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1.
本文通过分析现代网络社会的趋势,对于用户体验和以用户为中心的设计作了深入思考。通过对各个方面的任务分解,将目前网站及软件设计项目的流程进行分析,主要使用人物角色和情景讲述的例子进行用户角度的分析。详细介绍了一套系统的以用户为中心的设计的方法,以便更好的设计软件和网站。  相似文献   

2.
随着设计理论和实践的发展,产品设计中越来越强调以用户为中心的体验式设计。本文应用用户研究和设计心理学的方法,通过研究人们在图书馆使用储物箱的活动,建立出用户心理和行为模型,从而提升用户使用过程中的体验和满意度。  相似文献   

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提升产品创新设计中用户体验方法的研究   总被引:1,自引:0,他引:1  
通过对用户体验的概念及用户层的需求进行归纳总结,了解不同层次用户在产品上的需求及期望,提出四种在产品创新设计中提升用户体验的方式。以实际案例进行理解及阐述,将体验设计与产品创新设计相融合,使产品易用的同时,带给用户一种全新的使用方式及体验,以达到直接让用户参与,突出人与产品间的情感体验。  相似文献   

5.
Industrial collaborative robots have become increasingly important in recent years due to their ability to work safely and efficiently alongside humans. As a result, there is a growing need for evaluation standards to ensure the quality of collaborative robots. However, existing studies only consider system-centered and technical aspects of collaborative robots, and there is a lack of research on user-centered quality evaluation. In this study, we identified 21 user requirements based on a user-centered design framework and confirmed the limitations of existing quality standards by reviewing the standard clauses for collaborative robots. It was found that user needs to be related to performance, safety, and even usability and enjoyment are already being expressed according to the user-centered design framework, but the quality standards for these needs only present design principles or do not consider them at all. This study provides information on the quality attributes that need to be fulfilled to satisfy user requirements and suggests the need and direction for further research on the user-centered evaluation of collaborative robots. Accordingly, the user's perception and experience of collaborative robots are expected to improve.  相似文献   

6.
在体验经济的时代环境下,探析客户端游戏产品设计中所运用的用户体验设计策 略,为今后的传统产品设计寻求新的设计视角。采用文献研究和案例分析法,以用户体验设计 发展为基础,以产品设计、用户体验设计、交互设计、设计心理学及感性工学中的方法理论为 依托,借助客户端游戏产品为研究对象,对其蕴含的用户体验设计策略进行研究。给出一种用 户体验的量化评价模型,并提出了能够提升客户端游戏产品用户体验的设计策略,在此基础上 为传统产品的创新设计提供新的启示和指导。  相似文献   

7.
本文通过分析心理学中的心流理论,提出将心流理论应用到用户体验设计中去,并提出了相应的设计方法。  相似文献   

8.
林虹 《互联网天地》2014,(2):38-39,43
移动互联网的飞速发展,催生了很多实用的、生动有趣的互联网应用。首先介绍了移动互联网以及即时通信软件的发展,然后讲解了用户体验设计的概念、发展历程及方法,提出了用户体验设计的关键技术。  相似文献   

9.
This article introduces using Customer Journey Maps (CJM) in libraries and the role mapping can play in visualizing the user's journey in order to help library staff better understand and optimize the user's experience. The purpose of this article is to demonstrate the importance and relevance of the mapping process for any library user experience. The article will also review findings from the Reed College Library use of mapping discovered during our own review of services and resource usage.  相似文献   

10.
使用者行为研究是用户体验研究中至关重要的一环,通过各种方法收集用户信息,分析使用者的行为模式,探讨潜在的用户心理,为设计提供指导和评估标准。本文探讨了使用者行为研究的各种方法,着重讨论了观察和访问使用者的种种细节,并对人机系统分析等实验室方法作了简单介绍,这对用户体验研究的深入发展有着积极的意义。  相似文献   

11.
用户逐渐增长的体验需求和日渐强烈的参与欲望使产品设计理念的内涵不断拓展到"体验"上来。为了能让体验深刻独特,探索感官刺激和情感体验之间的关系日益得到人们的关注。本文首先分析了体验与情感和感官的联系。然后,针对产品设计中的视觉、听觉、触觉、嗅觉等感官因素,结合成功案例,运用现代设计理论分析了感官与情感体验的关联因素及其外在表现形式,希望能够对产品体验设计有所启迪。  相似文献   

12.
互联网产品设计的最终目的是为用户提供愉悦的使用体验。文章通过分析心流体验的特征及产生条件,总结出基于心流理论互联网产品的设计方法。该方法从为用户创造进入心流状态的条件出发,旨在为设计良好体验的互联网产品提供新的思路。  相似文献   

13.
用户体验、以用户为中心的设计方法是时下设计界讨论的热点话题,本文通过网站设计引出这一话题,并且对这一话题进行了深入分析,介绍了其重要性及基本研究方法。  相似文献   

14.
为改善用户对交互式导识系统的满意度并帮助设计人员精准获取用户需求,引入 结构方程模型(SEM)于交互式导识系统中,将交互式公共导识系统的用户体验(UX)要素分成   4个潜变量,然后通过专家访谈的形式分析每个潜变量影响UX满意度的可观测变量并设立SEM 调查问卷,最终通过问卷调查与数据分析,建立交互式公共导识系统用户满意度的 SEM 并得 出 4 个潜变量及其可观测变量的影响权重大小。以校园交互式公共导识系统为例,通过用户满 意度 SEM 对其功能、造型和用户界面进行改良设计来提升 UX,并结合 PSSUQ 与现有交互式 公共导识系统进行比较,以验证设计方案的可行性,为交互式公共导识系统体验设计研究提供 理论参考。  相似文献   

15.
Emotions always play an important role in users' experience and performance. However, not many studies have attempted to investigate the user emotional experience through fully considering the related sensory interactions. To address this gap, this study aims to provide a multi-sensory user experiment approach to evaluate user emotional experience on bicycle saddles. For this purpose, two semantic spaces, viz., sport emotion and product personality were utilized. Forty regular road cyclists were invited to evaluate two bicycle saddles by looking at, touching and riding it on a seven-point scale. The results showed that the perceived emotional intensity of Kansei words was affected by the types of user-product interaction and the riding postures. Moreover, the opposite effect of visual appearance and cycling performance was found in correlation with the cyclists’ level of involvement in the activity. Finally, more impressions of pleasure, comfortable, cute, warm, friendly and less traditional were recommended for further bicycle saddle design, particularly for female road cyclists.  相似文献   

16.
Consumers and corporate end users are regularly faced with the challenge of adapting to new technology tools and their user interfaces. Understanding the role of user experience in using these new interfaces is an important aspect of assessing and planning for how new innovations are received. Through a controlled laboratory experiment in the information retrieval domain, we find that the effect of task (web search) familiarity on performance depends on the task structure (open-ended versus closed-ended) and the degree of tool familiarity (a traditional textual list versus a novel graphical interface for presenting web search results). Our results show that task experience has a positive effect on performance when the task structure is closed-ended and the interface is familiar, and a negative effect when the task structure is open-ended and the interface is unfamiliar. This study not only adds to the literature on user experience in the context of IT use, but also has practical implications for the testing and adoption of new technologies, indicating that novices may be better, or at least an important group, for testing truly novel tools and their interfaces.  相似文献   

17.
受功能结构等多重约束和功能导向设计理念影响,复杂电气产品外观设计更关注 工程技术的合理性和功能表达的完整性,易忽略用户对产品的认知体验需求。针对这一问题, 分析该类产品外观设计意图产生模式和用户意图认知模式,总结意图认知中存在的 3 个问题: 用户认知创新与失真导致意图超出与缺漏、设计师与用户的认知差异导致语义鸿沟、用户单纯 化认知导致理解障碍。针对性提出复杂电气产品的 3 项外观设计策略:基于质量功能配置法 (QFD)的用户认知前置、构建延续性与差异性并存的外观设计特征库、以用户认知和工程约束 共性特征为引导的族群收敛,以在技术约束基础上实现用户对设计意图信息的获取和情感的满 足,进而提升该类产品外观设计的市场竞争力。  相似文献   

18.
Although the prominent concept of the last decade – user experience – maintains its significance in diverse disciplines, especially design, its focus has changed to eliciting positive user experiences by pursuing new possibilities for consumer products rather than by solely seeking solutions to existing problems. Designers continue to aim for rich user experiences with a variety of products, but have neglected self-service (interactive) kiosks. Hence, this paper, after giving a brief overview of the positive psychology literature, demonstrates the dimensions of positive user experiences with self-service kiosks through an empirical study conducted on coffee vending machines and automated tellers.  相似文献   

19.
移动互联网的发展带动了移动支付的兴起,国内外电子支付系统都纷纷推出了移动设备平台的服务,使得消费者能随时随地、方便快捷地完成支付行为。然而由于在移动支付方面的体验和原有的电子支付方式存在着诸多不同,所以在进行交互和界面设计时针对用户的实际需求和困难进行研究是非常有必要的。  相似文献   

20.
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   

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