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1.
随着科学技术的不断发展和产品智能化水平的不断提高,产品的可用性已是消费者决定是否购买产品的主要因素,因此,提高产品的可用性已成为提高产品竞争力的核心。如何保证设计的产品既符合用户的需求又方便易用,即可用性问题,成为必须不断深入研究的问题。论文将目前国内外企业针对界面设计的可用性理论引入到工业产品设计中,从产品设计的角度对工业产品的可用性评估原则、流程和方法进行了探讨性研究。  相似文献   

2.
罗爱民 《计算机科学》2009,36(10):258-261
信息系统体系结构是系统开发、集成的指南,体系结构开发的质量直接关系到系统成功与否。由于以往体系结构研究主要关注体系结构产品的设计方法和工具,使得体系结构问题域的分析缺乏有效的方法和手段。以DoDAF1.0为背景,研究了MEASUR方法在体系结构设计中的应用。重点研究了问题清晰法、语义分析方法以及规范分析方法在体系结构设计中的应用。最后,通过案例说明了方法的可用性。  相似文献   

3.
一、引言在实际应用中,具有同样功能的产品未必同样好用。一个产品的好用与否,关键在于产品的可用性质量。可用性质量体现了用户在使用中所感受到的产品质量。以往在软件产品开发过程中往往重视技术创新和技术可行性,而对人类因素考虑不足,导致多数产品存在着程度不同的可用性问题。一个具有良好可用性的软件产品,对用户而言可以减少操作错误,减少人员培训和系统维护的费用,提高生产效率和满意程度;对生产企业而言,能够提高产品的竞争力和企业信誉,降低开发成本。  相似文献   

4.
软件可用性与美国工业可用性标准报告   总被引:3,自引:0,他引:3  
李佳  刘正捷等 《计算机科学》2001,28(10):108-112
一、前言近几十年来,IT产业发展十分迅速。然而在IT产品特别是软件产品的开发中一直存在的一个问题是在重视技术创新的同时往往对人的因素考虑不足,这导致多数产品存在着程度不同的可用性问题。例如根据一项统计,在英国,一般商用计算机用户只有30%-40%的有效生产率;80%的软件缺陷是由于不能有效满足用户需求,而其中60%是由于存在着可用性质量问题;70%的英国公司对他们的网站设计不够满意。这说明在软件产业的发展中,软件的可用性质量是一个十分重要的问题。规范地说,可用性是指产品为特定用户用于特定用途时所具有的有效性、效率和用户主观满意度。具有良好可用性质量的软件产品可以减少用户的操作错误,减少人员培训和系统维护的费用,提高用户的生产效率和满意程度,从而提高产品的市场竞争力。目前造成许多企业忽视产品可用性质量的一个原因是缺乏一个客观、统一和定量的衡量标准。这是一  相似文献   

5.
新书上架     
《程序员》2008,(3):132-132
用户界面设计指南出版社:机械工业出版社著译者:孙志超原著书名:User Interface Design for Mere Mortals原著作者:Eric Butow本书第一次将业界领先的有关用户界面设计、可用性设计和测试的实践与观念融为一炉,全景式地展现了如何设计和实现能够让用户满意的用户界面全过程。  相似文献   

6.
可用性/可玩性是决定一个游戏产品能否获得成功的重要因素。本文刊发了作者对目前国内几个具有代表性的网络游戏产品进行的可用性/可玩性评估报告。他们对这些产品运用“可用性专家评估方法”分别进行了评估,从中发现了许多具有典型意义的可用性/可玩性问题,这些问题主要阻碍了新手玩家对游戏的接受,影响了新手玩家的游戏体验。本文将逐一介绍和分析在测试过程中发现的主要问题并提出可能的改进建议.最后更是指出“以用户为中心的设计开发方法”是提高游戏产品可用性/可玩性最有效的途径。  相似文献   

7.
资料窗     
《多媒体开发指南》 《多媒体开发指南》一书是为希望在windows 3.1环境下从事多媒体应用系统开发人员而编写的一本多媒体开发入门书。该书的作者是美国知名的软件没计工程师、也是多本电脑专业畅销书的著作者。《多媒体开发指南》主要介绍了在Windows 3.1环境下从事多媒体开  相似文献   

8.
可用性工程是开发高可用性交互式软件和IT产品的有效途径,这要求根据开发组织的可用性成熟度状况,把以用户为中心的设计方法结合到产品生命周期过程中,为指导可用性工程在国内的引进和推广,我们按照可用性能力成熟度模型UMM,选择代表性的软件企业进行了一次可用性能力成熟度评估。本文介绍这次评估依据的UMM模型,所采用的评估方法和评估结果,重点讨论所发现的阻碍企业应用可用性工程的问题,并提出过程改进的对策。  相似文献   

9.
产品设计不仅要重视产品自身更要让人在使用过程中感受使用的乐趣。产品的自身善表现在它的自身美与价值美上,艺术与技术共同塑造着人们的生活方式。产品设计的过程中的善是人机的有机统一,也是可用性的解决。论述情感化设计与设计善的区别与联系,反思层面的设计是最难把握的善因,也是设计师应该把握住的。总之,产品设计之善是人机之间的无形价值纽带。  相似文献   

10.
尽管没有图形界面,作为信息产品的应用程序接口也存在可用性的问题,应用程序接口的可用性直接影响到应用软件人员的开发效率和质量。基于可用性工程研究者所提出的设计具有良好的可用性时需要遵循的普遍原则,再结合API 本身的特殊性和API 用户(应用软件开发人员)的特殊性,本文对设计、评估和提高API 的可用性时要考虑的主要要素进行初步的探究。  相似文献   

11.
The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it. in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines.  相似文献   

12.
Abstract

The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it. in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines.  相似文献   

13.
Developments in hardware and software have led to new innovative methods for visualising geospatial data. At the same time user-centred design (UCD) and usability engineering methods have a fundamental role in designing applications for new technical environments, which involve entirely new ways of interacting. However, applying methods from other research disciplines may not always be straightforward, as the product developers have to operate in a challenging interdisciplinary field. The aim of this study was to find out how usability engineering is currently included in the development of map services. Seven companies developing different types of map applications in Finland were interviewed. The results support the suitability of usability engineering for map application design, since by including the usability approach into the product design, while simultaneously taking into account the individuality and diversity of users and their tasks together with the characteristics of the maps, application developers are more likely to design products that have a higher quality of use. This study identifies the main occasions when the usability approach could be most beneficial. Furthermore, the benefits and challenges of including usability approaches in map application design are discussed. Preliminary ideas on what usability means in the context of map applications are also given. Finally, the importance for providing a basis for the further development of application-specific guidelines and techniques is addressed.  相似文献   

14.
Product design enhancement using apparent usability and affective quality   总被引:1,自引:0,他引:1  
In this study, apparent usability and affective quality were integrated in a design framework called the Usability Perception and Emotion Enhancement Model (UPEEM). The UPEEM was validated using structural equation modeling (SEM). The methodology consists of four phases namely product selection, attribute identification, design alternative generation, and design alternative evaluation. The first stage involved the selection of a product that highly involves the consumer. In the attribute identification stage, design elements of the product were identified. The possible values of these elements were also determined for use in the experimentation process. Design of experiments was used to identify how the attributes will be varied in the design alternative stage and which of the attributes significantly contribute to affective quality, apparent usability, and desirability in the design evaluation stage. Results suggest that product attributes related to form are relevant in eliciting intense affect and perception of usability in mobile phones especially those directly related to functionality and aesthetics. This study considered only four product attributes among so many due to the constraints of the research design employed. Attributes related to aesthetic perception of a product enhance apparent usability such as those related to dimensional ratios.  相似文献   

15.
Critical user interface design features of computer-assisted instruction programs in mathematics for students with learning disabilities and corresponding implementation guidelines were identified in this study. Based on the identified features and guidelines, a multimedia computer-assisted instruction program, ‘Math Explorer’, which delivers addition and subtraction word problem-solving instruction for students with learning disabilities at the early elementary level, was designed and developed. Lastly, usability testing was conducted to assess whether Math Explorer was well-designed in terms of the interface for students with learning disabilities. Given the results of the usability testing, this study corroborated the fact that the critical user interface design features and guidelines in mathematics computer-assisted instruction programs would be essential for facilitating the mathematical learning of students with learning disabilities. Implications for practice and future research were discussed.  相似文献   

16.
The aim of this research is to develop a quantitative usability evaluation method (UEM) for elderly drivers, which has different weight values on each factor concerning physical and cognitive context of elderly drivers. An analysis of the relationship between universal design guidelines for elderly drivers and usability principles was conducted by using the quality function deployment method. In addition, developmental priorities are derived from analysis results of difficulty in achieving performance improvement, max relationship values, and relative weight. Furthermore, n and positive relationships among the universal design guidelines are defined by means of relationship analysis. Combining these results, a quantitative evaluation guideline for elderly drivers is derived, and based on the context and developmental goals of the developer, selective design is facilitated. The proposed UEM is compared with existing UEM in terms of thoroughness, validity, and effectiveness.  相似文献   

17.
The aim of this research was to develop a usability evaluation model based on customer sensation using quality function deployment (QFD), which evaluates the relationship between consumer sensation and usability among the physical design factors of dishwashers. Four aspects of the evaluation model were analyzed with QFD: overall sensation factors, detail sensation factors, usability evaluation factors, and physical design factors of products in 3 sequential processes. The sensation evaluation factors and the usability evaluation factors were created from the results of the sensation and usability tests. Moreover, experts and manufacturers were involved in selecting the physical design factors. With the evaluation model using these 4 aspects, physical design factors influencing user sensation were generated. These factors were Label Icon, Rack Size, Shape of Knob, and LCD size. In addition, the degree of influences was tested and design guidelines derived from the final physical design factors were generated. © 2009 Wiley Periodicals, Inc.  相似文献   

18.
Usability testing for interfaces can fit into a design project in several ways. The author looks at how good testing techniques can make projects run better and faster, and produce an improved result. The primary point is that there's no incompatibility between usability testing and a rational product process. We can think of usability testing as simply another aspect of quality assurance, and can fold it into the product process in much the same way as software quality assurance (QA). By having usability people involved from the beginning, big problems get found earlier, and small problems get found in time. The fear of losing control of a project to a usability person who finds a last-minute interface design problem is therefore a red herring. You can indeed find usability problems that might affect project completion late in the development process, just like you can find system architecture problems. But the way to keep this from happening is to test your system and your ideas during each stage of development, gathering the kind of information you need at each of those stages. That's why usability testing is a journey, not a destination  相似文献   

19.
20.
With growing interest in IoT across the Peer-to-Peer network industry, basic education programs on IoT for learners are expanding. The purpose of this study was to analyze the difficulties met by learners in basic IoT education, to design and develop hardware tool, and to evaluate the usability of these tool. In this study, the needs of teachers and learners on the tools were analyzed, and design guidelines established. The design guidelines, based on the analysis of needs, suggest the functions of hardware board, miniaturization of board, modularization of sensor parts, and usability and expandability of the tool. A hardware board is designed and developed based on the guidelines. The developed board is then used for basic education on IoT for learners, and the usability of the board is evaluated. The results showed that the new hardware tools provide higher usability than the existing Arduino board. This study is meaningful in that it provides a reference for future IoT educational tools, and that it highlights the importance of promoting learner-centered education.  相似文献   

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