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1.
前人在研究老年人手机界面时主要是基于老年人的生理方面,而老年人心理特征对产品的设计也起到不可忽视的作用。文章是基于老年人认知心理学——感知特征,总结老年人智能手机交互界面设计和操作流程中设计关注点,从而为现有老年人智能手机交互界面设计提出改善的方案。  相似文献   

2.
面向用户体验的手持移动设备软件界面设计   总被引:6,自引:0,他引:6  
为进一步探索手持移动设备中的界面设计问题,提出面向用户体验的界面设计方法.通过对用户体验设计进行分析,提出界面提供者与界面接受者之间的映射模型;将界面分为显性要素和隐性要素,并建立界面隐性要素的显性化设计模型.针对全新的软件设计,通过知识在需求分析、开发设计和设计测试之间的传递与转化,构建了面向用户体验的界面设计过程模型.以"奥运伴我行"手机电视的软件开发为例,让用户参与设计全过程,采用设计人类学方法进行了用户研究和需求分析,通过迭代设计完成了原型设计、测试评估和开发设计,建立了系统原型并完成了可用性测试评估,验证了面向用户体验的界面设计理论体系.  相似文献   

3.
单一的二维交互形式不再能满足用户的体验需求,以增强现实技术为基础的智能手机交互界面是未来的趋势,在设计时设计师需要遵守一定的设计规则从而提高用户的体验度。本文基于增强现实技术的三维交互形式在智能手机的运用中出现了爆发式的增长,探索增强现实技术在智能手机交互界面设计的理论研究,为设计实践提供借鉴和参考。以增强现实技术为基础,探讨增强现实下智能手机交互界面设计的要点、原则以及流程。  相似文献   

4.
随着时代的进步,互联网的发展速度逐渐加快,其中健康与医疗行业的手机终端数量逐渐增加。本文从四个方面说明基于用户体验老年人健康类APP界面设计进行分析,需要将其与年轻人适用的界面进行区分,通过调查与分析APP各项实用功能展开设计,方便老年人更加快捷简易地获得良好用户体验。  相似文献   

5.
手机界面的设计一直遵循的发展原则是以人为本,用户体验作为首位。继此在商业上产生其价值。那么清晰、易操作而具有良好用户感受的界面设计;更多的人性化的设计以及有趣的互动环节的界面设计设计;不断地创新发展,提出更好的概念的界面设计,将会是手机界面设计发展的三大趋势。  相似文献   

6.
孙莹 《数码世界》2021,(1):39-40
随着新时代网络电子信息技术的不断发展和智能手机的不断普及,手机游戏成为越来越多人休闲娱乐的最佳选择.游戏的交互界面作为游戏与用户直接进行交流的界面,是一种特殊的语言,特别是交互界面的设计是整个游戏设计中的一项重点内容,优秀的交互界面设计可以为用户提供更好的操作体验,使其在游戏过程中收获轻松愉悦的体验感,沉浸到游戏中去....  相似文献   

7.
随着智能手机种类的不断增加,手机功能变得越来越多元化,同时现今智能手机的设计也愈发的以使用者的亲身感觉为主要的设计理念,本文就是通过论述在安卓系统,IOS系统等不同的手机系统下的智能手机UI界面设计理念,同时对具体的设计理念加以详细的分析和讨论。  相似文献   

8.
文章根据现代商业产品设计的发展趋势,结合现代智能手机界面设计的发展经历,提出手机界面设计将向着一体化的趋势发展的观点。而这样的发展趋势是全球化的,不可阻挡的。它将会给我们的生活方方面面带来最全新的体验,同时这种体验也是相通的、可适应的。  相似文献   

9.
界面作为实现手机人机交互作用的媒介,是手机设计过程中的重要组成部分。手机界面设计依据使用者选择及使用过程的不同需求遵循相应的原则,其中性别作为使用者的一项基本特征,对手机界面设计提出一系列要求。基于性别差异的手机界面设计使手机应用更具个性化和实用性,更好地为使用者服务。  相似文献   

10.
这款小鸟大屏智能手机是专为老年人所设计的。6英寸的机身比大多数大屏手机更大,但操作流畅性却完全不输手机,其系统的设计及应用的选择充分的体现了老人机的特点,可以随时切换到大桌面,让老年人看着也不会费劲!老年人也需要娱乐,老年人也应该体验到电子产品带给我们的便利,更应享受其中,而小鸟大屏智能手机则最大程度的满足了老人的这种需求,这种专门为老人所特别设计的桌面和应用相信一定会让您放心为父母购买!这款手机平板兼容2G/3G通讯网络,可以保证用户随  相似文献   

11.
With the development of Information and Communications Technology (ICT), smart TV is gradually becoming universal and penetrating daily life. Smart TV has a wide range of user groups, and the elderly is an important group. The special physiological and psychological characteristics of Chinese elderly highlight the usability problems of smart TV interactions for them. The main functions of smart TVs were selected and operated by the elderly in this study. With the help of physiological measurements, behaviour analyses and interviews during natural usage scenarios, we determined the usability issues and user requirements of Chinese elderly for interacting with smart TVs. The research shows that the elderly in China have the intention to use smart TV products, but the usability of interactive systems affects the experience of using a smart TV. The results indicate that different content search methods result in different user experiences. Pinyin search is difficult to operate using a remote control, and some influencing factors are revealed. Voice search results in the best user experience for the elderly, but the recognition accuracy is easily affected by factors such as user accents and environmental noise. Hierarchical search is easy to operate, but it often takes a long time to finish an involved task. Other usability issues of some main functions, i.e. screen mirroring, shopping, playing games, system settings and application downloads, were also obtained, and the requirements of the elderly were well understood. These findings have implications for interaction design and implementation of smart TV service systems.  相似文献   

12.
Eye tracking probes user's perception of real-time reaction to products, while conventional methods (i.e. interviews, focus group, questionnaires and so on) have generally failed because they depend on users' willingness and competency to describe how they feel when they are exposed to a product. Two tasks were designed to explore the indexes of eye movement that can reflect user experience of product, and analyse the attention captured by product attributes and goal-oriented. In task one, participants just browsed two smart phone pictures and evaluated the whole user experience. Binary choices were used in task two to ask participants to select the smart phone picture with higher user experience and then click the mouse. The results showed that in the browsing task, participants had shorter time to first fixation for the smart phone picture with higher level of user experience than the lower. And pupil dilated significantly when participants browse smart phone picture with lower level of user experience. In goal-oriented task, participants' attentions were dominated by visual perception of task driven, mainly reflected on longer fixation time and larger pupil diameter when looking at the smart phone with higher level of user experience. These results support the notion that we cannot assess product design just by several eye-movement indexes without considering the effects of visual attention mechanism.Relevance to industryThe appearance of product plays an important role to attract user's attention and stimulate their intention to experience. And vision is the main channel for users to obtain product information. Hence a thorough research on the inherent mechanism of vision perception can provide technical support for product designers, which in turn can attract more consumers to experience the product, even buy it. Moreover, the seller can find out the real buyers and predict their desired products by tracking user's eyes.  相似文献   

13.
Atom-powered cell phones are a likely consequence of the current mobile-processor design trends. By integrating a smart phone with a logical frame-buffer architecture and wireless display, they're well positioned to overcome current user interface limitations, and provide mobile users with a full x86 compatible PC experience. On the other hand, check out all the latest reviews of Moorestown, and judge for yourself. Is Atom just another processor family that will support a market for low-end laptops, or is it a game changer for cell phones that will revolutionize how we think about pervasive computing, and make smart phones even smarter?  相似文献   

14.
A great number of complex electronic devices are now part of our everyday lives. While many of us learn to handle these products by trial and error; others, especially older users with little experience in using electronic devices, need support. In order to allow the user maximum flexibility in terms of learning time and location, a training programme is presented which is implemented as part of the software embedded in the product itself. Particular focus is placed on the effect of adaptive training on learning. In this study, the training versions differed in their ability to adjust their complexity to the user's experience (adaptive user interface complexity) and their capability to support the learner by prompting them during the learning process (adaptive training advice). The results show that the adjustment of complexity had a positive effect on users’ experience: elderly users who trained with an adaptive interface were more successful in learning to use a mobile phone. Adaptive training advice, however, was found to have no significant effects on learners’ success and reduced their self-efficacy. This work offers guidelines on how to design integrated training applications for electronic devices that successfully help elderly users with little prior experience.  相似文献   

15.
基于智能手机的远程家电控制及安防监测系统的设计   总被引:1,自引:0,他引:1  
设计了基于智能手机和GPRS网络的远程家电控制和安防监测系统.智能手机采用开放式操作系统,第三方可根据操作系统提供的API为其开发各种扩展应用.利用智能手机这一特性,开发用于系统的人机接口,方便了用户的操作.介绍了系统的结构和功能,详细阐述了智能手机监控软件的开发过程.  相似文献   

16.
手机界面作为用户和手机进行沟通与交流的媒介,其设计的好坏直接关系到用户对手机甚至是手机品牌的印象,一个好的手机界面能够让用户形成对品牌更为真实的认知。文章从手机界面、品牌的内涵出发,试图从手机界面设计的现状中分析手机界面品牌化的必要性,并总结出手机界面的品牌化发展是需要一个较长时间的持续刺激的过程的。  相似文献   

17.
There are a growing number of smart phone applications allowing the user to control their television, set-top box or other entertainment devices. The success of these applications is limited. Based on findings from media studies in Austria and France focusing on how people currently use their TV and iTV systems and associated devices, this article describes recommendations for the design of a smart phone application enabling users to control Internet Protocol Television (IPTV) systems including all connected entertainment devices. Recommendations include the need to allow users to control devices that are related to the IPTV experience (not only the set-top box or television set) and the focus on scenarios of usage like supporting listening to music, enjoying a movie or controlling the connected home. Based on similarities and differences found in the two samples, future smart phone applications for controlling TV will only succeed if they provide meaningful functionalities that satisfy the (varying) user needs, support personalisation and personal usage and respect the limitations of mobile phones with respect to possible parallel activities performed.  相似文献   

18.
As the use of mobile touch devices continues to increase, distinctive user experiences can be provided through a direct manipulation. Therefore, the characteristics of touch interfaces should be considered regarding their controllability. This study aims to provide a design approach for touch-based user interfaces. A derivation procedure for the touchable area is proposed as a design guideline based on input behavior. To these ends, two empirical tests were conducted through a smart phone interface. Fifty-five participants were asked to perform a series of input tasks on a screen. As results, touchable area with a desirable hit rate of 90% could be yielded depending on the icon design. To improve the applicability of the touchable area, user error was analyzed based on omission-commission classification. The most suitable design had a hit rate of 95% compared to 90 and 99%. This study contributes practical implications for user interaction design with finger-based controls.Relevance to industryThis research describes a distinctive design approach that guarantees the desired touch accuracy for effective use of mobile touch devices. Therefore, the results will encourage interface designers to take into account the input behavior of fingers from a user-centered perspective.  相似文献   

19.
In order to help the visually impaired as they navigate unfamiliar environment such as public buildings, this paper presents a novel smart phone, vision-based indoor localization, and guidance system, called Seeing Eye Phone. This system requires a smart phone from the user and a server. The smart phone captures and transmits images of the user facing forward to the server. The server processes the phone images to detect and describe 2D features by SURF and then matches them to the 2D features of the stored map images that include their corresponding 3D information of the building. After features are matched, Direct Linear Transform runs on a subset of correspondences to find a rough initial pose estimate and the Levenberg–Marquardt algorithm further refines the pose estimate to find a more optimal solution. With the estimated pose and the camera’s intrinsic parameters, the location and orientation of the user are calculated using 3D location correspondence data stored for features of each image. Positional information is then transmitted back to the smart phone and communicated to the user via text-to-speech. This indoor guiding system uses efficient algorithms such as SURF, homographs, multi-view geometry, and 3D to 2D reprojection to solve a very unique problem that will benefit the visually impaired. The experimental results demonstrate the feasibility of using a simple machine vision system design to accomplish a complex task and the potential of building a commercial product based on this design.  相似文献   

20.
SSH为基于Struts、Spring和Hibernate的集成框架,是目前较流行的一种Web应用程序开源框架。为了加强对老年人的保护和关爱,本文以智能手表为硬件载体,利用此框架设计智能手表平台,实现了用户界面、业务管理和数据访问的分离,推进老人健康监测的远程化和网络化。通过介绍构建平台所运用的集成框架,分析平台的功能结构,并以智能手表向服务器上传数据为例,具体说明平台功能的实现方法,最后从硬件设计和软件开发2个方面分析本平台存在的不足之处,提出进一步发展的方向。  相似文献   

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