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1.
设计是人类移情作用的产物,旨在建立设计师与用户之间的双向沟通,达成双方的相互理解。然而,在功能性产品设计过程中,设计师的“命令”、产品的“应答”和用户的“请求”这三种语言之间存在着差别。文章旨在分析研究功能性产品设计过程中三种语言的交流过程,提出符合沟通逻辑的设计原则,对产品的用户需求满足起到一定的参考意义。  相似文献   

2.
室内平面设计是在房地产开发商交付的毛坯房进行装修过程中首当其冲的步骤, 符合用户个性化需求的平面图设计是典型的隐性优化问题. 室内设计工程师与用户之间的沟通很难准确获取用户需求, 且成本极高. 基于最优法则理论, 通过交互式遗传算法中的人机交互模式, 用主观评价替代繁琐的适应值函数设计来解决上述挑战. 实验表明, 该算法能有效满足平面图设计过程中客户的个性化需求, 改进的交互式遗传算法将用户的主观评价引入到传统的设计流程, 让用户真正参与到设计工作中.  相似文献   

3.
Co-creation is a design method where designers and domain experts work together to develop a product. In this paper, we present and evaluate the use of co-creation to design a visual information system with social science researchers in order to explore and analyze their data. Co-creation proposes involving the future users in the design process to ensure that they play a critical role in the design, and to increase the chances of long-term adoption. We evaluated the co-creation process through surveys, interviews and a user study. According to the participants’ feedback, they felt listened to through co-creation, and considered the methodology helpful to develop visualizations that support their research in the near future. However, participation was far from perfect, particularly early career researchers showed limited interest in participating because they did not see the process as beneficial for their research publication goals. We summarize benefits and limitations of co-creation, together with our recommendations, as lessons learned.  相似文献   

4.
《Ergonomics》2012,55(11):1469-1482
This paper is concerned with the problem of ‘losing sight’ of the user during the design of human-computer interfaces. A methodological practice is proposed which enables the designer to track the implications of design proposals with respect to both the benefits they confer on the user and their goodness of fit with user characteristics. The methodological practice, which is seen as a technique for early or formative evaluation, is then applied in retrospect to two adaptive prototypes which are currently being incorporated into a Multi-Author Document Preparation System. The results of this process are intended as a methodological cautionary tale for other designers, illustrating the potential consequences of failure to evaluate the implicit assumptions that are being made about users by the designer.  相似文献   

5.
We report on participatory design activities within the PoliTeam project, a large project which introduces groupware into the German government. Working with a representative small group of users in different worksites, an existing system was adapted to user and organizational needs, with the plan to improve and expand the system to a large scale. We integrated new approaches of user advocacy and osmosis with an evolutionary cycling process. User advocates and osmosis were techniques used to explore the users' needs during actual system use. These techniques were incorporated into the system development. In this paper, we present experiences with this approach and reflect on its impact on the design process from the designers' point of view.  相似文献   

6.
Unlike the conventional design methodology, the universal design aims to integrate various user groups within the design space to benefit the user of all ages with distinct abilities. The objective of this work is to ensure universality of the designed product with the help of user-values based evaluation model. In the proposed model, users are classified into three groups based on their abilities and needs. This classification analyses the values associated with the individual needs of a different group of users. The universality of the product is analyzed by using the proposed model and accordingly the product can be improved by incorporating the values that have been overlooked by the designer. The frequently neglected values can be identified to modify universal design principles.Relevance to industry.Providing functional and usable products to all sets of users is the most important goal of industry, in today's marketplace. To achieve this goal, universal product design evaluation model has been proposed in this work. With the help of evaluation model, design firms and designers can ensure the universality of the product at an early phase of design and also while redesigning of the existing products.  相似文献   

7.
用户界面(UI)设计是一个动态的、逻辑的推理过程。某种特定的用户群体需要某种特定的界面设计。要让产品获得成功,就要把用户心智模型切入产品分析研究设计阶段中作为理论依据。本文以心智模型理论为切入点,结合逻辑学,心理学和美学等理论知识,深入浅出地探讨了一些影响用户界面设计的关键因素。  相似文献   

8.
9.
产品设计的目的是为了满足用户真正的需求,从用户需求到产品设计的过程是发现问题解决问题的过程。本文通过分析产品设计目标用户(人)的多种需求及吸引用户的产品闪光点,探讨了设计师创造吸引用户的产品闪光点的具体方法,同时指出设计中运用设计方法的方法是在用户具体的需求情境中解决设计问题。  相似文献   

10.
How can we understand why a bank teller has different needs for a user interface than those of casual users of a machine teller, or why a graphic designer needs a different user interface than a secretary? This article presents a framework for the design of user interfaces that originates from the work situations in which computer-based artifacts are used: The framework deals with the role of the user interface in purposeful human work. Human activity theory is used in this analysis. The purpose of this article is to make the reader curious and hopefully open his or her eyes to a somewhat different way of thinking about the user interface. The article applies examples of real-life interfaces to support this process, but it does not include a systematic presentation of empirical results. I focus on the role of the computer application in use. Thus, it is necessary to consider human-computer interaction and other related work conditions. I deal with human experience and competence as being rooted in the practice of the group that conducts the specific work activity. The main conclusions are: The user interface cannot be seen independently of the use activity (i.e., the professional, socially organized practice of the users and the material conditions for the activity, including the object of the activity). The standard view in these situations is to deduce an ultimate set of operations from an abstract use activity and apply these to design and analysis. This article argues that the user interface fully reveals itself to us only when in use. What is a good user interface for those with a certain degree of competence may not be efficient for those with different levels of competence. I give certain general recommendations for the user interface, but I have no guarantee that such recommendations are applicable to the specific case wherein these concerns may be overruled by specific social or material concerns.  相似文献   

11.
国内目前的网页设计,大多以视觉效果作为网页界面设计的首要考量,因而容易忽视网页设计的可用性。而网页界面设计,不仅应当给使用者带来视觉上的愉悦,更应当很好地帮助用户浏览网页内容,引导用户操作以完成网页服务。转变设计师以视觉效果为首要考量的固有设计习惯,将用户体验作为设计的重点,才是设计出具有良好互动性的网页的开端。  相似文献   

12.
The Collective Intelligent Design Ecosystem is a dynamic ecosystem founded on an online design platform that leverages collective intelligence to support the creation of novel products. The system's primary components are its users and designers. Maintaining the system's sustainability requires expanding the scale of the designer and user populations as it evolves to stabilize. However, the unity of ecological interactions between various populations is fragmented in contemporary studies of population-scale evolution, and the parameterization of evolutionary models is illogical. To overcome this gap, this research provides a population evolution model of collective intelligent design incorporating participants' intra- and interspecific ecological connections. The model's validity is verified by the evolutionary simulation of 110 designers and 5990 users of China's largest collective intelligence design platform, the Zhubajie platform, and illuminating conclusions are in turn drawn from this simulation. First, the designer's influence on the user is greater than the user's impact on the designer. Second, keeping current members engaged is more crucial to the system's viability than luring in new ones. Third, fostering collaboration among designers while retaining user competitiveness can promote system growth. Fourth, decreasing the reliance between particular designers and users might hasten the system's evolution.  相似文献   

13.
The capture of engineering design processes and associated knowledge has traditionally been extremely difficult due to the high overhead associated with current intrusive and time-consuming manual methods used in industry, usually involving interruption of the designer during the design task and relying on them to remember how a design solution was developed after the event. This paper presents novel research which demonstrates how the detailed logging and analysis of an individual designer’s actions in a cable harness virtual reality (VR) design and manufacturing system permits automated design task analysis with process mapping. Based on prior research, which utilised user-logging to automatically analyse design activities and generate assembly plans, this work involves the automatic capture of extracted design knowledge embedded within the log files and subsequently represented using IDEF0 diagrams, DRed graphs, PSL, XML, annotated movie clips and storyboard representations. Using this design knowledge, an online help system has been demonstrated which helps users to carry out design tasks similar to those performed previously by expert users. This is triggered by monitoring the designer’s actions and functions in real time and pushes knowledge and advice to the user which was captured from experts and subsequently formalised during earlier design sessions.  相似文献   

14.
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   

15.
本文结合了作者的专业和设计成长过程,分析了人们需要何种设计的问题和设计师在新时代应该具备的设计理念。设计师应该从当今人类的生活环境及需求入手,关注环境保护,关注产品的使用者——人本身,关注个性表现形成自我风格,关注本土特色发展民族文化……热爱生活,享受生活,体验生活,赋予设计以生命力及激情,是设计师的职责与乐趣所在。  相似文献   

16.
This paper proposes a user requirements-oriented baby stroller design method centered on finding the best combination of functions. First, user requirements are gathered, analyzed using KJ method for hierarchical analysis and clustered according to the Kano model, and the importance of each group is determined. Then, the function of the baby stroller body is decomposed using FAST method to obtain the function structure. Finally, the function structure of the baby stroller is imported into the “requirement-function” of the quality house model to establish the correlation between user requirements and stroller functions, and a function system diagram is created. The outcome of our experimental design study shows that the proposed function-combining design method allows the designer to effectively grasp real user requirements and design a stroller using a streamlined design process, thus resulting in better designs that meet user expectations.Relevance to industryThe proposed function-combining design method allows the designer to effectively grasp real user requirements and design a stroller using a streamlined design process.  相似文献   

17.
Identification of user needs is an essential phase in the early stages of every design project. Many needs identification methodologies are described in the literature. When targeting users with special needs, the task becomes more challenging for different reasons (difficulty of retrieving information, performing prototype testing, etc.). This article presents a novel methodology, Needs Identification Methodology for Inclusive Design (NIMID), that guides the process of needs identification in the inclusive design scenario considering users’ physical, sensorial and cognitive capabilities. NIMID is grounded in Abowd and Beale's human–computer interaction framework and uses WHO's International Classification of Functionalities as the taxonomy that provides a common language. We exemplify the application of the methodology in the design of a smart oven for elderly people. We also compare NIMID with other methodologies evidencing its strong points: universality (common international classification of functioning language), systematicity (clearly defined phases and outcomes) and rationality (grounded in well-established interaction theory).  相似文献   

18.
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   

19.
Design thinking has recently gained significant attention as a potential approach to address major global problems. Although its practice is proven to contribute to advance organizational efficiency and address user needs, lack of understanding about its practice in social organizations limits our understanding about its social context. With this background, we study how users persuade social organizations to adopt design thinking. We conducted a qualitative study in four social organizations in India during 2008–2013 and interviewed 38 respondents to answer our research question. Our results indicate that the designer roles are blurred when social organizations adopt design thinking, where users in the form of interconnecting agency reduce the gap between designers and communities.  相似文献   

20.
随着近年我国互联网的不断壮大,在各类网络行业的蓬勃发展中,Web设计师作为设计行业的代表,将扮演着越来越重要的角色。在新的互联网时代,如何获得良好的用户体验成为设计的核心问题。而目前大多数WebUI设计师并没有脱离美工的束缚,仅从视觉上来提升用户体验。数字网络时代的发展需要设计师贡献更多的职责和力量,同时也赋予了他们更广阔的发展空间,而不应只局限于界面的设计上,这就需要设计师能够打开思路,看到更远,重新思考设计的含义。  相似文献   

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