett and Jönköping University ... 36

4.5.5 Concept Evaluation ... 39 4.5.6 Mockups ... 40 4.6 Refine ... 40 4.6.1 Product breakdown ... 41 4.6.2 Manufacturing ... 42 4.6.3 Mechanism ... 42

4.6.4 CAD and Renders ... 42

4.6.5 Prototype ... 43 5 Result ... 44 5.1 Toilet Assembly ... 44 5.1.1 Walls ... 44 5.1.2 Baseplate ... 45 5.1.3 Mounting part ... 45 5.1.4 Upper seat ... 45 5.2 Aesthetics ... 46 5.3 Packaging ... 47 5.3.1 Two editions ... 47 5.3.2 DIY-instruction manual ... 48 5.4 Composting Separation ... 48

5.4.1 Solid waste container ... 48

5.4.2 Liquid waste container ... 49

5.5 Mechanism... 50 5.5.1 Locking mechanism ... 50 5.5.2 Cover mechanism ... 50 5.5.3 Lid snap-fit ... 50 5.6 Manufacturing ... 51 5.7 Physical model ... 52

6 Conclusion and discussion ... 53

6.1 Discussion of Methods ... 53

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6.3 Conclusion & Recommendation ... 54

7 References ... 55

8 Appendices ... 59

8.1 Gannt schedule ... 59

8.2 Personas ... 61

8.3 Ideation sketches phase 1 ... 62

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1 Introduction

This thesis is a project to finish the education within the product development field of Industrial design at Jönköping University. The report represents the work that has been accomplished in cooperation with Separett AB. The project has also been collaborating with two other students’ theses in parallel within the field of material engineering and management.

1.1 Background

Poverty, war, or climate change are the main factors that cause various health issues in different parts of the world. To eliminate these issues and create a better health standard, several organizations have been conducting projects that aim to fulfill these goals.

To aid folks who live in Peru’s slum areas and whose are suffering from hygienic problems, a cooperation agreement between Separett and the x-runner organization has been established which provides improved health condition and without gaining any profits. By utilizing a simplified version of Separett villa which the company sells only to break-even. The x-runner program is not only responsible for finding providing sanitary solutions but also offering jobs that have enabled full-scale business cooperation.

Although Separett is aiding Lima’s people most positively, Separett has the mindset to continue to support the people until everyone has a toilet in Peru. The toilets may be sent out through a help organization or straight sales do not matter. Separett’s business model aims to provide a toilet to everybody who needs it and suffers from proper sanitation solutions.

The problem with the toilet “Villa 9000”, which Separett is offering currently, too few toilets can be shipped with each shipment container. The Packages are big and full of space, consequently, results in people must wait long periods without any sanitation solution. To send more toilets to Peru a redesign is required. The toilet should fit into flat-packed boxes which still offer excellent user value and is the face for the next generation of waterless toilets.

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1.2 Purpose and research question

A new conceptual waterless toilet is to be developed and visualized through a realistic half-scale model, which is to be presented to Separett and Jönköping University. The aim is to answer: How can Separett optimize its current product identity into something new and gain further value to the people of Peru?

The research questions which are to be solved during this project are the following: • How would a waterless toilet be designed to fit the people of Peru’s needs? • How can a waterless toilet be designed to fit into a flat pack package?

• How can the product follow Separett’s design guidelines to create a lasting product? • How can “Set-based Concurrent Engineering” be applied for Product development

with the fields of Industrial design, Material engineering, and management? 1.3 Delimitations

Visiting the users in Peru is not possible during this project, which leads to, only users found in Sweden will contribute to the research.

This project is only focusing on the design, construction, and the user interaction aspect. Since parallel theses from material engineering and management fields are carried out. Extensive mechanical parts and detailed cost analyzation is not covered in this report as it will be covered in the material engineers report.

1.4 Disposition

This project has followed Bootcamp bootleg as the main method going through different phases. The report initiates by letting the reader be introduced to the subject of how a designer thinks, as well as the theory behind developing a waterless toilet. The project further goes into an introduction of which methods have been used during the project. To therefore understand how it was applied specifically on this development during the approach and implementation chapter. As a result of all research and implementations, the outcome is presented in the following result chapter. In addition to a discussion and reflection chapter.

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2 Theoretical Background

2.1 Industrial Design

The book “The design of everyday things” by Don Norman illustrates that Industrial design is, creation of mutual value for both user and manufacturer are by improving the function, worth, and aesthetics of products and systems during the development of product concepts or services. (D. Norman, 2013)

2.2 Design thinking

Rachel Ivy Clarke explains in her book “Design Thinking” how a designer thinks, which originally originates from the first humans. Design thinking as a phrase started to be used in the 1960s by Herbert Simon, to explain another way of thinking rather than the traditional scientific ways. Design thinking is a complex process that can be learned through hard work and by doing. To unlock creativity and solve problems while approaching the unknown. Rachel Ivy Clarke further clarifies that the design thinking approach is an iterative process consisting of five phases: Empathetic discovery, problem definition, idea generation, creation, and evaluation. The design is going through these phases in a non-linear manner, going back and forth through phases is considered normal.

Empathetic discovery – During this phase the designer thoroughly identifies problems and creating an understanding of the situation and the relationship between the product and end-user. The designer cannot make quick assumptions of problems as it will not fulfill the users' needs and unknown demands.

Problem definition - The designer uses techniques to find problems, large and vague problems are divided into sub-problems which leads to boundaries and scope be set, to solve the problem further concretely.

Idea generation - This phase is used to generate lots of ideas, no matter how crazy they are. These ideas can also be combined even and create additional inspiration for further ideas. The designer sees opportunities in everything and then chooses the best way forward after taking everything into account.

Creation - Ideas are validated by being created in a physical form, dimensions and functions are tested. The model that is created can be between the scale of a simpler paper model to a fully functional prototype. The designer creates mockups/prototypes from several selected concepts to investigate which path is best to take. Mockups are also used at an early stage for optimizing the concept further, by realizing unknown faults.

Evaluation – In the final phase, the designer seeks feedback from the end-users by interviewing and observing. The end-users get to try out a low-fidelity prototype, to expose hidden problems and issues. The evaluation phase may also be used to optimize already launched products, with a new product iteration. The design thinking process never really

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ends. There are always improvements that can be made for an even better product. (R. Clarke, 2020)

2.2.1 Reflection in action

Monica W. Tracey and John Baaki describes in “Design, Designer, and Reflection-in-Action” that Reflection in action is a way of development for a designer when the problem is hidden. The designer reflects on the different outcomes when attempts to fix the hidden problem. During uncertainty and ill-structured problems, this process aids the designer in a preferable outcome. Donald Schön (1983) from the same article explains that the designer can easier relate to the ill-structured problem by experience it firsthand to allow feelings, emotions, and further understanding of the design situation. If the problem is understood, reflection on action is an efficient way to find a solution accompanied by multiple methods such as reflective conversation, etc. Donald Schön explains that there are also three vital dimensions when reflecting on action:

• Design language – Which highlights the chosen design shapes and what specific consequences that follow along with the design situation.

• Discovered implications that are followed in the design situation

• Finding the required change of direction/stance within the design situation.

The designer goes from exploration to reflection to deliver a solid design solution. Reflection methods may be discussions with other people or using a self-reflection process. (Baaki, & Tracey, 2014)

2.2.2 Design & Emotion

Pieter Desmet and Paul Hekkert authors of “Special Issue Editorial: Design & Emotion”, explains that emotions for a product are instantaneous. All products affect the user in multiple ways. Presenting the product to the user, allows the designer to receive feedback to validate against chosen emotions from the designer. In many cases, there are ‘side-effect’ emotions that often are unwanted. Feedback aids the designer to consider these side-effects and make further design iterations.

There are four different approaches when studying design and emotion:

• User-based Approach – Involving a user during the design process. Feelings and desires are taken directly from the user as a foundation. To find unknown needs, the designer would not have considered.

• Designer-based Approach – Designers are viewed as authors of the challenge to communicate visions with their designs. Instead of satisfying the user.

• Research-based Approach – Emotions are categorized into design features on products. Feedback is given by product users. To be able to pick what emotions should be included in said product.

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• Theory-based Approach – Using existing product and longtime users to optimize the current design. Analyzing current relationships between user and product to enhance, ease of use, sensory and supplementary qualities.

(Desmet, & Hekkert, 2009)

2.3 Design knowledge

Ken Friedman, writer of “Creating design knowledge: from research into practice” explains that the nature of design is coming from the stone age, where tools enabled humans to survive when other species only had developed beneficial mutations to live. The first tool ever made was a baton made out of bone. Designing and inventing has always been our way of living. It is until recently, it has become a profession. Design courses within universities and colleges began in North America during the late 1940s.

Design knowledge contains tacit- and explicit knowledge. Transferring tacit knowledge is challenging by documentation or speech, it has to be learned by doing. Like learning to ride a bike. Explicit knowledge is for example documents or books. Design knowledge can be further explained by a circle of six fields. “Natural sciences”, “technology and engineering”, “human professions and services”, “social and behavioral sciences”, “humanities and liberal arts” and “creative and applied arts”. Depending on what design problem is present, different foundational sections are used and researched which further leads into practice. Ken Friedman also mentions the challenges that appear when design meets research. As research is not ingrained within the origin of design. Research is about asking how is design made. Defining methods that can be repeatable. Has been an ongoing process since the 1960s. Generating design knowledge is done through practical experience, but also through theorizing, to generate knowledge that is put into practice for an evaluation. As the demands from society increase, even more knowledge and efficiency are needed in order to create good design. (K. Friedman, 2000)

2.4 Human-centered design

Society uses more products than ever before, the products are becoming more and more advanced as a result of technological field expansion. Don Norman tells in his book “The design of everyday things” products should be developed with a human-centered approach to ensure a successful product outcome, as the users are people with needs, behaviors, and different levels of capabilities. Six vital aspects are used within Human-centered design, which are: Affordance, Signifier, Feedback, Constraint, Mapping, and Conceptual model. (D. Norman, 2013)

2.5 Sustainable design

Sustainable thinking affects the entire product cycle, from materials to manufacturing methods, to society mindset. According to the article “Sustainable product design and

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development,” written by Ahmad Shamsraiz et al., it states that during product design development decisions affect roughly 80 % of the product within sustainability. Many industries are developing new tools to become sustainable. Three requirement aspects are necessary: environmental, social, and economic. Eco-design are methods that only fulfill one or two of the requirements and are not considered sustainable.

Sustainable design options are still lacking in today’s age and need to be further valued and developed. The social aspect of sustainability seems to be the most difficult one. Most of the current tools today are based upon the life cycle, and often later in the process as they required a massive amount of data, to function. But it is vital to strive for a sustainable world. (Ahmad et al., 2018)

2.6 Bootcamp bootleg

Stanford Institute of Design has developed an innovative approach called Bootcamp bootleg. The approach is intended to aid designers with ways of generating design solutions with a human-centered design methodology. Bootcamp bootleg is separated into 5 phases process, which is empathize, define, ideate, prototype, and test. Bootcamp bootleg also established seven mindsets which are vital during the phases, the following are:

Embrace experimentation – Building prototypes is a way of learning and solving mistakes. Not only as a finished product.

Craft clarity – Inspire everyone by stating clear visions even when challenges are complicated.

Show do not tell – The best way of sharing visions and ideas is through relatable stories and clear illustrations.

Be mindful of process – Use perception in the process to be aware of yourself, techniques to utilize in addition to the objective to finish.

Bias toward action – Value creation comes from doing as a designer over thinking and meeting.

Radical collaboration – Innovation breakthroughs comes from, bringing people from diverse backgrounds to consider otherwise unknown solutions.

Focus on Human values – Use feedback from the users and show empathy.

2.6.1 Empathize

The initial phase is to get an interpretation of the individuals who will be using the product. Knowledge gathering is performed by observing users, actions, needs, and patterns in a familiar environment. This leads to acknowledging hidden factors that otherwise would have been difficult to consider. Furthermore, interacting and communicating with the user reveals another vital aspect as users can deliver further motivation, feelings of their

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behavior. Immersion is the final aspect of Empathize which lets the designer acquire their understanding of the product to further understand current problems and relate to the experience.

2.6.2 Define

During the defining phase, data from the users during the previous phase is used to obtain a clearer sense of current problems that need to be further evaluated. It is essential for the designer to understand the current problem, fulfilling needs to retrieve the outcome of satisfaction from the users.

2.6.3 Ideate

Ideation is used to explore the vast possible solutions from previous phases of Bootcamp bootleg. It is an iterative process to continue to uncover new areas and insights, to be able to create innovative explorations.

2.6.4 Prototype

Realizing a physical product from sketches, ideas materialize into prototypes. Rough prototypes may be used in the early stages to evaluate dimensions and form language, as well as discovering mistakes and unintended features. Refined prototypes have further detail and may be used to try out functions, material properties, and further features of the product.

2.6.5 Test

During the testing phase feedback is received from users using a built prototype, new iterations of prototypes, or even concepts may be needed until the objective has been fulfilled.

(Bootcamp Bootleg, 2018)

2.7 Semantics and Semiotics

Semiotics means the analysis of signs, how people are affected by signs, their structure, and properties according to Rune Monö within the book “Design for product understanding” Many of the human senses pick up signs by hearing, seeing, feeling, smelling, and tasting. Semantic function reveals character or image within product shapes, Figure 2 is visualizing different characters of rods defined by the shapes. Rod 2 expresses the feeling of stability and hard to rotate. While Rod 3 communicates a dense and compact rod. There are four functions of semantics which are: expressing, exhorting, describing, and identifying.

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Express

The express function is defined by presenting a product’s value, regarding the product’s design and its purpose. Furthermore, highlights the product’s quality expressions and focuses on capacity or performance. For instance, product properties must be expressed by the language’s form. Or the train example that expressed swiftness by dashing horizontal lines while force and weight expressed the clean side and bulking roof.

Exhort

Exhort means the generated person’s reaction by a signal or something that has been directed towards him. An overstated expression of form that defines the signal. Generating a reaction but without thinking is an outstanding exhortation, for example: while crossing a road with traffic lights, the pedestrian sound and rhythm delivers action without thought.

Describe

Describe is considered as the design illustration, that defines the product color, material, etc. And illustrate the goal and assignment of the product as well as propose the utilization method. For instance, the handle, which contains three shapes that vary between its explanation and its function. The name and shape of the product give away what it will provide as well as how it may be used, as seen in Figure 1.

Identify

The identity of a product is dependent on the appearance, foundation, actions. To easily understand a product, it essential to create recognition within the product for the user from other sources. Such as brand language, logotypes, forms, and colors. (R. Monö, 1997)

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2.8 Gestalt

Within the Gestalt psychology in Germany, the Gestalt laws were created to explain how shapes and patterns are coexisting as one unit, instead of being viewed as different aspects. Monö also gives the expression.” The quality of the whole as being ‘more than the sum of its parts’”. This means everything combined creates further values as the parts complementing each other. The Gestalt laws is an essential tool to understand how a product is analyzed. Following gestalt laws are:

Similarity: Functions with a similar task are placed together, resulting in easier separation between other categories, as seen in Figure 3.

Continuity: Relationships of shapes are stronger than relationships of colors, due to the brain filling the gaps and looking for connections of continuation within the shapes. Either following the straight- or the curved line. (Figure 4)

Closure: Shapes and patterns are envisioned even if lines are not connecting, see below in Figure 5.

Figure 5 Closure

Figure 3 Similarity

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Proximity: In Figure 6, proximity is illustrated with shapes and forms which have proximity to each other, are considered as one. Further space apart equals new groups.

Figure/Ground: Object, shapes, and patterns may be visualized in the positive space, but also express communication through the negative space, as seen in Figure 7.

(R. Monö, 1997)

2.9 Waterless toilet

A waterless toilet uses natural composting as a way of processing waste. Instead of flushing away the waste with water. Electricity is used to power a fan to eliminate any smells coming from the toilet. Solar panels are sometimes used to generate

electricity to a battery that is connected to the fan.

To keep aerobic bacteria effective, staying within the temperature of 15 to 38 degrees Celsius is essential. The compost in Sweden requires to be stored for 6 months before it can be used as fertilizer in the ground. The urine can be utilized instantly also as fertilizer to the garden for example. Multiple composting toilets are also portable placed in boats, caravans, RVs (camper van), or guest houses. Please see Figure 8 as an example of a waterless toilet. (angieslist.com, 2020)

Figure 6 Proximity

Figure 7 Figure/ground

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2.10 Design for cleanability

When designing a product, it is important to remember that it should be easy for the user to clean the surface to avoid dust and bacteria accumulating on or in the product according to Hans-Robert within his article “Designed for cleanability”. This is especially important when objects are designed for use in healthcare, but it is also essential in the water and sanitation area where bacteria can cause an infection and the spread of infection must not occur. Shapes such as sharp corners and inward structures must be avoided as seen in Figure 9. The corners can use large radiuses or sometimes be completely avoided when designing for cleanability. In contrast, the image below shows an example of a product that is designed with unnecessary areas and inward going shapes that can accumulate dust both in the uneven structure and in the logo. (H.R. Koch, 2009)

Figure 9 Undesired surface when designing for cleanability

2.11 Percentiles

According to Tilley Alvin within the book “The measure of man and woman: human factors in design”, it is difficult to find an “average person” and design a product that will suit everyone. People have different lengths, they are well built or slim, old or young, and consequently, the diversity is great. When the designer starts to create a product, it will occur that the ends of the normal distribution curves will be too varied to be able to use in the measures. As a result, products normally are made to fit 95 percent of the population, called the 95 percentiles. Due to time and cost, the first and last 2,5 percent are eliminated Nevertheless, the goal of designing a product is that it will fit as many people as possible. This can be therefore be done by using the mean value, the 50 percentiles when developing the design. The last 5 percentile can then be utilized for special comfort ranges. (A. Tilley, 2002)

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2.12 Ergonomics within sitting and lifting

Steven Pheasant and Christine Haslegrave illustrates has written a clear demonstration in the book “Bodyspace: anthropometry, ergonomics, and design of work” of proper ergonomics during sitting and standing positions with the images Figure 11 and Figure 10. Figure 11 showcases a man and a female sitting with straight backs and legs bent at 90 degrees sitting on a plane surface with shoulders relaxed. Arms are either bent at roughly 90 degrees or straight up over the ears. The numbers represent different lengths.

The recommended seat height for a toilet is between 400 up to 450 mm. For children and smaller women, a seat height of 400 mm is suitable. Otherwise, 450 mm in height is preferred for comfortability during use according to Steven Pheasant and Christine Haslegrave.

In Figure 10 below is ergonomics during lifts illustrated. The pictures have divided a grid of ranges, from “Preferable” to “Very poor”. Arms close to the body are better than with arms from knuckles up to the shoulder.

(Pheasant. S & Haslegrave. C, 2006)

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2.13 Manufacturing

2.13.1 Injection molding

To quickly make productions of plastic products with large volumes, injection molding is the most widely applied manufacturing method. Rob Thompson showcases the benefits of injection molding from his book “Manufacturing processes for design professionals”. The benefit of the method is that identical products can be produced at low costs and in addition to a perfect surface finish, see Figure 12. The disadvantage with injection molding is a manually made tools are required for every part to be manufactured and therefore adds expensive tool costs. When using multishot injection molding it is possible to combine up to six materials and nearly all thermoplastic materials can be utilized (Figure 13).

Figure 13 Multishot injection molding process

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While using injection molding can have very little impact on the environment reliant on the products’ design. Up to fifty percent of thermoplastics can be recycled and be of use in some applications whose requests for hygiene, coloring, and structural integrity are smaller.

Figure 14 Gas assisted injection molding process

When a particularly even wall thickness is required or a hollow product is to be manufactured, injection molding can be used together with gas or water pressure as seen in Figure 14. This method has the benefit that there is less pressure on the material, there is no shrinkage, and no finishing is normally needed (R. Thompson, 2007)

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3 Method

3.1 Gantt schedule

Using Gantt within project management is utilized as a popular medium for visualizing activities within a graphical interface versus time. Karol Adamiecki created a management system for his steelworks located in Poland. Henry Gantt made his version 15 years later which became known with Gantt as its name and still is today. (Gantt.com 2019).

3.2 5W+H

The five whats’ + how is used as a problem defining checklist often used by journalists. The method is also used for brainstorming of creation of idea-triggering questions. The method. There are in total of six questions to fulfill the checklist:

• When? • What? • Where? • Why? • Who? • How?

The method uses the English language as a base and can be applied in both formal and informal settings of questions. The purpose is to generate new ideas during brainstorming in the initial phases and the checklist can also be a tool for gathering data. (Mycoted.com, 2019)

3.3 Brand DNA

Today companies use brands to appeal to potential customers by indicating the emotional values of the product. Values that can be attractable can be validity and exclusiveness (Milton & Rodgers, 2013) Each company has its brand, and it is expressed through marketing the products with logotypes, slogans, and characteristic colors. For the designer, it`s important to analyze the company’s “DNA” by investigating historical background and communication, identify existing products within the brand, and to make sure that the product suit the brand. (Milton & Rodgers, 2013).

3.4 Competitor analysis

Competitor analysis is a systematic research of the field of the current product. Who are the competitors? What is their vision? Which are the potential strengths and problems for the brand? The market analysis should also include documentation of the visual identity as well as a practical test of the product to evaluate the current competition. The research

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can contribute insight into opportunities and also show unexplored market niches (Milton & Rodgers, 2013).

3.5 User analysis

The goal of a user analysis is to examine the users’ perception of a product. A designer needs to understand the wishes, needs, and experiences of the user. To gain more knowledge a research can be done by interviews, observations, or even by examining and testing the product first-hand, pretending to be the customer. With that knowledge, personas can be created. (Milton & Rodgers, 2013)

3.6. Observation

To examine the users´ behavior, observation can be a method that can increase the understanding in a specific area. It can provide the observer with valuable information from different perspectives and improve the awareness of actions during an occasion. The research questions define what is to be observed. Unstructured observations can provide a large amount of data, even though more structured observations can deliver more specific knowledge. Mostly the observations start with a broad approach and later go into observing more specific details.

The observation can be made by listening, taking notes, recording, filming, etc., depending on what seems most appropriate. It is furthermore important to keep in mind that an observation can be affected by whether the people know if they are observed or if they are unaware of it. The number of people being observed can also affect the outcome and a small number can give a skewed picture. When using observation as a method it is essential to consider: How and with whom is it happening?

- Why does it happen?

- When is it happening, at what is going on? - How and with whom is it happening? - Where is the occasion taking place? (Milton & Rodgers, 2013)

3.5.1 Interview

When a designer’s goal is to get information and new insights about a process and also get the perspective of the users, interviews can be used as a method that provides a lot of interesting new knowledge. The interviews can look different due to varying purposes. They can both be unstructured with open questions, for example when the field is unexplored and the result of the interview is unclear, and in contrast strictly structured, when the purpose is to get data collected systematically.

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The possibility of semi-structured interviews is that the researcher has the ability to adapt during the interview and can add new questions if unexpected topics and reflections emerge. The differences in how the interviews are structured are therefore important for different purposes and are suitable for different occasions.

An interview can consist of open or closed questions when the person is expected to answer yes or no, even though a combination of both open and closed questions is more common. With simple questions at the beginning of an interview the researcher can get on with the interview and handle deeper questions gradually, and as a result gain a deeper knowledge (Milton & Rodgers, 2013).

3.5.2 Be your customer/client

To avoid that reality does not match the expectations of a product and at the same time adopt the users’ perspective, the designer can test and examine the products first-hand on their own by pretending to be the customer. In addition, they can compare equivalent products from different competitors on the market and evaluate price, function, usability, and visual design. At the same time, they evaluate the benefits and disadvantages of the products. This method is used to explore if investors and employees in a company have the same opinion and perception as the customers about the brand and that it matches with reality (Milton & Rodgers, 2013).

3.5.3 Personas

The product´s target group is represented by fictional individuals based on reality, often through interviews with real customers. These are representatives of the product´s target group. Personas are used to help the designer to comprehend and consider the user´s needs during the ideation phase so that design decisions are anchored in reality. Through data that consists of favorite brands, needs, and ways of thinking, personalities are created (Milton & Rodgers, 2013).

3.6 Scenarios

In an attempt to predict the lifecycle and destiny of a product, different scenarios and fictitious events are set up to predict collisions and questions and may occur ahead. Scenarios are predictable happenings that may affect the product in the future and this method takes these events into account when to develop the design. Because of this, important solutions for new innovative ideas can be presented. (Milton & Rodgers, 2013).

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3.7 Ideation

It is a winding road from the first idea and solution to the final product, often with many sidetracks during the journey. If an idea is to be developed further, it needs inspiration from other ideas. Different points of view, thoughts, and ideas must be integrated to increase the quality of the final result. Innovative solutions that would otherwise not been detected can be created by using several sources of inspiration and different processes along the way ( Wikberg Nilsson, Törlind & Ericson, 2015).

3.7.1 Brainstorming

Brainstorming is used as a way of generating many ideas. It can be used both in a group and individually. The first one to introduce the term was Alex Osborn, founder of the Creative Education Foundation. It involves thinking broadly and generating, verbalizing, and documenting as many ideas as possible without valuing the ideas during the process. At the beginning of the process, the aim is to get as many ideas as possible out of the mind, which later in the process will result in more concrete ideas. (Mycoted.com, 2019).

3.8 Function analysis

To organize the functions of a product, and what you think a product needs to contain, a function analysis needs to be done. The functions are classified and represented by the verb + noun +limit:

- The main function (MF) is the most important base function - Necessary functions (N) must apply with the main function.

- Desirable functions (D) should be used to make the product further attractive, but if resources are limited, it is not going to be a priority.

(Österlin, K, 2007)

3.8.1 Sketching

For a designer, sketching is one of the oldest, most powerful, and reliable ways to visualize and develop ideas both for oneself and in communication with others. It is crucial for understanding each other more clearly and be able to make important decisions early in the creative process. Still, it is not the result of the sketch that is most important, but the thought process that comes with it that can provide inspiration for the next idea (Wikberg Nilsson, Törlind &Ericson, 2015).

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3.9 Industrial Application of Set-based and Point-based Concurrent

Engineering

Set-based Concurrent engineering uses multiple concepts or functions that are developed simultaneously while further new requirements restrict the development of the concepts until only one remain. The different concepts may be manufacturing methods, designs, or other specific features. Set-based Concurrent engineering uses the principles:

• Phase 1 - Map the design space - Vast exploration of concepts with many alternatives to highlight all possibilities.

• Phase 2 - Integrate by intersection: Remove concepts that do not fulfill given minimum constraints that have been set.

• Phase 3 - Establish feasibility: Further eliminate concepts that are not feasible solutions for the current project.

Phase 2 and 3 may be repeated with further limiting constraints until a satisfying number of concepts remain.

The opposite way of working is “point-based”, which entails that one concept is chosen and refined until an acceptable result is achieved. (D. Raudberget, 2015)

3.10 Pugh’s Matrix

To be able to compare different factors between various concepts, Pugh’s matrix is a method for decision making that will highlight the most appropriate concepts. The alternatives are compared by the evaluation of to what extent to which each alternative meets certain criteria.

Until a satisfactory result is achieved the decision matrix, consisting of the following six steps, is repeated:

1. Write questions that are an area of interest

2. Investigate multiple paths

3. Establish a comparison criterion

4. Establish the importance of the criteria

5. Analyze the different options

6. Decide how to move forward with the calculated outcome

When design ideas are presented, the matrix is often used as a way to create a further secure decision basis (D. Ullman, 2016).

3.10.1 Mock-ups and prototypes

To test shape, structure, and function, a simple three-dimensional model can help and be a good tool to test and evaluate a solution. The model can be constructed from materials such as clay, wood, or foam. Mock-ups are simpler, faster, and cheaper than prototypes. After testing Mock-ups, a prototype usually is constructed. It is further similar to the final

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product and therefore more realistic and better communicates the design to clients and users. (Milton & Rodgers, 2013).

3.11 Product breakdown

To give an insight into more complex products with many technical components, a breakdown of an existing product can be helpful in the designing process. It means carefully disassemble and analyzing every single component. In that way, you can gain knowledge of internal structures and maybe find hidden components that are important for the function. Furthermore, the product can be carefully evaluated, and in the new design be implemented or substituted (produktbreakdownstrukture.com, 2019).

3.12 CAD – Computer-Aided Design

Computer-Aided Design, also known as CAD, is utilized by designers to construct two- and three- dimensional drawings through the computer. The program can shape the surface or the solid model precisely and create concepts as well as develop individual components. It is a tool that allows the designer to design more advanced models and can be used together with other analytical software. Finite Element Analysis (FEA) can be applied, for example, to detect structural defects in the construction. Components can therefore be designed and created digitally together with realistic renderings, which enables better communication in the project (Ulrich, Eppinger, 2012).

3.12.1 Rendering

Without the need of having a physical model, renders can be created after a CAD model is constructed. Different software can be utilized such as Cinema HD, Blender, or Keyshot. The program can apply and alter both lightning or sceneries as well as materials and colors. As result in a photorealistic image of the product can be visualized.

3.13 Rapid prototyping

A fast way to create physical models from CAD- models is rapid prototyping. It is useful in the ideation phase to get a perception if the current design is to be confirmed or rejected. 3D printing is a common method that provides a very precise physical model. Often it is enough to model critical parts to test the size and function. Through rapid prototyping, fast feedback is obtained while large errors are prevented. The design can consequently be changed and constructions that do not work can be adjusted before the deadline (swemorph.com, 2002).

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4

Approach and Implementation

4.1 Empathize

4.1.1 Gantt Schedule

The Gantt schedule was planned around fixed deadline dates. The Gantt chart was used to estimate how much time was needed in each phase of the project. The different phases were based upon Bootcamp bootleg. The Gantt schedule was as well taking into consideration two other parallel engineering aspects of this project.

4.1.2 Brand DNA

Brand research was carried out by analyzing the company’s product lines internally and externally as it is vital to understand where Separett fits in the current market along with its competitors. Separett also states its vision and mission:

Mission

“We will contribute to a higher quality of life for the many.”

Vision

” We will - through the development of markets, products and national / international collaborations - be the obvious choice in toilet solutions.”

During the visitation at Separett, the facilities, supply lines in the factory were analyzed to understand the structure of Separett. The different products from the company were looked into to understand core values and qualities.

• Incinerating toilets: Convenient solution which offers to turn waste into small amounts of ash.

• Urine toilet system: Basic urine toilet for easy collection of urine to use as fertilizer. Is used to increase capacity for incinerating toilets.

• Composting, urine-diverting toilets: A User-friendly composting toilet that offers the option for compost waste. Diverting urine reduces the smell significantly accompanied by an electric airing solution.

• Freeze toilets: Easily installed toilets that freeze waste. • Portable toilets:

The toilets from Separett are viewed as a reliable, price-efficient, simplistic toilet that lasts. The majority of toilets are optimized for tiny houses, cottages, or guest houses.

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4.2 Interview with company

Two visits to the company Separett in Värnamo took place during the spring. The first visitation was solo, then another visitation was done with the other members of this parallel project.

During these visits, accumulating an understanding of the company was realized. Multiple questions were asked to result in a list of criteria to adhere to when developing the toilet. Similar criteria were created during an earlier TED-project. The criteria list is the following:

• Easy to assemble • Easy to clean

• Possibility to add a 12v fan to the toilet.

• All parts and accessories need to be optimized to fit into a flatpack • Hygienic surfaces

• Plastic need to be used • Urine diverting

• Collection of solid waste inside the toilet with easy/hygienic emptying • Possibility to lead the urine out of the toilet or collect it inside (7,5 Liter) • Consisting of as a few parts as possible and be lightweight

• A screen shall cover the solid waste and shall move away when the toilet is used. • Sitting height of 40 cm.

• Ventilation pipe of 50 mm.

• Manufacturing cost below 35-40 USD 4.3 Moodboard

The moodboard is a tool used to visualize expressions of the developing product. In this project, it was decided to divide the expressions of the product-environment and the product itself, as the product may be used in many different circumstances. The moodboard is also based on following the form language from the company Separett.

The product moodboard seen in Figure 15 follows soft shapes, round corners to express calmness and safety. In combination with a clean simplistic appearance to offer cleanability and ease of use. The moodboard focuses on compactness and stackability which symbolizes a Do-it-Yourself mentality. The colors of the moodboard express a neutral atmosphere, to fit into various environments most importantly, sanative environments.

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28 Figure 15 Product moodboard

4.3.1 Market Research of Toilets

KILDWICK - DIY Kit camping toilet EasyLoo

The product from KILDWICK illustrated in Figure 16 is a basic and affordable “do it yourself” composting toilet made out of plywood and plastic with simple separation urine separation. It can hold a user up to 140 kg. It is recommended to regularly varnish or impregnate the toilet with oil because humidity during winter and summer reduces its product life drastically.

Length: 445 mm Width: 422 mm Height: 475 cm Product weight: 13 kg Shipping weight: 14 kg (Kildwick.com, 2020).

Aussie survivor - FOLDING CAMPING TOILET

Figure 17 showcases a foldable small toilet intended during camping consisting of three legs and a base holding a bag. The legs are coved with rubber which increases stability. The toilet can hold up to 120 kg. There is no separation included with this toilet as it focuses on portability.

Figure 16 Kildwick toilet

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Length: 500 mm Width: 420 mm Height: 280/440 mm (aussiesurvivor.com, 2020)

AIRHEAD - Composting and Waterless Toilet

Airhead is suitable for both boats and houses It divides waste and liquid into two different containers. The toilet uses an electric fan to funnel the smell of any smell from the toilet. (Figure 18). Length: 483 mm

Width: 359 mm Height: 502 mm Product weight: 8,5 kg (airheadtoilet.se, 2020)

NATUREHEAD – Composting toilet

Toilet from Naturehead in Figure 19 is a composting toilet with waste and urine separations into different containers. After every use, a lever is turned to initiate a composting process of the waste. The toilet does not use any foldable design elements. But offers a high-quality full-size experience when stationed. The unit arrives preassembled and only requires the installation of fan ventilation. Length: 483 mm

Width: 413 mm Height: 508 cm Product weight: 15 kg (natureshead.net, 2020)

Figure 18 Airhead toilet

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4.3.2 Be your customer/client

The company Separett provided a Villa 9010, as seen in Figure 20, to be able to understand the current product and further be able to relate to the current users. The toilet provided various insights that otherwise would have been unknown. It was possible to recognize the product's strengths and weaknesses which was taking into consideration when this project proceeded.

Factors to take into consideration were.

- The way to open and close the toilet during a waste container switch may be a dangerous process, as the locking mechanism is complicated and risks fingers getting pinched.

- The large waste containers did not offer any handle for transportation. - Dirt and dust behind the seat are difficult to remove.

4.3.3 Personas

Three personas were created as guidance to the ideation phase to represent the end-users. The intended user during this project is a user from Peru. It is vital to understand the intended user and their culture when developing and designing a product.

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Joaquin in Figure 21 is a down to earth man from Lima working two to three lower-class jobs to sustain his family. His jobs take all of his time, which results in not being able to see the family enough or spend any time with his hobbies. Joaquin is a family man and prioritizes everything for them. Joaquin's health is vital to the family which requires a clean home to stay healthy. Most importantly the restroom needs adequate cleaning solutions. Within the bathroom, Joaquin and the family spend many small visits throughout the day. He needs to be able to use the toilet efficiently without requiring water. As well as being able to easily maintain the toilet for many years.

Yanac in Figure 22 is a housewife from Lima on the edge of the great wall. Yanac is taking care of her children while the husband is working. Their home lies amidst a sea of multi-colored plywood and metal-sheet shacks that make up the city’s slums. Yanac is a strong-willed person even though her situation and is curious about the rest of the world. She wants an affordable toilet for her children to stay clean and healthy. An easy to maintain, lasting toilet expresses a significant value to her.

Alejandro in Figure 23 is a boy living with his farmer family. He likes to play with the farm animals but does not have any other children to play with nearby. He often has to help his father guard and keep a look at the sheep herd. Alejandro’s sister died from the sickness of not being clean. Therefore, Alejandro requires a sufficient toilet solution to be healthy and clean, which also is easy to use even though, he is smaller than a grown adult.

Figure 21 Joaquin 50 years old

Figure 22 Yanac 30 years old

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4.4 User study and Observation

A user observation study was performed with different students of various ages and backgrounds at Jönköping University. A few of the Swedish students had used waterless toilets before on rare occasions. For the international students which were participating, it was mixed. The subjects were asked to perform different tasks without receiving any instructions. The subjects were observed and documented during their trials. Difficult sections were documented as problem areas that needed to be solved if a similar solution were going to be used. Subjects were further interviewed for feedback and thoughts in an unstructured individual manner. Both positives and negatives points were documented. The given tasks divided into two aspects, the first aspect was normal usage of the toilet, for example as a normal toilet visit. The other aspect was cleaning and maintenance. Which meant changing/emptying the waste container, as well as cleaning the toilet in different areas.

Problem areas discovered during the user study was the following:

- Accumulation of dirt on the blue cover when the user threw down the used paper while not sitting on the toilet.

- Users disliked that they were not able to stand and urinate comfortably.

- Difficulty and confusion occurred when closing the toilet body during maintenance as it required two hands to unlock and one extra hand to keep the upper body from falling on their hands.

4.4.1 Colour usage

Within the form analysis, further color analysis studies were performed as Peru may differ from Sweden which the project originates. As different colors have different meanings depending on which country you are looking at. Knowledge gained in this case in terms of color was similar to Sweden's bathrooms. Solid white color as a base was selected for this project, a white sample is illustrated in Figure 24.

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The Colour usage of the company Separett is following the Swedish trend. The main colors that were analyzed are white, blue, and yellow as seen in Figure 25. The white color is used the most. The blue color acts as a contrast to the white color, while the yellow color is an indication of important maintenance duties.

4.4.2 Function analysis

A function analysis was performed to highlight all required functions to focus on when developing a new product. It was gathered from all previous research done in previous stages. In the end, it is a strategy to validate that all functions became implemented. See the function analysis below in Table 1.

Table 1 Function analysis

Rank Verb Noun Specification

MF Store Mass Waste and liquids

N Allow Transportation Flatpack shipping

N Facilitate Care Cleaning

N Be Resistant Water, dirt

N Express Identity Separett

N Provide Stability

N Utilize Energy Electricity

D Communicate Function Indicators

4.5 Ideate

4.5.1 Brainstorming

Initial steps during the ideation phase were using brainstorming assisted with notes, performed to spark ideation, and pinpoint the direction of the toilet. The brainstorming consisted of three different phases: Ideas, Solutions, and Feasibility. The first phase was to explore unique ideas and needed functions in which would add value to the product. During phase two the ideas were utilized further to ideate various compelling concrete solutions. During the last phase of brainstorming, a feasibility analysis was done to provide feedback to presented solutions and to differentiate viable solutions from non-viable ones. See the full illustration of the brainstorming below in Figure 26.

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The brainstorming was divided into segments: Cost, Foldability, User experience. Ideas taken from the brainstorming was:

• User experience

o Unaffected extraction between waste and liquid containers.

o Indicator when liquid and waste is full

o Close up bag with a rubber band to avoid seeing waste

o Easy to clean

• Cost

o Minimization of parts to reduce cost

o Fusing the sitting flap with the base to further reduce cost

o Careful selection of material to be strong enough and cost-effective

• Foldability

o Flat parts

o Collapsible waste bucket

4.5.2 Sketching

The ideation was initiated by getting inspiration from all previous research. The inspiration generated multiple ideas which were visualized by sketching both side- and 3D views. Those ideas generated further unique ideas, as well as combining multiple ideas or improving previous ideas. Further insight was gathered more and more as the project progressed.

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Many criteria needed to be fulfilled when designing the toilet. Most important was how the product would function, be packed in a flatpack box, and be assembled with the user.

4.5.3 Set-based Concurrent Engineering

The industrial designer was the team leader of the project group, consisting of two other students within material engineering and management. The industrial designer was responsible for communication with the company Separett, as well as establishing continued project progression and communication within the group. The group took part in Set-based feature constraining and brainstorming.

Many different concept sketches were rejected when proven unfeasible. Three concepts remained for further evaluation see section 4.5.4.

4.5.3.1 Phase 1 - Map the design space

Multiple concept sketches were used to map different ways of design and thinking as seen in Figure 27 showcasing both 2D and 3D views.

Figure 27 Early concept sketches

4.5.3.2 Phase 2 - Integrate by intersection

Brainstorming sessions were performed on three occasions. One phase was done during each held occasion. Everyone put their ideas and solutions on to the brainstorming board consisting of different colors during each phase. Please see section 4.6.1 for further details. These brainstorming sessions helped with the ideation of the concepts as well as what constraints were required for the project.

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Concept constraints as follows: • Mainly plastic materials

• Solid and liquid waste containers required • Waste extraction only from above or in front • Fit into a flat package

• Flat surfaces

The concept constraints provided a clear direction within the design. Only a few concepts remained after elimination. But a further evaluation of the remaining concept was required.

4.5.3.3 Phase 3 - Establish feasibility

This led to analyze the feasibility of the concepts such as: • Fitting into Separetts product family

• Affordable price 30-40 USD • Minimization of parts required

The result of Phase 3 was three concepts which are shown in section 4.5.4, see below for further details of each concept.

4.5.4 Mid presentation with Separett and Jönköping University

Presentation at the halfway mark of the project was performed to receive valuable feedback from the company and the supervisor Anoop Vanaja Murugesapillai. The feedback gave valuable direction and further obstacles to consider in the development of the toilet. The presentation was initiated with an explanation of the project's why and how it was an important project to be sustainable in today’s age. Furthermore, all research was gathered up to the mid-presentation as well as presented, which are the following:

- User analysis with created personas within the country Peru - Competitor analysis of today's current existing waterless toilets. - Moodboard.

- A brainstorming session in three phases.

- All sketches, side views, 3D views, and quick renders. - Three digital concept renders to choose between see below.

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37 Figure 28 Concept 1 Rectangular design

The intention of the first concept as seen in Figure 28 is the creation of a compact toilet with urine-diverting separation of waste and liquid. By having a liquid container in the front which would be easily extracted with a single click and drag. These types of toilets are called composting toilets.

The toilet has a blue cover that unfolds when the user sits on the toilet, the cover is activated by pressure-sensitive strips along the seating area. The toilet is split into two pieces, top half, and bottom half. These parts during packaging are put inside each other to reduce the height by half. Packaging height is estimated to be ≈20 cm. The solid waste container and the liquid waste container are following a rectangular shape with rounded corners.

Figure 29 Concept 2: spherical design

The second concept visualized in Figure 29, is a unique sphere model. This toilet is for families who are strict on space in the bathroom. The toilet is hanging on the wall which

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enables space beneath the toilet either for other products such as stool, or a liquid waste container addon. When the liquid waste container is not mounted, the liquids go out at the back through the wastewater pipes. During packaging, the toilet is separated into two pieces which slide into each other to reduce the size by half.

Figure 30 Concept 3 Cylindrical design

Figure 30 illustrates concept three, which extends further into new directions. By combining the first and second concepts into one. The toilet follows and cylindrical form language. Containing a liquid waste container in the shape of a becoming half-moon. The solid waste container appears inside the toilet off-centered towards the back. Within the seating area of the toilet is a blue waste cover mounted. During use, the user manually pulls a blue lever placed on the out wall of the toilet to open and close access to the solid waste container. When the solid waste needs to be changed the upper part of the toilet is opened with a hinge placed at the back. During packaging, the toilet is split up into three walls and one upper section. The three walls lay stacked on top of each other to become flat beside the upper part.

The supervisor and the company gave feedback on the concepts and chose concept three to continue further with. They were intrigued by how the third concept would be stacked as a flat pack. The idea required further work as not all specifically detailed questions could be answered or shown.

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4.5.5 Concept Evaluation

Pugh’s matrix was used to evaluate the concepts for selection. Villa 9010 is used as a reference to compare with the different concepts. In order to ease the concept selection process.

Table 2 Pugh's Matrix evaluating toilet concepts

PUGH'S MATRIX

FACTORS IMPORTANCE Villa 9010 CONCEPT 1 CONCEPT 2 CONCEPT 3

Easy to assemble 3 0 - - -

Hygienic surfaces 5 0 0 0 0

Urine container Separation 5 0 + + +

Few parts 4 0 + + +

Ergonomic 4 0 - 0 0

Flexible placement 5 0 + - +

Flat packed 5 0 + + 2+

SUM TOT 35 12 6 18

The evaluation was performed with the two other students withing material engineering and management to value the importance and points given.

4.5.5.1 Concept 1

Strengths:

+ Has a urine container in the front of the toilet make extraction easy. + The stackability is reducing the toilet into half with two parts. + Has fewer parts than the Villa with simplified functions. + Can be placed on the ground anywhere.

Weaknesses

- It is not as easy to assemble and get working as the reference product. - It was researched to be less ergonomic than reference.

4.5.5.2 Concept 2

Strengths:

+ A urine container is optional underneath the toilet if needed.

+ The toilet is made of two sliding half spheres which minimize the size by half. + Has fewer simplified parts than the reference product.

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Weaknesses

- Has to be placed on a sturdy enough wall.

4.5.5.3 Concept 3

Strength:

+ Offers urine storage at the front, for easy extraction + Offers fewer parts than the reference product. + Can be placed anywhere.

+ Can be flat packed by stacking walls together and having a packed seat beside it. Weaknesses:

- Not as easy to assemble as the reference model.

4.5.5.4 Conclusions:

Concept 3 is the chosen concept because of its superior flat packing potential, even though more parts will be needed, a decrease in cost can be achieved through other ways. Concept 3 has the potential to become an ergonomic further compact toilet, with non-limiting functions.

4.5.6 Mockups

Mockups were made in order to test the dimensions of the seating area of the toilet. Further studies into the best dimension were performed. All the mockups have the same shape except in different sizes. The mockups are a continuation of concept 3 therefore all mockups are circular. The chosen measurement, in the end, was a diameter of forty-two centimeters.

4.6 Refine

Further detail sketching on the third concept was proceeded with given feedback in mind from the presentation. Further 3D sketches as well as side and top views. Quick CAD was also done to get the size and proportions fully defined. Even experimenting with changing the shape of the toilet was done to validate the best path as seen in Figure 31. Which illustrates two different paths: Concept A, a cylindrical design with three of the same wall which offers cost-efficiency at the cost of space. Or else Concept BC which is an oval-shaped design that is space-efficient but uses two B walls and one C wall, as a result, is further expensive. During the project was regular meetings with the teachers and supervisors were organized as additional feedback was needed more than just the mid-presentation feedback. Therefore, further process meetings were held over a digital link. Joining of parts, mechanisms, and space limitations were explored to fully realize the product. (Figure 32)

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41 Figure 31 Evaluation of different designs (oval and circle-shaped)

Figure 32 Evaluation of joining of parts

4.6.1 Product breakdown

During the refinement process, a full product breakdown was performed on Villa 9010 from Separett, with documentation of measurements, parts, bill of material to use as a foundation during the development of concept 3. The key challenge was to analyze if any parts could be reused for our product to save tooling costs during manufacturing for Separett. An additional challenge was also ideating into ways of combing parts together to optimize further cost efficiency. (Figure 33)

Figure

Figure 2 Rods giving different impressions Figure 1 Different designs of knobs
Figure 7 Figure/ground
Figure 9 Undesired surface when designing for cleanability
Figure 11 showcases a man and a female sitting with straight backs and legs bent at 90  degrees sitting on a plane surface with shoulders relaxed
+7

References

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