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Clarifications for Toilet entity and its properties; proposal of new properties #7

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k00ni opened this issue Apr 25, 2019 · 4 comments

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@k00ni
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k00ni commented Apr 25, 2019

In this proposal i'd like to discuss properties of Toilet and usage of FoldingHandles.

Toilet

The Toilet entity has the following properties currently:

  • spaceInFront
  • spaceOnUsersRightSide
  • spaceOnUsersLeftSide
  • foldingHandles
  • hasFoldingHandles
  • heightOfBase

(1)

Could you please tell me, what "space" means, for instance in spaceOnUsersLeftSide? Do you mean the length or the depth of the area left/right of the user?

(2)

Using foldingHandles is a little bit narrow, because there are support handles which are not foldable. Would you be open to add more details here?


I would like to propose the following property additions to the Toilet entity.

The following properties clarify:

  • available space in the toilet
  • emergency bell information
  • door information
  • steps and handrail information till toilet
Property Data Type
markedWithPictogramAsDisabledToilet bool
areaInFrontOfWcLength number
areaInFrontOfWcWidth number
areaLeftOfWcLength number
areaLeftOfWcWidth number
areaRightOfWcLength number
areaRightOfWcWidth number
supportHandles (see below in FoldableHandles section) SupportHandle [ ]
vanityBasinFittingActivation string
stairs Stairs[]
doors Door[]
emergencyBellInsideToiletCabinAvailable replaced by emergencyBell EquipmentInfo[ ]
leftSupportHandleFoldable located within FoldingHandle bool
rightSupportHandleFoldable located within FoldingHandle bool
stepsTillToiletAvailable bool
numberOfStepsTillToilet bool
stepsHeightTillToilet number
stepsTillToiletContinuousHandrailLeftAvailable bool
stepsTillToiletContinuousHandrailRightAvailable bool
stepsTillToiletFirstLastColorized bool
doorWidth number
doorUnlockableFromOutside bool
distanceFromGroundEmergencyBellInsideToiletCabin

FoldingHandle => SupportHandle

I would like to rename it to SupportHandle, because there are handles, which are not foldable. If you enforce FoldingHandle, other types of handles have to be created with the same/similar properties.

I would change it to:

Existing properties Data Type
distanceBetweenHandles Length
onUsersLeftSide bool
onUsersRightSide bool
topHeightFromFloor Length
New properties
isFoldable bool

Feel free to adapt the properties, if there is a more suitable word in English.

EDIT: I cancelled Door and Stairs related properties in favor of using Door and Stairs instances directly.

EDIT 2: Relation to FoldableHandles discussed; proposal to renaming it to SupportHandle.

@k00ni
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k00ni commented May 7, 2019

I reworked my proposal (e.g. added critics about FoldableHandle).

@opyh
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opyh commented Oct 4, 2021

Could you please tell me, what "space" means, for instance in spaceOnUsersLeftSide? Do you mean the length or the depth of the area left/right of the user?

Space means the length/width/depth of clearance, from the user's perspective (while using the facility).

I'd leave the single properties for measurements and add a description how they are to be used:

image

I've renamed the word FoldingHandles to the correct English term GrabBars (plural, as it's defining a fixed structure named with a plural word in English) for the next release, and added the foldable property.

What do you mean by vanityBasinFittingActivation?

@k00ni
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k00ni commented Oct 15, 2021

vanityBasinFittingActivation is used to describe activation mechanism of the tap/valve at the basin.

@opyh
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opyh commented Dec 2, 2021

Ah, thanks!

I'd move this to a separate entity describing a tap activation mechanism. In our new office I've learned that this can be complex. For whatever reason, the tap in our office kitchen has 3 interdependent activation mechanisms, and for taps inside toilets, there is stuff like this:

opyh added a commit that referenced this issue Jan 17, 2023
Fixes
- #79
- A part of #7 (allows to describe the flush activation mechanism(s) of a toilet, in detail)

Adds a way to describe interactions of a human with their environment/a machine/a control in detail, allowing to specify necessary and sufficient abilities that you need to interact. Makes a distinction between perception and action.

New entities/interfaces:

- `Interactable`
- `InteractionMode`
- `ActionMode`
- `PerceptionMode`
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