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1.
Due to the continuous release of new products, manufacturers are paying attention to customer-oriented design of products that meet user needs to minimize the risk of their products being rejected by the market. Due to the ambiguity of user cognition, it is difficult to accurately obtain the user's preference for individual productions. To respond to the challenge, we propose an engineering scientific research method of interactive genetic algorithm with the interval arithmetic based on hesitation and fuzzy kano model(FKM) to explore the emotional needs of users for product forms and drive product modeling evolution design. Through expert interviews, the morphological characteristics and perceptual images factors of the products attracting users are investigated. In order to identify the user's satisfaction relationship with the perceptual images, we use FKM to analyze the product image style that meets the user's kansei needs accurately and selects 5 factors which is attractive attributes. Meanwhile, we attempt to transform this 5 factors into evaluation carrier to guide the evolution direction of product styling in HIIF-IGA, and then optimized four electric bikes with scores over 8.8 so that it could realize user demand-driven product evolution design. To handle users' ambiguity, the FAHP method is used to quantify the user's emotional imagery criterion and create a product evolution design system platform, which can automatically generate product styling design scheme in line with user preferences. This experimental results show that the proposed method can help enterprises effectively improve customer satisfaction and reduce the cost and time of product development.  相似文献   

2.
Universal design is a process intended to include all user groups in product or environmental design. The objective of this study was to develop a usability testing survey instrument to inform how well consumer products complied with established principles of universal design. Thirty-six adults, aging adults and adult wheelchair users performed standardized tasks with pens, food storage containers, pliers and calculators, and for each task responded to a preliminary set of survey items and rated task difficulty. Factor analysis of the survey responses produced an eleven-factor solution that accounted for 67% of the variance in scores and corresponded fairly closely to the principles of universal design. Analysis of scale scores developed from each factor showed that some of the scales were sensitive to product feature and user group differences, and were negatively associated with perceived task difficulty. Such a tool may aid designers who intend their products for user groups of diverse abilities and preferences.  相似文献   

3.
Chan CC  Wong AW  Lee TM  Chi I 《Applied ergonomics》2009,40(2):151-160
The goal of this study was to enhance an existing automated teller machine (ATM) human-machine interface in order to accommodate the needs of older adults. Older adults were involved in the design and field test of the modified ATM prototype. The design of the user interface and functionality took the cognitive and physical abilities of older adults into account. The modified ATM system included only “cash withdrawal” and “transfer” functions based on the task demands and needs for services of older adults. One hundred and forty-one older adults (aged 60 or above) participated in the field test by operating modified or existing ATM systems. Those who operated the modified system were found to have significantly higher success rates than those who operated the existing system. The enhancement was most significant among older adults who had lower ATM-related abilities, a lower level of education, and no prior experience of using ATMs. This study demonstrates the usefulness of using a universal design and participatory approach to modify the existing ATM system for use by older adults. However, it also leads to a reduction in functionality of the enhanced system. Future studies should explore ways to develop a universal design ATM system which can satisfy the abilities and needs of all users in the entire population.  相似文献   

4.
5.
In this study, a two-stage integrated approach is proposed and implemented to explore user perceptions about kitchen faucet styles and to find optimal levels of design parameters related to product appearance. At the first stage, a group of representative users have been asked to judge 38 systematically selected different faucet designs by using a semantic differential (SD) scale for 11 image (kansei) words about their visual perceptions. Then the relations between overall preference and kansei word scores of users are investigated by Ordinal Logistic Regression (OLOGREG). The model obtained helps understand how customers describe highly preferred designs. It can also be used to confirm if a product design will be highly preferred. At the second stage, the relations between overall preference scores and design parameter levels related to the product appearance are modeled using again OLOGREG, and then the best design parameter levels for visual perceptions are found by maximizing the overall preference scores. The results are confirmed and discussed. They are also compared to those of a commonly used approach in the literature, Conjoint Analysis (CA). This comparison has showed that the OLOGREG approach is superior to traditional CA. Finally, it is discussed how the product style design optimization approach presented and demonstrated in this study for the case of some kitchen faucets can be used in general for other products.Relevance to industry: Developing a user-centered product is an important policy of an enterprise in today's highly competitive marketplace. To reach this objective, a systematic method is proposed by integrating several techniques. This method will be useful to any industry that designs and produces consumer products. These products more fit the consumer needs and the competitiveness of them are improved.  相似文献   

6.
Biologically inspired design (BID) is one of the common methods for product design. To solve the problem of inaccurate acquisition of inspirational creatures due to the lack of user perception preference analysis, a data-driven intelligent service model for BID considering user perception needs is proposed based on Kansei engineering. Firstly, by extracting the perceptual features of creatures from the semantic source elements of products through mapping and encodes them, we proposed a data acquisition method based on intuitionistic fuzzy sets considering different customer preference distributions, bridging the gap caused by the asymmetry between designers and users. Secondly, the functional relationship between biometric features and user-perceived attributes is identified and predicted, and a predictive model of biodata considering user preferences is obtained by multiple linear regression analysis. Finally, based on the data clustering and reorganization theory to understand the organization and dynamics of the database, the construction of a BID library was completed, and the design resources in the library were used as analyzed knowledge for designers to plan design activities. Taking the bionic design of a UAV product as an example, a prototype of a computer-aided design service system was developed based on the theory proposed in the article, and the analyzed knowledge was used to improve the efficiency and science of the design, effectively verifying the usefulness of this study for design. To a certain extent, this study addresses the problem of cognitive limitations of designers and cognitive differences between designers and users, promotes the application of bioinspiration in product design, and improves the marketability of design solutions.  相似文献   

7.
Embracing diversity in user needs for affective design   总被引:2,自引:0,他引:2  
To develop product portfolios and affective design we need to understand the diversity in user needs. The challenge is how to predict what users want and how they will behave. One approach is to understand user emotions and affective needs, and predict successful product design that can match the needs. This paper discusses affect and its link to cognition. To provide a context, several theories are presented. A framework is described that incorporates characteristics of users, tasks, products, and use environment. The goal is to highlight the importance of emotions in enhancing the value of products. This research field, which we call Hedonomics, is new. There are many challenges in developing valid and reliable measurements of affect, which can influence human factors research as well as design.  相似文献   

8.
The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty.  相似文献   

9.
This paper discusses an industrial designer's approach to eliciting user perceptions and emotional responses to products through visual evaluation and stimuli. Whilst the authors accept that product functionality is crucial for product success, the appearance, use of materials, shape and form provide the most immediate product data for the user. Less tangible issues such as emotional bonding of users with products, cultural perceptions and social value systems, provide valuable insights for the product developer to help expand knowledge and understanding of the users' need beyond the functional. This paper presents product personality profiling as a new technique for design researchers/designers, and discusses it alongside other emerging approaches such as mood boards and visual product evaluation. The authors have used these techniques during focus group sessions with users to elicit individuals' needs and aspirations towards products. Such a user-centred approach is fundamental to applied ergonomics. Experiences, benefits, and limitations of these techniques are outlined as well as the opportunities for further development.  相似文献   

10.
Intelligent agents can play a pivotal role in providing both software systems and augmented interfaces, to individual users from all walks of life, to utilise the Internet 24 h a day, 7 days a week (24×7), including interaction with other users, over both wireless and broadband infrastructures. However, traditional approaches to user modelling are not adequate for this purpose, as they mainly account for a generic, approximate, idealised user. New user models are therefore required to be adaptable for each individual and flexible enough to represent the diversity of all users using information technology. Such models should be able to cover all aspects of an individual’s life—those aspects of most interest to the individual user themselves. This paper describes a novel intelligent agent architecture and methodology both called ShadowBoard, based on a complex user model drawn from analytical psychology. An equally novel software tool, called the DigitalFriend based on ShadowBoard, is also introduced. This paper illustrates how aspects of user cognition can be outsourced, using, for example, an internationalised book price quoting agent. The Locales Framework from Computer Supported Co-operative Work is then used to understand the problematic aspects of interaction involved in complex social spaces, identifying specific needs for technology intervention in such social spaces, and to understand how interactions amongst mobile users with different abilities might be technically assisted in such spaces. In this context, the single user-centred multi-agent technology demonstrated in the DigitalFriend is adapted to a multi-user system dubbed ShadowPlaces. The aim of ShadowPlaces is to outsource some of the interaction necessary, for a group of mobile individuals with different abilities to interact cooperatively and effectively in a social world, supported by wireless networks and backed by broadband Internet services. An overview of the user model, the architecture and methodology (ShadowBoard) and the resulting software tool (the DigitalFriend) is presented, and progress on ShadowPlaces—the multi-user version—is outlined.
Connor GrahamEmail:
  相似文献   

11.
12.
基于人物角色的产品用户需求获取方法研究   总被引:1,自引:0,他引:1  
为了使产品设计能深入满足用户的真实需求,在设计开发前期有效准确获取用户需求就变得十分关键。提出了一种基于人物角色模型的产品用户需求获取的新方法。通过场景细分确定典型用户,结合5W2H法提炼构建用户人物角色模型,通过KJ法对人物角色模型中提炼的用户需求进行聚类,得到典型用户需求指标体系。使用改进后的主观赋权法确定参数的权重,加权各方案并比较最终确定用户需求。并以无线移动终端产品造型设计为例进行说明。  相似文献   

13.
角色分析可以满足产品个性化设计系统中对于用户模型构建的需要。提出了基于粗集的模糊聚类角色分析与模型构建方法,通过构造基于粗集的模糊相似矩阵、确定角色属性的模糊相似聚类分析方法,从用户调研数据中提取典型用户属性特征,构建角色模型。该方法完善了角色分析在产品设计中的应用方法,有助于快速生成概念产品设计模型与方案。  相似文献   

14.
As companies are forced to conceive innovative products to stay competitive, designers face the challenge of developing products more suited to users' needs and perceptions in order to be accepted, thus reducing project risk failure. Evaluating users' acceptability has become an important research problem. Current approaches leave the acceptance evaluation question to be answered in the last stages of product development process (NPD), when an almost finished prototype is available and when there is no time left for important modifications. Acceptability evaluation methods suitable for use from the early stages of the NPD process are thus needed. This paper proposes a method for acceptability evaluation and analysis that can be used in the early stages of the development cycle. It is based on the evaluation of the solution concept by the users. The relationships among the factors (or criteria) are made explicit, thus helping designers to identify the key factors for acceptance. As the users' tests and the maturity of the concept prototype are limited in this stage, the proposed method exploits the inference properties of Bayesian networks making it possible to make useful estimations and allowing the exploration of actions that could improve the product acceptability level. Two case studies are presented in order to illustrate the method, the first related to a technological product design for a home-health care service provider and the second to a work-related musculoskeletal disorder prevention software design.Relevance to industryThe article describes an acceptability assessment and an analysis approach to be used by industrial engineers, designers and ergonomists in the early phases of design projects. The method can help the design team to identify the levers (key factors) for enhancing product acceptance and to identify different actions (e.g. product modification, deployment strategy, and training).  相似文献   

15.
This paper provides an introduction to empowered user participation and its relevance for the universal design process. It highlights the benefits of user participation and proposes a way to implement it in projects. The paper is based on the experiences of the European project FORTUNE [3]. As an introduction, some basic considerations of the concepts of design for all and universal design are presented. The value of user participation in general and of users with disabilities in particular is discussed. Experience with the state of the art of user involvement in European Research and Development (R&D) projects is reported. The FORTUNE concept of user participation in projects is introduced as a reference model for participation of users with disabilities, and a set of criteria for the assessment of user participation is provided as a practical tool. A brief overview of methodologies for user participation and potential organisational frameworks is also presented. Published online: 18 September 2001  相似文献   

16.
There are three fundamental problems that may occur in the process of user participation design: first, the participants/users may not be able to express their requirements clearly; second, they have little knowledge about design; and third, they are generally unfamiliar with the software that designers use. Based on this understanding, a method that considers design rationale is proposed in this work to support the process of user participation design. In addressing the user participation process, a fuzzy analytic hierarchy process (AHP) approach is applied to grasp people's ideas, in the initial design phase. A case study on creating house layout design is employed to illustrate the proposed approach. In this regard, to help participants/users create layout designs, it is proposed that a 3D generative system is used, which integrates navigational concepts, direct manipulation, and the design rationale theory. In a nutshell, this research proposes a system to implement a design rational model and improve design communication in the user participation process. To demonstrate the effectiveness of the proposed prototype system, a user test is performed and we put forward some findings and research questions for further research and industry practices.  相似文献   

17.
Novice users face many challenges when browsing the Web. The goal of this experiment was to learn about how users perceive error situations when using the World Wide Web. Specifically, the goal was to learn which circumstances cause users to believe that an error has occurred. An exploratory experiment took place with 78 subjects who were novice users. In the experiment the subjects were asked to identify when they perceived that an error had occurred. The subjects reported a total of 219 error situations. These error situations were then classified by the researchers into the following four categories: user error, system error, situational error, and poor Web design. Based on the collected data, suggestions are presented for improving the usability of Web browsers and Web sites.  相似文献   

18.
As the world increasingly moves towards a knowledge-based economy, user requirements become an important factor for enterprises to drive product collaborative design evolution. To map user requirements to the product model, user requirements are generally extracted into knowledge that can be used for design decisions. However, because users are interest-driven participants and not professional design engineers, the effect of user knowledge acquisition is not ideal. There are significant challenges for rapid knowledge acquisition with dynamic user requirements. This paper presents an approach to user knowledge acquisition in the product design process, which obtains the tangible requirements of users under the premise that users are adequate for participation. In this approach, the typical information flow is divided into four stages: submission, interaction, knowledge discovery, and model evolution. In the submission stage, natural language processing technology is used to transform text form solutions into data, so that computer technology can be applied to manage large-scale user requirements. In the interaction stage, users are helped to improve their solutions by the iterative recommendation process. In the knowledge discovery stage, after less concerned partial solutions are removed and vacant items are predicted to be supplemented, the final collection of user design information is obtained. Finally, based on rough set theory, design knowledge can be extracted to support the decision of the product model. The washing machine design project is used as a case study to explain the implementation of the proposed approach.  相似文献   

19.
An academia–industry collaborative research project regarding design for elderly persons was initiated to investigate their living needs and potential design opportunities for new technologies and products. In the first year, a qualitative design approach for exploring their use of medication and health care devices was proposed. First, a user study was conducted using self‐reporting, observation, and interview methods. Four personas representing different lifestyle patterns of elderly persons were then derived from the user study data. Finally, four designers were invited to present and synthesize their design ideas for those personas. Results showed that the user study could reveal considerable information and that the persona method was effective for designers to communicate their ideas and concentrate on user requirements. The study findings suggested that, for design for elderly persons, social and affective factors can be considered with decline in age‐related abilities. © 2012 Wiley Periodicals, Inc.  相似文献   

20.
This study highlights how heuristic evaluation as a usability evaluation method can feed into current building design practice to conform to universal design principles. It provides a definition of universal usability that is applicable to an architectural design context. It takes the seven universal design principles as a set of heuristics and applies an iterative sequence of heuristic evaluation in a shopping mall, aiming to achieve a cost-effective evaluation process. The evaluation was composed of three consecutive sessions. First, five evaluators from different professions were interviewed regarding the construction drawings in terms of universal design principles. Then, each evaluator was asked to perform the predefined task scenarios. In subsequent interviews, the evaluators were asked to re-analyze the construction drawings. The results showed that heuristic evaluation could successfully integrate universal usability into current building design practice in two ways: (i) it promoted an iterative evaluation process combined with multi-sessions rather than relying on one evaluator and on one evaluation session to find the maximum number of usability problems, and (ii) it highlighted the necessity of an interdisciplinary ad hoc committee regarding the heuristic abilities of each profession. A multi-session and interdisciplinary heuristic evaluation method can save both the project budget and the required time, while ensuring a reduced error rate for the universal usage of the built environments.  相似文献   

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