## 5 Use Cases: Preliminary Results and Discussion
Use Case #2: Augmenting the Workers' Cognitive Capabilities -> Using Simulation-Based VR Training Solutions to Enhance Learning  
Complexity has increased significantly in production environments, thus making traditional training methods outdated. This has made necessary the integration of Modeling & Simulation methods with Virtual Reality to deliver a meaningful environment for personnel training. Prototypes of simulation-based VR training tools for augmenting workers' cognitive capabilities and enhancing the learning speed are presented in Figure 11. In such contexts, at the beginning of the training session, the players are usually given certain directives and rules to respect in order to succeed. Multiple scenarios (even very unlikely ones, such as industrial accidents) may be experienced to test the worker's capability to minimize impulsive behavior and assess the player's improvements over time in terms of compliance to rules and expectations. Figure 12 lays out one potential way to translate design requirements, through norms embodying the conformity value. Of course, various other instantiations in terms of design requirements can better suit such translations. This is, of course, not an exhaustive  
Figure 10: Bi-direction hierarchy showcasing how the value of welfare can be translated through norms and into technical design requirements for wearable technology. illustration, as values are interdependent. While on one side, players are required to conform to the procedure and expectations, on the other side easygoing and uncritical adhesion to norms would minimize the worker's capability to make informed decisions, thus potentially leaving the worker in unknown situations that are risky for health and safety. It emerges therefore the need of a discussion over the correlation of the conformity value with the trustworthiness of VR technology. Technologies that are used or will be used by the workers are shaped by human values but also transform workers' (and people's) identities. Figure 11: Prototypes of simulation-based VR training tools for augmenting workers’ cognitive capabilities. Figure 12: Bi-direction hierarchy showcasing how the value of conformity can be extrapolated from technical design requirements through norms for simulation-based VR training tools. Use Case #3: Augmenting the Workers' Interaction Capabilities -> Using Intelligent Voice-Enabled Digital Assistants at the Factory  
Voice-enabled digital assistants are drastically changing the way we interact with the CPPS, and prototypes are today available, for example, to support technicians and specialists during maintenance tasks at the factory as showed in Figure 13. Prospectively, every single autonomous and cooperative building block of a CPPS will be able to interact with the human worker via digitally-generated voice responses, thus giving birth to the Social Smart Factory. Digital assistants give workers intuitive and quick access to a plethora of information and knowledge, processed and made available by a ubiquitous intelligence, but concerns exist on how to design 'ethical digital agents' that treat people with consideration and courtesy. Figure 14 tackles the translation of the value of _identity_ for the design of voice-enabled digital assistants, showing how several ethical issues (discrimination of physical-impaired workers, or by language, culture, or current mood) could potentially emerge if value-oriented design requirements are not embedded into 'assistance technology'. One of the issues that can arise is work-related and emotional over-reliance, thus creating a potentially harmful reliance-dependence paradigm where operators are continually encouraged to use these devices for most of their duties. The risk is that a kind of emotional dependence develops, accompanied by overconfidence in the ability of the machine to support one's tasks, even in unexpected situations.