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1.
This paper presents a narrative literature review that addresses the issue of how disabled and aging people access the arts through technology. Our review synthesized 56 studies about disabled and aging people's experiences of access through technology, with a focus on methods used and accounts of user experiences/stories to inform a Canadian research and development initiative called Accessing the Arts. We urge designers and developers to consider the complex, multimodal sociotechnical relationships surrounding technology and access—or TechnoAccess—as they develop technology with disability, aging and access in mind. Although existing evidence offers ways to improve everyone's access to the arts, recommendations are provided for research around access and technology as an inherently politicized topic that must be informed by disabled and aging people's intersectional cultural experiences, including how they wish to use technology to access the arts.  相似文献   
2.
张立业  孙自军 《仪表工业》2014,(2):36-38,42
国电南瑞集团NSC300UX型网络监控系统(简称NCS)在朝阳燕山湖电厂的应用,工作平台、特点和网络结构,该系统的主要功能和运行环境。  相似文献   
3.
组合机床生产线UX80线易出现虚夹现象,对该线的夹紧机构进行分析后改造了整个夹具。经过加工上万台气缸盖证明UX80线的夹具改造是成功的。  相似文献   
4.
Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change, since design has traditionally not played a large role in HCI research. Yet, the literature addressing this shift in focus is very limited. We believe that the field of UX research can learn from a field where design and experiential aspects have always been important: design research. In this article, we discuss why design is needed in UX research and how research that includes design as a part of research can support and advance UX design practice. We do this by investigating types of design-inclusive UX research and by learning from real-life cases of UX-related design research. We report the results of an interview study with 41 researchers in three academic research units where design research meets UX research. Based on our interview findings, and building on existing literature, we describe the different roles design can play in research projects. We also report how design research results can inform designing for experience methodologically or by providing new knowledge on UX. The results are presented in a structured palette that can help UX researchers reflect and focus more on design in their research projects, thereby tackling experience design challenges in their own research.  相似文献   
5.
Usability and user experience (UX) methods come from academic environments, where industrial conditions such as time and resources are not of prime importance. Furthermore, usability and UX methods originate from a time when almost all software developments followed a traditional approach, such as the waterfall model. These two facts entail that existing methods often are too resource demanding and complex to apply directly into today’s agile, industrial environments. In this paper we make the claim that methods must be updated and tailored in order to be applicable within the agile, industrial development framework of today. We pursue a solution to simplify well-known methods and to train software developers to perform the UX work. To do this, three methods are modified via an iterative process together with the development of supporting materials. Software developers in three companies are trained in the methods to assess the approach. We find that it indeed is feasible to update and tailor existing usability and UX methods to fit into an agile, industrial environment. Furthermore, we show that it is possible to train developers to perform the usability and UX methods via one-day, in-situ sessions using an ‘instructor’-teaching approach. The training is based on hands-on exercises and real-life tasks. This further boosts the developers’ confidence in performing UX work and promises a better consideration of UX in the development phases. We evaluate our approach through observations of the developers performing the UX tasks on their own at a later point in time.  相似文献   
6.
Organisational competence in Human Factors and UX (user experience) has not been looked at before despite its relevance to project success. We define organisational competence as the collective competence of the individuals, bringing together their complementary abilities to deliver an outcome that is typically more than the sum of its parts. Twenty-two UX and Human Factors practitioners were interviewed about their project work in two contrasting domains: web design and safety-critical systems to explore organisational competences. Through doing a FRAM analysis, 29 functions and 6 main areas of competences were identified: the central project process; the process of learning about the problem; maintaining and developing client relations; staff development; evolving practices; and the management of documentation for audit and quality control. These dynamic and situated competences form a web of interactions. Managing competences is essential for project success. Implications for managing careers, project tactics and organisational strategy are discussed.

Practitioner Summary: Organisational competences impact how routine and non-routine project work is performed, but these have received little attention in the literature. Six key areas of competences in Human Factors and UX project work were identified from practitioner interviews. Managing combinations of adaptive competences is important for developing careers, project tactics and organisational strategies.  相似文献   

7.
This article reports on the design and development of the Digital Farmer Field School (DFFS). The DFFS offers a tablet-based digital learning environment for farmers and extension agents for knowledge sharing and knowledge co-creation. It provides an alternative to conventional agricultural extension training and monitoring. The prototype DFFS applies Farmer Field School (FFS) learning principles and is designed and developed following user experience (UX) design principles and user interface (UI) design principles from a responsible innovation perspective, using existing FFS material and tailored films which support and enrich the content. The prototype DFFS has been tested in Sierra Leone to assess its success in providing a substitute for face-to-face voluntary sustainability standard certification training for cocoa farmers. Results show that the DFFS as an off-line, telephonically connected and regular on-line updated learning platform offers an appropriate environment in which collective and individual learning is stimulated and facilitated. The DFFS prototype was socio-culturally and technologically appropriate and fitted the operational and strategic communication skills of cocoa farmers and other value chain stakeholders. Films capturing the testing are available as additional learning media.  相似文献   
8.
张茫茫 《包装工程》2019,40(2):11-16
目的汽车HMI高速发展的今天,以触摸屏为媒介的交互操作被广泛应用,在一定程度上引发了汽车HMI同质化现象,面对未来的消费者与品牌个性化的交互体验需求,需要探索新人机交互形式。方法从情感化、智能化的角度,以NOMI智能伙伴设计概念与具体操作体验为例,通过创造符合品牌家族化设计语言特征的交互体验和增加汽车与用户之间的情感联络这两方面,论述面对未来的情感化交互体验设计,探索新交互形式的可能性。结论汽车的人机交互将是语音、手势、表情、触摸与传统操作并存的,以自然交互为主的多通道交互模式,界面的形式将更少地占据驾驶者的注意力,情感化的交互体验是把智能化融入使用者与汽车更自然的伙伴关系之中。  相似文献   
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ABSTRACT

As co-design and other participatory design practices increasingly make design outcomes more accessible to everyday citizens, it is also important to understand how designers negotiate the value of design knowledge that undergirds design action and share this knowledge within their own community to facilitate and evolve their practices. In this study, we analyze UX practitioners’ interactions on Reddit, including patterns of resource sharing and curation that point towards a collective construction of UX as a design discipline. We identified how knowledge from diverse sources was selected and shared with the subreddit community (co-production); the resources that community members engaged with and to what extent (curation); and the collective body of knowledge that characterised the design community (definition of design knowledge). We found that boundary work that sought to define the value of UX knowledge often took place at the periphery of shared resources, either expanding or rearticulating the boundary of UX knowledge in relation to trends in employment and nascent professionalisation. Implications of this work for the co-creation of knowledge to support design practices are considered, focusing on how design knowledge concomitantly shapes and is shaped by client-directed design action.  相似文献   
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