Design of Bilateral Hand Movement Device using
Design Thinking and Quality Function Deployment to Increase the
Motoric Function of the Non-Dominant Hand
Novie Theresia Br. Pasaribu
1a
, Vivi Arisandhy
2b
, Christina
2c
, Elty Sarvia
2d
,
Rainisa Maini Heryanto
2e
, Erwani Merry Sartika
1f
, Audyati Gany
1g
,
Olga Catherina Pattipawaej
3h
, Richard Setiawan
1i
and Jessica
2j
1
Bachelor Program in Electrical Engineering, Universitas Kristen Maranatha, Bandung, Indonesia
2
Bachelor Program in Industrial Engineering, Universitas Kristen Maranatha, Bandung, Indonesia
3
Bachelor Program in Civil Engineering, Universitas Kristen Maranatha, Bandung, Indonesia
elty.sarvia@eng.maranatha.edu, rainisa.mh@eng.maranatha.edu, erwani.ms@eng.maranatha.edu,
audyati.gany@eng.maranatha.edu, olga.pattipawaej@eng.maranatha.edu, 1722029@eng.maranatha.edu,
1723071@eng.maranatha.edu
Keywords: Bilateral Movement, Design Thinking, Quality Function Deployment.
Abstract: Maintaining the balance of the body to prevent falls and injury can be done by doing one of the physical
activities to train arm muscle strength. Bilateral movement exercise will get better results comparing to
unilateral movement in increasing muscle strength. This research used Design Thinking, which consisted of
empathize, define, ideate, prototype, and test. On the empathize stage, the customer needs were identified by
doing the interview and observation. On the define and ideate stage, Quality Function Deployment was used
to deploy the customer needs into technical requirements in the Product Planning Matrix and critical part
requirements in Part Planning Matrix to make the detailed design. The prototype stage was realized by 3D
Modelling. In Part Planning Matrix, there were top 2 contribution values: notice and Virtual Reality (VR).
This research had an outcome of a device design that had the aim to increase the motoric function of the non-
dominant hand, combined with VR to make it fun while doing the exercise. Future research might include
vibration alert in doing the exercise, water flow to burden the rower, to make the exercise more real, continue
the QFD with Process Planning Matrix and Production Planning Matrix.
1 INTRODUCTION
The covid-19 pandemic situation has made many
changes in daily human life, including the change of
physical activities (Rossa, 2020). The pandemic
affected humans not doing physical activities globally
in the late few months. Doing physical activities
a
https://orcid.org/0000-0001-7774-9675
b
https://orcid.org/0000-0001-9927-472X
c
https://orcid.org/0000-0001-8033-5772
d
https://orcid.org/0000-0003-3708-8723
e
https://orcid.org/0000-0003-0808-538X
f
https://orcid.org/0000-0003-3720-3584
g
https://orcid.org/0000-0002-7389-6667
h
https://orcid.org/0000-0002-7475-1726
i
https://orcid.org/0000-0002-3857-9770
j
https://orcid.org/0000-0002-9014-0167
while at home can help our bodies to keep active and
prevent diseases. Physical activities help the elderly
to maintain the balance of the body to prevent falls
and injury (Ramadhani, 2020).
One of those activities is for arm muscle strength.
Arm muscle strength exercise does not just train
endurance but also increases the muscles’ mass.
Br. Pasaribu, N., Arisandhy, V., Christina, ., Sarvia, E., Heryanto, R., Sartika, E., Gany, A., Pattipawaej, O., Setiawan, R. and Jessica, .
Design of Bilateral Hand Movement Device using Design Thinking and Quality Function Deployment to Increase the Motoric Function of the Non-Dominant Hand.
DOI: 10.5220/0010747200003113
In Proceedings of the 1st International Conference on Emerging Issues in Technology, Engineering and Science (ICE-TES 2021), pages 153-158
ISBN: 978-989-758-601-9
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
153
Muscles are part of the body that must be trained so
the body can be moved well. If the muscles are less
trained, there is a possibility to cause pain when doing
a hard activity.
According to research, Range of Motion (ROM)
exercises affected the increase of muscle power and
functional ability (Astrid et al., 2011). The focus of
the exercise to some weak parts of the body
(unilateral exercise) and the exercise that was for both
sides of the body (bilateral exercise) could increase
the muscles power, but bilateral exercise could give
better outcome compared to unilateral exercise
(Cahyati et al., 2013).
Bilateral movement is when both limbs are used
in unison to contract the muscles, which creates force
and subsequently moves a given load (Fountaine,
2018). People would have a dominant hand that is
used to do any activity, however, the motoric function
of the non-dominant hand should be concerned to
increase its productivity. Besides, the motoric
function of the dominant hand could improve the
motoric function of the non-dominant hand.
One of the physical activities that use hands to
control is rowing. Rowing activity needs both hands
to move simultaneously. Rowing simulation could be
a choice to increase the motoric function of the non-
dominant hand because the player was placed as a
rower that rowed the paddles on each hand. The
device was designed using rowing simulation
movement. This research aim is to design a bilateral
hand movement device for exercise program standard
for both hands to increase the motoric function of the
non-dominant hand.
2 METHODS
The design method that was used in this research was
the Design Thinking Method that prioritized the
human center approach. There were five stages are
empathize, define, ideate, prototype, and test
(Sándorová et al., 2020). The flowchart of the
Methodology can be seen in Figure 1.
Empathize stage identified the customer needs and
did the interview method and observation. The
customer’s age range was between 19-65 years old.
The next step was the define stage, which would
do the problem interpretation so the things to be
developed could be determined on the next stage.
The ideate stage was to determine the design idea
by using many kinds of techniques and methods. At
this stage, Quality Function Deployment (QFD) was
used. QFD is typically used as a design tool. It could
be used any time when customer needs have to be
identified to determine technical requirements to
determine priorities and setting targets (Erdil &
Arani, 2019).
Figure 1: Flowchart of the Methodology.
There were 4 stages in the QFD, which were the
Product Planning Matrix, Design Planning Matrix,
Process Planning Matrix, and Production Planning
Matrix. It was limited only to the Product Planning
Matrix and Design Planning Matrix in this research
because the goal of this research was to build the
design ideas. The Product Planning Matrix, the
customer needs, technical requirements,
relationships, target values, and contribution values
were needed. Based on the technical requirements of
the Product Planning Matrix, it was determined the
Critical Part Requirements and their Part
Specifications and also the contribution values.
In making the design ideas, the anthropometric
data would be used as the base to determine the
exercise device measurement. Anthropometric data
are essential for applying ergonomic principles to the
design and improvement of a wide range of products
for different users (Dianat et al., 2018).
Anthropometric data are used for the proper design of
a workstation, equipment, furniture, and so on to
decrease awkward postures and stresses on the human
body due to improper design (Jalil Mirmohammadi et
al., 2006).
The anthropometric data that was used was the
Indonesian community anthropometric data as the
interpolation result of the British and Hongkong
community to the Indonesian community
(Nurmianto, 2004). For the body dimension that was
not included in the anthropometric data, the
anthropometric data in Chuan, et. al’s research was
used (Chuan et al., 2010).
ICE-TES 2021 - International Conference on Emerging Issues in Technology, Engineering, and Science
154
After the ideate stage was done, the next stage was
the prototype, based on those ideas. At this stage, the
prototype was built in the 3D Modelling form using
Blender Software.
The final stage of Design Thinking was the test, in
which testing would be done on the prototype design.
But this stage would not be done but would be
suggested for future research.
3 RESULTS AND DISCUSSION
The first stage of the Design Thinking Method was
empathize, which would identify the customer needs
in doing the exercise program. The methods that were
used were interviews and observation. Customer
needs that were gathered were:
Because of the Covid-19 pandemic, the customer
did not want to do sports activities in public
places such as fitness centers or together with
others in their community.
The customer did not want to go out too often.
The exercise that would be done was low impact.
The exercise that would be done was fun.
The exercise that would be done, using both
hands.
The customer could do exercise without other
people’s help.
The second stage is define. The goal of this stage
was to interpret the problems so the things that would
be developed could be determined for the next stage.
The problems were:
The exercise device can be used with both hands.
The exercise device is easy to be used.
The exercise device can be used without other
people's help.
The exercise device is fun to be used.
The next stage is ideate. The goal of this stage was
to determine the exercise device design ideas. Quality
Function Deployment method was used, but limited
only to Product Planning Matrix and Design Planning
matrix.
The Product Planning Matrix can be seen in
Figure 2. The customer needs were gained from the
problems above, while the importance to the
customer was assumed to have the same value for
each variable. Relationship symbols were put to see
the relationship between the customer needs and the
technical requirements. The relationship symbols can
be seen in Table 1 (Astuti et al., 2020).
Table 1: Relationship symbols.
S
y
mbol Definition Value
Stron
g
relationshi
p
9
Moderate relationshi
p
3
Weak relationship 1
No symbol No relationship 0
At this stage, the technical requirements that had
the 2 highest contribution values were the
understanding rate to use and the independence rate
of the user.
Technical requirements that had been determined
including their contribution values were then
transferred to the Part Planning Matrix. Part Planning
Matrix can be seen in Figure 3.
In this Part Planning Matrix, critical part
requirements were determined, which were the
function detail to answer the technical requirement.
Critical part requirements are divided into 4
categories, are additional, movement standard, an
exercise device, fun facility. Critical part
requirements needed the detailed design of its part,
and anthropometric data was used to answer some of
the technical requirements in this matrix.
Anthropometric data that were used are body
dimensions for standing height, elbow height, elbow
span, handbreadth, maximum grip diameter, and
elbow-fingertip length. Body dimensions for exercise
device design can be seen in Table 2:
Figure 2: Product Planning Matrix.
Design of Bilateral Hand Movement Device using Design Thinking and Quality Function Deployment to Increase the Motoric Function of
the Non-Dominant Hand
155
Figure 3: Part Planning Matrix.
Table 2: Body dimensions for exercise device design.
Device dimensions Body dimensions Percentile Gende
r
Dimensions (cm)
Height of the pole Standing height 95th Males 173.2
Height of the paddle cente
r
Elbow height 50th Females 95.7
Len
g
th between the
p
addles Elbow s
p
an 95th Males 96
Len
th of the
addles sticks Handbreadth 50th Males 7.9
Diameter of the
p
addles Maximum
g
ri
p
diamete
r
50th Females 4.6
Length of the paddles Elbow-fingertip length 50th Females 40.9
a. Height of the pole using the standing height body
dimension with 95th percentile for males, which
is 173.2 cm. The aim of using the 95th percentile
for males was the flexible use of the device for
tall users.
b. Height of the paddle center using elbow height
body dimension with 50th percentile for females,
which is 95.7 cm. The aim of using the 50th
percentile for females was the suitability of the
height of the paddle center measurement and the
average body dimension for males and females.
c. Length between the paddles using elbow span
body dimension with the 95th percentile for
males which was 96 cm. The aim of using the
95th percentile for males was the flexible use of
the device for big users.
d. Length of the paddles sticks using handbreadth
body dimension with the 50th percentile for
males which was 7.9 cm. The aim of using the
50th percentile was the suitability of the length
of the paddles stick and the average body
dimension for males and females.
e. Diameter of the paddles using maximum grip
diameter with the 50th percentile for females
which was 4.6 cm. The aim of using the 50th
percentile was the suitability of the diameter of
the paddles and the average body dimension for
males and females.
f. Length of the paddles using elbow-fingertip
length body dimension with the 50th percentile
for females which was 40.9 cm. The aim of using
the 50th percentile for females was the suitability
of the length of the paddles and the average body
dimension for males and females
Part Planning Matrix also had the same principles,
as the Product Planning Matrix. At this stage, the
critical part requirements that had the 2 highest
ICE-TES 2021 - International Conference on Emerging Issues in Technology, Engineering, and Science
156
contribution values were notice and Virtual Reality.
By using all of the data from Part Planning Matrix,
such as anthropometric data and its additional idea
such as putting the notice and using the Virtual
Reality, the design of the device was completed.
Virtual Reality (VR) was the simulation of the
real world or the imaginative environment, could be
felt in three dimensions, and also gave the visual
interactive experience in the real-time movement
with voice or any other feedback (Okechukwu &
Udoka, 2011). VR has incorporated playing a game
using a system capable of sensing movement (e.g.,
Xbox Kinect). VR has also been combined with
traditional exercise tasks, such as stationary cycling
treadmill running, and ergometer rowing (Murray et
al., 2016). VR can be used as additional supporting
tools as controller/joystick that enables the users to do
variety movement, such as grabbing and throwing.
These movements can help the motoric performance
increasing process on the non-dominant hand.
The next step was making the prototype, using the
design development with 3D Modelling using
Blender Software. The result was shown in Figure 4
for the Front View, Figure 5 for the Top View and
Figure 6 for the Side View. In Figure 7, the person’s
position when the rowing exercise is conducted, it is
done using Bilateral Hand Movement Device.
Figure 4: Design of Bilateral Hand Movement Device
(Front View).
Figure 5: Design of Bilateral Hand Movement Device (Top
View).
Figure 6: Design of Bilateral Hand Movement Device (Side
View).
Figure 7: The Person’s position while doing the rowing
exercise.
The VR would be used while the person was
doing the exercise using the device. The VR would be
completed with the fun game as if the person was
doing the rowing.
Oculus VR
Notice
Design of Bilateral Hand Movement Device using Design Thinking and Quality Function Deployment to Increase the Motoric Function of
the Non-Dominant Hand
157
4 CONCLUSIONS
This research had an outcome of a design of a bilateral
hand movement device that had the aim to increase
the motoric function of the non-dominant hand. The
device is combined with VR to make it fun while
doing the exercise. The person who was doing the
exercise would feel as if he was doing the real rowing,
according to the game on the VR. It was related to
previous researches that mentioned the use of VR was
combined with traditional exercise tasks, such as
stationary cycling treadmill running, and ergometer
rowing, and related also to the exercise of bilateral
movement. The device can be seen in Figure 4 to
Figure 7.
In the Part Planning matrix, the critical part
requirements that had the 2 highest contribution
values were notice and Virtual Reality. Future
research might include the vibration alert in doing the
exercise, the water flow to burden the rower, to make
the exercise more real. This research was early
research of integrating the device with VR. For future
research, it might continue the QFD with Process
Planning Matrix and Production Planning Matrix.
Other future research ideas are the material test to
determine which material would be fit for the exercise
tool, and the rowing game software that would
integrate hardware, software, and experiment.
ACKNOWLEDGEMENTS
The authors would like to say thanks to Universitas
Kristen Maranatha that has given fund research, and
to all the respondents that were interviewed.
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