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Tales of ‘Genium

Canadian-looking landscape that has dark, hilly ground, evergreen trees and a colourful sunset. Centred is a man in a top hat and in the style of the late 1800’s, walking a bicycle. In the corner is a yellow tractor and in the air above, an airplane with title: Tales of 'Genium.

Client Ingenium Canada
Professor(s) Jed Looker, SuCheng Lee
Program Interdisciplinary Studies in Human Centred Design
Students Chiamaka Nwabuzor
Dilpreet Singh
Jennifer Poth

Project Description:

Overview: Ingenium Role-Playing Games RPG
The digital team of Ingenium, Canada’s national museums of science and innovation, have asked us to come up with an approach to engage Gen Z’s, 18-24 year olds, across Canada. This would be an approach that could be used across the 3 museums and across collections while being accessible to and inclusive of all Canadians of that demographic.

Solution Plan:
Ingenium museums would design role-playing games of different adventure-themed stories based around artefacts in their possession, gathering them in many contexts: eras, geographical regions, collections, technological progression, for example.

Adventure Planning
The manuals for campaigns, or main story arc, would be written by Ingenium historians/curators in collaboration with well-loved RPG authors. This would ensure that they are based on fact and history as much as possible in the set-up of adventures, but the storyline and game possibilities (including rules) would be designed by people experienced in role-playing games.
Playbooks, character sheets and other materials that define the game would be created and uploaded on Ingenium’s website as guides for users. The manual would include a quick guide with the basics as well as the in-depth story and rules. The sessions would be run on a messaging/sharing platform like Discord.

Genium Masters
Organizing and running the Campaigns (games) would be the Genium Master(s). They would run the (eventually automated) sign-ups on the Ingenium website and arrange the plan for the whole Adventure and each session. Sessions would be opened with the Genium Master framing the current section of the adventure and what the next steps are. Genium Masters could be curators of the museum or contracted professional Game Masters. As players become more engaged, they can become Game Masters.

Character Creation
Each player creates a character at the beginning of an Adventure with a Character Creation Guide. Users have the freedom to be whoever they want to be, so far as it fits the story. They do so by defining traits including interests, abilities and back stories. As this solution has as one of its mandates to be inclusive of all Gen Z throughout Canada, the character trait options will include diversity that represents the multiple cultures, different abilities, genders and other perspectives that are experienced throughout our country.

Character Avatars
Once the character is imagined, it can be depicted by the creation of a virtual character in a tool/app /platform with options to use their video & overlay IG (or Ingenium) filter on one’s own pic (like Snapchat) or build a completely new avatar.
Getting the Word Out
Posters/ads would be posted on Ingenium’s official social media accounts. IG, Facebook and Tiktok would be used for promotional purposes and to engage users in short interactive story hooks, polls, Q & A, and provide links and info on each RPG.
Campaign Booking
Users would click on story highlights in their social media and swipe up to read more on Ingenium’s website and sign up for the stories they are interested in the booking system maintained by the Genium Master(s).

Accessibility
Built into the solution would be aspects to meet and exceed Canadian and Ontario accessibility standards and be as inclusive of all abilities as possible.

Short Description:

To engage Gen Z across Canada in their online museum offerings, Ingenium would design and role-playing games (RPG) of different adventure-themed stories based around artefacts in their possession, set in historical, geographic, etc. settings.

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A collage of depictions of common traits of Gen Z.  Includes birthdates of 1997-2012, tech-savvy, using digital reach to promote activism, To reach them, we need to incorporate their peculiar sense of humour, short video, creative and visually appealing content, & a smooth user experience. Experience principles that guide the design of the solution: 1. Give context to facts 2. pique my interest quickly 3. Interactivity and and immersive experience is required 4. Choice 5. Spark my creativity 6. Inclusiveness 7. Make instructions clear and concise.
Try It Out Virtually. As part of our user interview process, we had users try out the 3 activities depicted: the Ingenium digital catalogue, the Rijksmuseum scavenger hunt and a Kandinsky AV experience. Promotional posters (3) for social media. 1st shows the landscape background of our main poster with an artefact displayed. 2nd, a mysterious mood with castles and viking ships lining a river. 4th, An astronaut, spaceship and alien floating in space.
The 1st 3 boxes of a storyboard showing the breakdown of the solution, including the subjects: Overview: Ingenium RPG, Adventure Planning, Genium Masters, and Character Creation. The 2nd 3 boxes of the storyboard showing the breakdown of the solution, including the subjects: Character Creation, Getting the Word Out, More Information and Campaign Booking

Funded By

Improving AskPolly — Bringing Human-Centered Design to Artificial Intelligence

AskPolly, Bringing Human-Centered Design to Artificial Intelligence

Client Advanced Symbolics Inc.
Professor(s) Jed Looker,
Program
Students Joyat Joseph
Muhammad Khan
Zhi Wang

Project Description:

Introduction to Project
AskPolly is a self-service tool for market research created by Advanced Symbolics Inc. (ASI) that uses artificial intelligence to study what people are saying online on social media. A person enters a query of what they want to measure (e.g. trucker protest), and the population they want to measure (e.g. residents of Ottawa). Polly then returns what conversations people are having online, how people feel about each of the conversations, and the demographics of the people. Though a powerful tool on the back-end, AskPolly’s engineering-first interface design was in need of improvement. ASI approached our team to research and design a new interface for AskPolly that makes the product easier and more intuitive to use.

Our Roles
Muhammad Khan: UX Research
Joyat Joseph: Interaction Design
Zhi Wang: Data Visualization

What We Did
We began the project by conducting a literature review and a heuristic evaluation of the current product. We also conducted interviews with engineers and augmented research managers at ASI to gain a better understanding of AskPolly and its function. We organized the information architecture of AskPolly and researched data visualization techniques that we could use to output information on a dashboard.
Using what we learned during our initial research we created a low-fidelity prototype using Figma that makes several changes to the original product to fill gaps in the user experience. First, we simplified the search page to have a single entry for a query, rather than having to manually add keywords one by one in separate entry boxes. We also added a loading screen, to improve the experience during the 5 minutes that it takes Polly to gather information for the dashboard. On the dashboard, we introduced a new card-based interface to make the conversations easy to digest. We also introduced simplified graphs to quickly provide users with an overview of the information related to the conversations they select. We also added functionality to add and remove graphs so that the user can customize the dashboard to their needs.

Next Steps
The next step of this project is design validation. We will be conducting usability testing on our design, and iterating it over 4 weeks to ensure that it truly meets the needs of users. During the tests, we will also be collecting important information on how users enter queries into AskPolly, which will be used to improve Polly’s ability to understand user inputs. Once we have a validated design, we will present a high-fidelity prototype and our research findings to Advanced Symbolics Inc. so that the engineering team can implement our recommendations.

We would like to thank the team at Advanced Symbolics and Jed Looker for the opportunity to work on this project and for all their help!

Short Description:

Our team at the Human-Centered Design Lab explored how we could improve the user experience of AskPolly, a self-service tool for market research powered by Artificial Intelligence.

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Video Presentation

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The team: Muhammad Khan, UX researcher; Joyat Joseph, Interaction Designer;  Steven Wang, Graphic Designer Entering location into AskPolly search page
Entering query into AskPolly search page AskPolly loading page
AskPolly Dashboard Usability Testing Instruments

Funded By

DocConnect

Image DocConnect logo and name on a white background. Blue circular logo with white outline of hand like a constellation to the left; "DocConnect" in large red font to the right. Below that, in smaller black font it says "It only takes a click"

Client Alek Golijanin
Professor(s) Karan Kalsi,
Program Computer Programming
Students Harpal Singh, Darshan Singh, Jaskaran Singh, Jamal Alkader, Sarah Cormack

Project Description:

The concept for DocConnect was developed by Alek Golijanin, a local community builder looking to make a difference in the lives of others, especially Canadian youth.
DocConnect is a web-based application designed to be used by high school guidance counselors to help students who do not have a family doctor. A postal code is entered, and DocConnect returns a list of nearby doctors and clinics. Necessary enrolment forms are also provided ready to print, to make the whole process as simple as possible.
This was a continuation of work previously begun by Algonquin College students in an earlier semester. There were some issues involving the initial set-up of the database account on the Firebase platform that were resulting in the DocConnect site being nonfunctional, so this was the highest priority. After resolving that issue, our work shifted to expanding the scope of DocConnect beyond Ottawa by increasing the number of cities represented in DocConnect’s search function, starting with Edmonton. This way, DocConnect could best fulfill our client’s goal of improving kids’ lives. Some alterations with made to the administrative, reflecting the expanded search scope in the database administration.
We also worked on finetuning the look and feel of DocConnect’s user interface to ensure a straightforward and effortless user experience.
Over the course of our work on DocConnect, several unexpected shifts in project requirements meant we had to be quick to adapt and flexible with our planning, pivoting between features as needed.

Short Description:

DocConnect is a web-based tool designed to help high school guidance counsellors connect Canadian youth without designated family doctors with medical clinics based on distance, as well as provide print-ready enrolment forms.

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Video Presentation

Gallery

The landing page of the DocConnect website in browser; the blue circle logo and title are in the top left. Below that it says " A family doctor is closer than you think..." with a grey "Begin" button below that. To the right, a close up of the side of a doctor holding a stethoscope The main page of the DocConnect website. A pale blue banner with the logo across the top. Below that, dark blue title, "Find Your Doctor." Below that, a pale blue search bar for a postal code and a blue "Search" button. A blue banner with info about printing forms. A graphic of medical professionals
Main page showing search results after entering an Ottawa postal code. To the left, a table of results showing doctors and their address, phone number, and distance from input. To the right, a google maps interface with some of the results marked A pop-up in browser showing the Patient Enrolment and Consent to Release Personal Health Information form ready to print
Results from entering a Edmonton postal code in DocConnect's test environment. To the left, a table with test data for Edmonton doctors' practices; to the right, a google maps interface showing the results marked with red icons

Funded By

PluralByte.com Website Design

Landing Page of PluralByte.com

Client PluralByte.com
Professor(s) Melissa Sienkiewicz, Islam Gomaa
Program CST 8334_Software Development Project
Students Abdulrahman Alhariri​
Qicai Liu
Gabriel Matte​
Jesse Okeya
Janice Omadto

Project Description:

The Team is working on website design using Angular, Node.js and NPM. The particular components asked for are revamped website with a more modern look, a live chat, chatbot features and database for user accounts storage.

Short Description:

The Team was tasked to revamped an old website and make it look modern and catchy. As well as integrate a chatbot with data persistence and intelligence.

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Video Presentation

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About Page of PluralByte.com Blog Page of PluralByte.com
sample Services Page of PluralByte.com sample Services Page of PluralByte.com
sample Services Page of PluralByte.com Sample Services Page of PluralByte.com

Funded By

COVID-19, Victim Services, and Well-being

Client Victim Service Providers
Professor(s) Benjamin Roebuck, Diana McGlinchey
Program Victimology
Students Areeba Ahmad
Eloina Rodriguez Petrova
Aisling Mccoy
Maryanne Kamunya

Project Description:

“The pandemic has made my job more difficult. When the courts closed, our case numbers doubled because cases were not being resolved… It has become more challenging to stay mentally well during the pandemic, as some of my strategies for self-care were thwarted.” (Victim Service Provider)

Stay-at-home orders in response to the COVID-19 pandemic changed the delivery of victim services, increasing the challenges for service providers to support victims and survivors of crime. We were interested in further exploring this topic by answering the following questions in a paper for the Department of Justice:

1. How have pandemic restrictions related to COVID-19 affected the delivery of victim services?
2. How have these workplace changes affected service providers?
3. How has the COVID-19 pandemic impacted the overall well-being of victim service providers?

In our national survey of 564 service providers across Canada, respondents indicated an increase in workload and that the need to adapt to shifting public health guidelines generated additional stress. Service providers shared different perspectives on how they had been affected by working from home, with some finding it more flexible because the work happened in their own positive space, while others found it more difficult because they felt the work was invading safe spaces in their own homes. The majority of participants working full-time or part-time indicated spending more time working from home during the pandemic. Approximately three in ten service providers who reported these increases also reported a decrease in their work-life balance and 42% reported that their overall mental health had decreased as a result of these changes. More than seven in ten reported that their level of stress had increased. These findings suggest the need for flexible and diverse approaches to service delivery after the pandemic. Greater choices should be available for both victim service providers and survivors about aspects of services that are best suited to meet their needs. Additionally, the increased use of technology has introduced the possibility of survivors meeting with victim service providers or participating in the criminal justice system virtually. For some, this offers a safer and more inclusive service environment, which is worth retaining post-pandemic. However, it also introduces barriers for those without access to technology. Service providers felt that virtual services introduced additional barriers for survivors without access to technology, while providing others with safer and more inclusive access to support. Findings also highlighted a disparity in the resources and compensation available to service providers working in different sub-sectors of victim services. This study also suggests the need for increased and on-going financial support to ensure that victim service organizations are equipped to meet the needs of their clients.

Short Description:

COVID-19 transformed victim services, increasing challenges for service providers to support victims and survivors of crime. Join us as we consider findings from our national survey regarding the experiences of service providers in the pandemic.

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Video Presentation

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Research Questions Our Methods
Our Findings Impact of COVID-19 on work and wellness
Impact of COVID-19 on work-life balance Impact of COVID-19 on mental health

Funded By

Passive House Premium Electrical Schematic

Client Carolyn Lorimer
Professor(s) Mauricio Ledon,
Program Electrical Engineering Technology
Students Cameron Mattie
Lenin Conol
Jacob Francis
Billy Joyce
Ben Harkness

Project Description:

Powerhouse Designs has been recruited to compose a set of electrical drawings for the first Canadian Passive House Premium residence. This residence is a part of the Passive House Standard, an international standard of building certification that has specific renewable primary energy demands, and in this case requires the generation of renewable energy. This includes plans for the AC and DC wiring, service connection, panel schedule, as well as correct placement for all lights, receptacles, switches, fire alarms and telephone outlets. Since it’s necessary to meet not only the technical requirements but also the safety requirements, it was imperative that all decisions be made and documented following the Canadian Electrical Code book.

Short Description:

The goal of this project is to provide the groundwork for all electrical wiring needs throughout the house and accompanying property, while meeting the Passive House Premium standards.

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AutoCAD: First Floor Completed Drawing AutoCAD: Second Floor Completed Drawing
AutoCAD: Third Floor Completed Drawing AutoCAD: Legend
AutoCAD: Service Connection Completed Drawing Electrical Expenses Estimate

Funded By

The Tetra Button Pusher

The poster outlines the problem our client tasked us with solving; namely, people with limited mobility not being able to independently operate their bed remotes. It then lists project goals/requirements, the design plan, and the solution we developed. Pictures accompany each section for visual help

Client Tetra Society of North America
Professor(s) Bijan Borzou, Laura McHugh
Program Mechanical and Electrical Engineering Technology
Students Nathan Prokaska
Gordon Pollock
Ben Krajewski
Shaikh Mohammed

Project Description:

People who are bedridden are often able to adjust the position of their medical bed using a remote control. However, some people are unable to use this remote because of additional mobility issues. Current solutions to this problem are too expensive for most people in these circumstances to afford. This has caused the Tetra Society to propose that an inexpensive voice-activated method of adjusting this type of bed be developed. Because of price constraints, the budget for this project is $500.00. The solution should also provide the ability for helpers and/or caretakers, who are aiding the bedridden person in question, to use the remote in its intended way.

The solution consisted of designing and building a mechanism that could react to voice commands issued to a Google Home to raise or lower the headrest, footrest, and height of a hospital bed. This was accomplished using an ESP32 microcontroller to process commands, and analog feedback servo motors to physically interact with the buttons on the bed remote. The device also has a setup routine where the primary user can calibrate the system, set up the positions of the buttons, and fine tune the control parameters such as what increments in percent they would like to be raised/lowered by.
Fortunately, we were actually able to develop a working prototype for our system to see how it would perform. We ended up testing the system on a calculator instead of a bed remote due to visitation and time constraint issues, but the functionality remains the same. The arm was able to be calibrated and positioned over top of buttons to save the servo angles for when they needed to be called. Then, when a Google home was issued a command like “Hey Google, Raise Head” It would turn on the calculator.

This project was an enjoyable and worthwhile learning experience that has developed a thorough understanding of engineering principles and practices. The project involved designing models on paper, creating them in 3D space within CAD software, and then bringing them to life with 3D printing; or creating custom circuit schematics and PCB layouts to be ordered; along with component lists, and bills of material; or writing user interfaceable programs that operate the system with code derived from control system; and kinematic theory. All of this and more have culminated to be a well encompassed project that has taught us what it takes to develop and construct a consumer worthy product. Though we did not fully flesh out all aspects of the project, with future time and development this project could be turned into a consumer ready device.

Short Description:

The project consists of a voice activated, three motor robotic arm capable of pressing buttons on a hospital bed remote. Voice commands are issued to a Google Home and are interpreted into buttons for the actuator to press.

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This is the first design of a model we came up with to get a better understanding of the functionality. This was our third and final iteration for the design portion of the project.
This is the printed circuit board that was custom designed for this project. It also acts as an ESP32 breakout-board with the additional headers parallel to the original. This is the real version of the arm and housing assembly that we were able to test out.  The case is 3D printed in PETG and most of the fasteners are M4 screws, along with the brackets being made from aluminum.
This is what the arm looks like when positioned over the mold. This is what it looks like when pressing the ON button on the calculator.

Funded By

Co-creation & Social Connection with 55+ Adults

Co-creation and social connection is achieved with an online museum game that allows grandparents to learn and connect with their grandkids

Client Ingenium
Professor(s) Jed Looker, Su Cheng Lee
Program Interdisciplinary Studies in Human Centred Design
Students Anne Millar
Matthew Teghtmeyer
Ramanpreet Brar
Omkar Bavikar

Project Description:

Ingenium is a Crown Corporation overseeing three Ottawa museums, including the Canada Science and Technology Museum, the Canada Aviation and Space Museum and the Canada Agriculture and Food Museum.
Currently, the majority of Ingenium content exists in physical format, however, they are now interested in modernizing and expanding their digital museum offerings to engage audiences more broadly across Canada. Pandemic-related closures of museums underscored the need to do more than just replicate physical museums on a website to attract an online audience as their ongoing challenge is to attract and maintain a loyal audience in the face of immense competition for viewers’ attention.
Our study first sought understanding of museum visitors’ motivations, interests and perspectives. To this end, a literature review was conducted to gain insight into the current thinking on this topic. This led the research team to focus on interactive digital content that fosters co-creation and social connection in adults over 55.
A survey was administered, recruiting via social media and through organizations and groups that target this demographic across Canada. Semi-structured interviews with a sub-sample of survey respondents followed. These data were analysed, revealing a number of key insights, primary among these – this demographic has accessibility needs and values opportunities to learn and to connect socially. From this, Experience Principles and a User Persona were created. Next, the team used these insights and artifacts to ideate potential solutions.
The proposed solution is an online guessing game for grandparents and grandkids and makes use of digital museum artifacts. Grandparents and grandchildren play against each other to gain points. To begin, players create an avatar and select an artifact theme. Each artifact is presented onscreen with the question ‘what is this?’ and a multiple choice response can be selected. After each guess, a brief description of the artifact is given with the option to tag it to learn more post-game. At the end of the game, players are encouraged to share their experiences and even possibly their real-life knowledge of the artifacts in an online guest book, thereby co-creating content for other visitors to view. Players can also share their scores on social media. More advanced versions of the game might include in-game purchases to personalise avatars or the option to purchase merchandise from the online store. Accessibility features ensure the barrier for engagement is low.
This solution accounts for the 55+ group’s desire to learn, to connect to family and share, while meeting accessibility requirements. An additional advantage is that the solution offers Ingenium the opportunity to track interests and use for future marketing strategies.
As a team, we learned that consistent communication was essential for effective group functioning. Also, our research uncovered our assumptions of this demographic, teaching us the value of research in to avoid being led by assumptions. Another valuable lesson was learning to think differently, even with time constraints and required deliverables. UX research requires an expansive, exploratory thinking style, unimpaired by ego and this, while challenging, was very useful to experience.

Short Description:

An online game was created for 55+ adults to learn, connect and co-create with their grandkids while promoting Ingenium museum content across Canada.

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Our problem space is defined as Interactive digital content that fosters co-creation and social connection. Ingenium needs to compete with competitive entertainment space. This requires Dynamic digital content is needed to entice audiences and tailored experiences with effective co-creation Methods: Began with a literature review followed by participant and subject matter expert recruitment. We used surveys and semi-structured interviews to collect data. We then coded and analysed the data, ideated and validated solutions.
The experience principles and persona illustrate the results, which, in summary include the findings that older adults want to learn and connect and have accessibility needs that can impact their ability to engage online. We have proposed a solution to this problem space that is an online guessing game. Grandparents can play this with their grandkids regardless of where they live. The solution meets the older adult’s need to learn and connect and if designed with care, will meet the accessibility needs of this group.
The journey map illustrates the future stage, imagining the journey through which an older adult accesses the proposed solution - an online game

Funded By

LIP: Newcomers Resource Portal

Resource landing page for LIP resource portal

Client Local Immigration Partnership (LIP): Lanark-Renfrew
Professor(s) Jed Looker,
Program Human-Centred Design Institute
Students Jordan Passant, Asmita Laha, Dilpreet Singh

Project Description:

The Human Centred Design Institute (HCDI) was approached by Local Immigration Partnership (LIP) to create an opportunity for a student team to gain real world design and development experience. Under the guidance of Research Chair, Professor Jed Looker, our team came together to create a resource repository/information portal for LIP and new Canadians.

As a team we regularly met with primary stakeholders, including manager of LIP Jodi Bucholtz, and her team of staff and student assistants. Through weekly virtual gatherings, we came together offering each of our own unique talents to achieve the end goal we now have. HCDI’s student team contributed to the project via web development, user experience and user design.

The project was completed in several phases across a span of roughly four months beginning in late 2021. The initial phase involved getting familiar with WordPress, gathering ideas and drafting design requirements. The next phase saw development increase as implementation began, alongside a continuing and ever-evolving design process. Then, with a sizeable pool of design requirements on the table development ramped up. From here, consistent work was carried on to fine-tune designs and build out the frame of the article repository. In the ending phases, a huge push to configure and build out each of the 70+ articles written by Jodi and her staff. This content injection phase also involved rounds of user testing to gain valuable feedback on further fine-tuning.

At project end, we finished with a rich, depot of articles, tools, and tips to consult for many of the basics needs and questions a new Canadian might have.

LIPLanarkrenfrew(.ca) is built on the popular content management system, WordPress. Design figures and mock-ups were created using Figma.

You can view our presentation here

Short Description:

Local Immigration Partnership is an organization dedicated to integrating new Canadians in our local communities. Our project saw the design, construction, and testing of a resource portal filled with helpful articles and tips for new Canadians.

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Video Presentation

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Resource landing page search feature. Resource landing page category pages.
Category page. Category page article listing.
Article page. Article page, sidebar search.

Funded By

Airbag Deployment Unit

Client Trevor Lehouillier, Transport Canada
Professor(s) Laura McHugh, Bijan Borzou
Program Electrical/Mechanical Engineering Technology
Students José Angel Fragoso Delgado
Ivan Cotrina
Marc Sabourin
Nycholas Paquette
Noah Graham

Project Description:

The Transport Canada Airbag Deployment Unit is designed to detonate pyrotechnic devices in a safe and controlled environment.
It uses a custom vice designed to secure devices such as driver airbags, passenger airbags, and seat belt pre-tensioners. This is on top of a Lista workbench and covered by a polycarbonate enclosure to protect people and the environment from possible debris escaping the ignitors.
The deployment unit uses an electrical circuit to ensure that no accidental detonations occur and that the device in question is properly secure in the vice.

The Defect-Related Information on Vehicles and Equipment (D.R.I.V.E) analyses transportation-related accidents and tries to determine the cause so that it can be prevented in the future. Many severe accidents deploy airbags, and sometimes, they can be faulty and injure the vehicle’s occupants more than help them. Transport Canada also receives many unexploded ignitors from accident vehicles. Therefore, they need a safe way to test and/or dispose of them.

Previously, the D.R.I.V.E. team at Transport Canada would attach airbag ignitors to a camera tripod and use long wires to send 9V from a D-battery to detonate the ignitors outside. This was not very safe and could only be done outside.

For our final project, Trevor Lehouillier from Transport Canada tasked us, Project Team F, with solving this issue at the beginning of the fall 2021 term.

The idea for the airbag deployment unit was brought to us by Algonquin College as a collaboration initiative with Transport Canada’s Recall and Defect Department to improve the safety and ease of detonation of vehicular pyrotechnic devices such as airbags, knee bolsters, and seatbelt pre-tensioners.

In most cases, these devices are very safe, designed to detonate within the confines of the cabin of an automobile, and meant to protect the vehicle passengers from serious injuries during motor vehicle accidents. In Transport Canada’s case, the recall and defect investigators are dealing with pyrotechnic devices that have undergone failure during an accident or have been involved in a manufacturer recall by which, their safety standards can no longer be assumed, and they must therefore be treated as volatile and unpredictable explosive devices.

The requirements revolve around increasing the safety precautions and procedures used to investigate these devices by minimizing the risk to the investigative teams. The essential needs expressed by the Recall and Defect Department team focus on allowing for rapid, safe, and efficient detonations all while accounting for unpredictability.
The reasoning for increased handling discretion, as explained by a member of the Transport Canada team, evolved from investigation report data demonstrating evermore unpredictable circumstances of passenger deaths due to minor automobile accidents. Incidents that investigators concluded should have resulted in minimal harm to passengers and no loss of life in which pyrotechnic detonations have been deemed the cause of death due to shrapnel and excessive explosive forces.

The initial information supplied to the project team was conducive to justifying an in-depth exploration of procedure re-evaluation.

Short Description:

An Airbag Deployment Unit designed with the purpose of disposal and Product testing of airbags and Pyrotechnic devices for Transport Canada to ensure Canadian vehicles are safe and verify these safety products function to manufacturers specifications

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Funded By