Defining “quality” from customers’ perspective and controlling it throughout the product development process is a fuzzy and enduring task, especially for companies that are, simultaneously, fighting cost pressure and shortening product and technology life cycles. The poor predictability of customer demands complicates the definition of established requirements. During the product development process, product experts interpret the customer requirements and transfer them into product specifications. Due to the subjective nature of customer demands and the vast field of human perception, a huge number of product parameters have to be analyzed and specified to assure a comprehensive and successful approach. In order to keep an adequate cost–value ratio in production, it is not possible to pinpoint “hard” tolerances for each parameter. This article depicts the structured approach to choose the parameters, which are relevant for the customers’ quality judgment, and to tolerance “soft” customer perceptions. The emphasis lies on defining and scaling product parameters by combining product tests, interviews and focus groups for evaluation and interpretation by statistical means. Furthermore, the gathered information will be transferred into a “describing” specification, which will be supported by a tolerancing process based on statistical means.
In this research project an independent case study on the new contactless 3D body measuring native mobile applications has been carried out. The presented approach allows combination of three different measurement methods: the manual body measuring with the help of traditional instruments, 3D full body scanning technology and the contactless body measuring via smartphone applications. This paper discusses results of the investigation of usability of the measurement process via 3D body scanning apps on the Gage R&R methodology and the examination of their measuring accuracy. The current research provides analysis of body data obtained by the mobile scanning apps with the help of various methods.
This paper examines the influence of virtual and augmented reality on the purchasing decision-making process for clothing. The aim of the study is to gain well-founded insights into the possibilities and limitations of using virtual and augmented reality (VR and AR) techniques in that process. It can be shown that VR and AR applications as interactive systems can offer valuable support in the purchasing decision-making process. New chances and possibilities arise for future shopping in virtual or augmented realities, in which customers are supported in their decision-making. So far, the simulation of visual properties, the limited range of offered pieces, the lack of customer acceptance as well as high barriers to entry and expensive hardware solutions have weakened the full exploitation of potential.
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