As such, we propose serious games as a versatile methodology to facilitate transitioning from Industry 4.0 (data-driven and interconnected) to Industry 5.0 (humane work and sustainability). Further, we present empirical studies that illustrate the application of the model and suggest the utility of serious games as a learning environment to evaluate industrial user interfaces, and to investigate human behavior in complex production environments. We present an actionable adaptable iterative process model for designing serious games and exemplify this model using a supply chain and quality management serious game. We discuss how these can contribute to 1) learning how operators react to complex situations and how they deal with incomplete, uncertain, or fuzzy information, 2) understanding how operators of production systems and production networks can be supported by human-centric industrial user interfaces, and 3) enable operators to act appropriately in complex and dynamic cyber-physical production systems. In this article we present an overview and meta perspective on serious games as a human-centric methodology. But it also entails recruiting new employees, as well as re- and upskilling current employees of diverse ages groups for new and increasingly more complex tasks to manage increasingly more complex information. The digital transformation of production (“Industry 4.0”) has the potential to enormously accelerate and improve the efficiency of manufacturing processes and value chains. We believe in contributing to the state of the art in Era 5.0 and providing an analytical reflection in the field of education and industry, on the path towards a society that places the human being at the center of innovation and technological transformation. The results of this work show that the challenges for industry and education on the road to a “new” society are immense, in order to achieve a more humanistic society, centered on human beings, quality of life, and sustainability. Thus, this work intends, based on a systematic review of the literature, to analyze the challenges of Era 5.0 and its impacts on industry, society, and education as engines and promoters of the path to sustainable development. The new Era, Era 5.0, which places the human being at the center of innovation and technological transformation, can and must make its contribution to improving the quality of life, solving social problems, and human well-being, with the support of technology. As a result, society is facing, at all levels and in all areas, more and more global challenges, challenging its stability and prosperity, whether at a technological, economic, social, environmental, or educational level. We are in an increasingly disruptive context, in an Era in which the world presents challenging and growing levels of uncertainty, unpredictability, and complexity. Usability methods are evaluated in regard to their applicability. Factors that create complexity and how they can be reduced are presented. Practitioner Summary: This overview aims to be used as an entry point for engineers interested in usability and its applicability from a simulations and visualizations point of view. We present an exemplary study for the case of supply chain management, where the approaches were successfully integrated into a serious game not only serving as an investigatory tool but also as a training utility for supply chain managers. ![]() We present an overview of usability methods as well as complexity reduction methods and their applicability in engineering software design. We show the most critical ergonomic factors for developing software in a scientific engineering setting that focuses on complex problems. Without proper training the interaction of visual, cognitive and task complexity can lead to solutions that are valuable only to the developers themselves, but are not usable without extensive training. ![]() ![]() ![]() In many cases engineers and physicists develop simulation tools, machine interfaces, and data exploration tools but lack essential training in Human-Computer Interaction. At RWTH Aachen University the research cluster " Production Technology for High-Wage Countries " engages in advancing the polylemma of production.
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