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DESIGNING FOR ANIMALS VERSUS DESIGNING FOR PEOPLE. Designers are being asked to assist with technological innovations to ongoing problems faced by the behavioral enrichment team.
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DESIGNING FOR ANIMALS VERSUS DESIGNING FOR PEOPLE Designers are being asked to assist with technological innovations to ongoing problems faced by the behavioral enrichment team. The aim of behavioral enrichment is to encourage species-typical behaviour in the animals; to encourage physical exercise and mental stimulation. Animals in captivity have had the need to hunt and defend themselves restricted. Without enrichment animals could become inactive or bored.
Design Requirements & Specifications ò Encourage natural behaviour. ò Be non toxic. òConsider animal ergonomics. ò Be robust, washable and user friendly to both the animals and keepers (e.g. the materials be non-breakable and the edges smooth) ò If it is to be happily 'destroyed' during the animal's enrichment, it should be safe (e.g. edible, no splinters or sharp pieces). ò Comply with the zoo's animal ethics policy and regulations regarding the keepers. ò Contain an interesting scent. ò Make a noise that will engage, but not frighten the animal. ò Look naturalistic.
Good behavioral enrichment requires extensive knowledge of the animal's dexterity, locomotion, original habitat, species interaction and preferred foods. After extensive research, designers are asked to: ò Create concepts of a form of behavioral enrichment specifically for chosen animal. ò Make models & prototypes supported with documentation to get keeper feedback, through e-facilities such as emails, chats, VR., video conferences, etc.. ò Modify a prototype in light of keeper feedback. ò Manufacture a final product.
Glossary some of the common words used in behavioral enrichment