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1.
协同概念设计中用户-设计师协同的研究   总被引:1,自引:0,他引:1  
以用户需求为基本出发点,将用户引入产品概念设计的全流程,讨论计算机支持的协同概念设计之中的用户与设计师的交互流程以及用户知识的表达,从而提升产品概念设计阶段的创新性、亲和性和舒适性。  相似文献   

2.
The front end of product development has seen a rapid growth in attention for the end-users. For radical innovation, as well as for redesign and optimization, design teams are looking to incorporate the experiential knowledge of users into the design solutions. By means of three cases, we describe participatory techniques in the early phases of design, and how they impact both the content and the methods of designing. Key elements in this are found in the establishing of needs, requirements, design visions, and early experience prototyping. But these different steps are no longer clearly separated, as iterative prototyping with user participation throughout the design process is becoming a more regular approach to designing.  相似文献   

3.
Lv  Yanjie  Zhao  Gang  Yu  Yong 《Multimedia Tools and Applications》2016,75(24):17465-17486

Aircraft is a typical transportation facility and its development need to refer to the existing knowledge. With the rapid increase of knowledge, a knowledge map may deliver excess knowledge to users that they cannot manage at once, thereby causing the problem of knowledge overload. Hence, a novel method for adaptive knowledge map construction was proposed to solve this problem. First, the knowledge was semantically annotated and stored with the domain ontology and a knowledge model that integrates context. Then, user requirement was described by the context of product design, and knowledge nodes that met users’ requirement could be extracted from the knowledge retrieval technology on the basis of context similarity. Finally, the connection between knowledge nodes was constructed with a composite connection model, and the knowledge map was visualized using a hierarchical approach. To verify the effectiveness of the proposed method, the constructed knowledge map was applied in an airplane wing design to assist users in browsing the knowledge base. Results indicate that the proposed method can change the displayed contents according to user requirement and identify the displayed knowledge nodes at a highly acceptable level, the constructed knowledge map can guide users efficiently, and the knowledge overload can be reduced significantly.

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4.
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   

5.
Customer involvement in new product development, especially in the early stage of product conceptualisation, plays an important role for a successful product. In this study, a customer utility prediction system (CUPS) is proposed. The system comprises two modules, namely design knowledge acquisition module and customer utility evaluation module. In the design knowledge acquisition module, a knowledge acquisition technique called general sorting is utilised to establish a design knowledge hierarchy (DKH), in which design options can be generated. In the same module, customer voices towards diverse design options called customer-sensitive design criteria are solicited from customer requirements. Subsequently, in the customer utility evaluation module, a measurement for customer desirability, i.e. customer utility index (CUI), is formulated using conjoint analysis (CA) technique. Finally, the rated criteria are also used as inputs to a radial basis function (RBF) neural network for in-process customer utility prediction. A case study on cellular phone design is used to illustrate the proposed approach.  相似文献   

6.
There has been increasing awareness of the impact of the early stages of systems development on the quality of information systems. A critical early activity is requirements definition, when the requirements for an information system are determined. Traditional requirements capture techniques do not support the collaborative nature of requirements definition or the emergent nature of requirements themselves. This paper focuses on viewpoint development as a means of resolving some of the difficulties of requirements definition. It proposes a user viewpoint model for capturing and representing the viewpoints of users during requirements acquisition. The model can facilitate communication and interaction between analysts and users and help build a shared understanding of requirements. It can be used to structure the requirements acquisition process. The model provides for evaluation of requirements acquisition techniques to guide the selection of appropriate techniques for developing user viewpoint models. The paper reports a multiple-case study of requirements definition efforts that examined user viewpoint development in practice and used the cases to validate empirically the concepts of the user viewpoint model. The implications of the case study findings for requirements definition practice are discussed, and some areas for future research are identified.  相似文献   

7.
Designers require knowledge and data about users to effectively evaluate product accessibility during the early stages of design. This paper addresses this problem by setting out the sensory, cognitive and motor dimensions of user capability that are important for product interaction. The relationship between user capability and product demand is used as the underlying conceptual model for product design evaluations and for estimating the number of people potentially excluded from using a given product.  相似文献   

8.
Task-based and user-oriented user interfaces utilize knowledge about user tasks and user characteristics to the utmost extent. They support users throughout their work flows, and must be constructed by a development process that avoids loss of application context and involves user feedback, from requirements specification to code generation. The concepts behind the task analysis/design/end users systems (TADEUS) approach to enable seamless task-based development are a semantically rich representation scheme, a model-driven development procedure, a diagrammatic notation and unifying specification scheme. Thus, interactive applications can be developed seamlessly. Specifications comprise problem domain knowledge, work processes, user roles and personal profiles, as well as interaction modalities (required for task accomplishment). For user-interface prototyping the TADEUS environment contains a model interpreter that executes structure and behavior specifications. This way, early feedback on task-based portals can be provided by users. In this paper we detail the latest developments in the TADEUS project when implementing a work-process based usability life cycle. We review the underlying methodology and the features of the TADEUS environment, in order to demonstrate the benefits for developers and users resulting of smooth transition support for and between the different stages of development  相似文献   

9.
为解决现有产品个性化定制中用户需求分析复杂、需求契合度低与用户参与度不 足的问题,提出一种基于用户需求的产品深度个性化定制方法。通过结合用户个性需求表达模 型与质量功能展开(QFD)将用户需求映射为定制需求,运用实例检索与匹配进行产品配置求解。 用户通过可视界面对定制方案进行实时反馈与调整,并结合变型设计加深产品个性化定制程度, 最后通过优度评价将最优方案提供给用户,实现用户高参与度、高满意度的定制。以披肩定制 为例,验证该方法的可行性,为产品深度个性化定制提供了一种有效方法。  相似文献   

10.
When developing assembly cells with highly complex modular structures, designers need to translate user requirements into a set of design rules and potential cell configurations. The success in matching user requirements to potential products is dependent on how well the functional and non-functional customer requirements can be understood and translated into cell features (design rules, processes and module types). This paper reports on a knowledge based methodology for forming customisable re-configurable assembly cells. The approach is based on matching user requirements to existing supplier knowledge in terms of design rules and principles, modules offered by different vendors, new emerging technologies and existing own and competitors’ products. The decision making includes requirements analysis, generating assembly processing alternatives and evaluating and selecting assembly modules and cells. The proposed approach aims to assist decision making in assembly system design by enabling users and suppliers to jointly participate in an interactive and iterative process of forming re-configurable assembly cells.  相似文献   

11.
Ergonomics has been a very important activity in the design process. However, ergonomics rarely includes the environmental requirements into the design of products. The article proposes and presents the Eco-Ergo model through its application to a real-world product, a washing machine, to allow designers and ergonomists to establish product design requirements in order to minimise environmental impacts related to user–product interaction during the use stage. This model uses a visual language of representation, Blueprinting-based, that helps designers explore problems they have not previously considered during the market research when a wide variety of products with different interaction elements is analysed. The application of this model allows direct efforts and attention on the user analysis phase in the most influential user’s actions on the environmental performance of energy-related products during use, establishing ergonomics requirements related to users behaviour at the initial design phase.

Practitioner summary: This study provides a proposal to incorporate ergonomics into the practice of eco-design through the use of human factors in the establishment of initial eco-design requirements. This blueprint-based model combines an empirical and theoretical approach, based on the product test developed by designers, ergonomists and environmentalists.

Abbreviations: CO2: carbon dioxide; DBIM: design behaviour intervention model; DfSB: design for sustainable behaviour; DwI Method: design with intent method; LCA: life cycle assessment; LCD: liquid cristal display; MJ: megajoule; MTM: methods-time measurement; PSS: product-service system; RPM: revolutions per minute  相似文献   


12.
Z. Chen 《AI & Society》1994,8(4):341-356
We examine the relationship between systems and their users from the knowledge discovery perspective. Recently knowledge discovery in databases has made important progress, but it may also bring some potential problems to database design, such as issues related to database security, because an unauthorised user may derive highly sensitive knowledge from unclassified data. In this paper we point out that there is a need for a comprehensive study on knowledge discovery in human-computer symbiosis. Borrowing terms from algorithm design and artificial intelligence literature, we propose a notion called database-user adversarial partnership. We point out that this notion is general enough to cover various knowledge discovery and security of issues related to databases and their users. Furthermore, we point out the notion of database-user adversarial partnership can be further generalised into system-user adversarial partnership. Opportunities provided by knowledge discovery techniques and potential social implications are also discussed.  相似文献   

13.
In today’s competitive global marketplace and knowledge-based economy, user requirement becomes an important input information for enterprises to develop new product and a critical factor to drive product collaborative design evolution. Meanwhile, there remains no consensus on how best to support knowledge activities and significant challenges to establishing design information management facing to rapid collaborative product development with dynamic user requirement. This paper introduces solutions for designer to deal with dynamic user requirement information through requirement evaluation and prediction method. In this study, we propose a user requirements-oriented knowledge management concept that is based on a four level hierarchy map model with special regard to knowledge collaboration and information communication. Furthermore, a novel distributed concurrent and interactive user requirement database was constructed, and the framework driven by user requirement was put forward to support collaborative design knowledge management. Finally, the service robot design project of a start-up company is used as a case study to explain the implementation of proposed framework.  相似文献   

14.
mwKAT is an interactive knowledge acquisition tool for acquiring domain knowledge about multimedia components. It constructs knowledge bases for a consulting system that produces the design specification for a multimedia workstation according to the user requirements.mwKAT is generated from and executed inGAS, a primitives-based generic knowledge acquisition meta-tool. It contains three acquisition primitives, namely, parameter proposing, constraint proposing, and fix proposing to construct an intermediate knowledge base represented by a dependency model. These primitives identify necessary domain knowledge and guide users to propose significant components, constraints, and fix methods into the dependency model.mwKAT also invokes knowledge verification and validation primitives to verify the completeness, consistency, compilability, and correctness of the intermediate knowledge base.  相似文献   

15.
This article proposes and describes a representational framework and a supporting tool environment for embedding and propagating human factors expertise into high level user interface design and development platforms. The proposed framework allows user interface designers to elicit, accommodate, and articulate user interface guidelines and results of experimental studies into reusable, evolutionary, and "living" design cases. The building blocks of the representational framework are a set of primitive constructs for consolidating the semantics of human factors knowledge into a design representation that characterizes the physical level of interaction. This is achieved through the development of a logical framework based on preference constraints and an initial set of preference and indifference expressions. The preference constraints provide a reasoning engine and a proof strategy for compiling a preference ordering of competing design alternatives and subsequently aggregating them into indifferent classes of design options per interaction element. The article also reports the implications of the proposed technique for user interface designers and the underlying requirements of user interface development platforms. Finally, the representational sufficiency of the proposed approach is discussed in the context of recent case studies aiming to consolidate human factors knowledge into a reusable repository supporting the ergonomic design of user interfaces in two example application domains, namely nonvisual hypermedia accessible to blind people and interpersonal communication aids for speech-motor-impaired and language-cognitive-impaired users.  相似文献   

16.
一种面向按需集成服务的业务模型构造方法   总被引:10,自引:0,他引:10  
针对如何从初始需求出发构造业务模型的问题,提出了一种基于场景的设计方法.该方法强调将显性需求和专家知识有机融合.客户化的场景在设计模式、插件库和本体库的支持下被交互式地创建、求精,最终成为内容完备、结构良好的业务模型,为服务集成、任务协调提供支持.文章也给出了将质量需求分配到软件功能块的策略.最后,举例说明了该方法的应用.  相似文献   

17.
In this paper, three different roles of a shared task model as an intermediate representation of a task are presented and illustrated by applications developed in cooperation with industry. First the role of a shared task model in knowledge acquisition is discussed. In one of the two applications, decision support in the domain of soil sanitation, one of the existing generic task models for diagnostic reasoning provided a means to structure knowledge acquisition. In the second application, diagnosis of chemical processes, the acquisition process resulted in a shared task model for diagnostic reasoning on Nylon-6 production. Secondly, the role of a shared task model in designing user interaction is addressed. Three levels of interaction are considered of importance: interaction at the object level, at the level of strategic preferences, and at the level of task modification. In an application in the domain of environmental decision making, this led to the design of a user interface based on the acquired shared task model, within which all three levels of interaction were available to users. Finally, the role of shared task models within a multi-agent system including a clarification agent is addressed. Two software agents were designed that each share a task model with the user: one for a diagnosis task, and one for a clarification task. The shared model of the clarification task reflects the shared task model of diagnosis; clarification includes clarification of the overall diagnostic reasoning process. The multi-agent architecture presented has been developed to support a user both at the level of the diagnostic task he or she is performing and at the level of clarification. The architecture has been applied to the diagnosis of chemical processes.  相似文献   

18.
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   

19.
The design of smart homes for people with dementia—user-interface aspects   总被引:1,自引:0,他引:1  
This paper reports on the user requirements analysis, design and evaluation of smart home solutions for people with dementia. In order to be appropriate for people with dementia, smart home technologies should keep interaction with users to a minimum. In the work presented in this paper, discussions with carers, as well as a more formal user-survey, provided a good understanding of the issues that are faced by this group, and useful indications of potential design solutions. This preliminary survey work led to a design approach that used carer emulation, familiarity of appearance, incorporation of verbal prompts and reminders, and careful user-monitoring, to achieve effective devices. This design approach is illustrated through several examples of specific designs. Evaluations of stand-alone systems were carried out prior to smart home installation, and illustrated the complex interface that exists between assistive technology and people with dementia.  相似文献   

20.
基于集成化知识的产品概念设计技术研究   总被引:11,自引:2,他引:11  
从用户知识出发,通过对用户内隐性知识的获取、表征、传递、运用的研究,探讨了“用户意象与设计知识”的映射以及“特征基、特征和风格”三层表达体系;建立了用户内隐性知识的获取、表征与运用模型,设计知识的表达模型,用户知识与设计知识的整合模型;提出了基于集成化知识的产品概念设计理论,以手机设计系统为例进行了验证,支持用户和设计师在同一个平台上协同工作,为产品协同设计、网络化设计提供一致的知识体系。  相似文献   

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