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1.
Technology to assist people in the kitchen has become a major research topic as technology becomes more ubiquitous in the home. Research is being carried out in numerous areas to assist with cooking, from solving difficulties in the kitchen to more recently enhancing already good experiences related to cooking. To design solutions that are not only usable, but useful in all related aspects of cooking, we must get a good understanding of the needs of the user. It is important that real needs are identified, so that products or systems designed are adopted and are sustainable. There are various methods that researchers and designers use to gain user insights and there is much debate on different approaches and their effectiveness. Whilst there have been a number of ethnographic style studies in people's homes, there has been little in the way of understanding user goals in the kitchen which could lead to more effective design solutions. In this paper, we present goal-directed research of cooking needs in Singapore. We produce three primary design personas and three secondary personas, describing their goals and needs and where they can be helped through technology. An online survey was carried out to validate our personas, comparing our qualitative and quantitative findings. We provide a general holistic overview of kitchen requirements for these personas, whether in helping correct problems or enhancing positive experiences and how these needs can be connected. The user requirements provided can help guide researchers and help designers produce more meaningful, complete and acceptable technology solutions in the kitchen.  相似文献   

2.
Abstract

During the last few years personas has become an established design technique within the IT-design field. Using personas has proven itself as a valuable approach for designers to switch between a developer's perspective and a user's perspectivein the design process. The technique is claimed to help designers in keeping a clear focus and shaping a consistent user-interface by making ‘the user’ present in the design work. In this paper we report on a number of projects where we have elaborated on the persona approach for collaborative design. With the goalof creating ‘user presence’ in the design process, we have developed an approach building on a combination of ethnographic exploration, participatory inquiry, and collaborative design. This paper carries two interrelated points: the grounding of personasin existing practice; and the notion that ‘the user’ is created as an ongoing process throughout the design work.  相似文献   

3.
Interactive computing devices are increasingly being deployed to support individuals in improving and managing health, aging in place, and as assistive devices for those with functional limitations. Augmentative Alternative Communication (AAC) aids are devices that help individuals with speech impairments communicate. They are typically prescribed by clinicians (speech–language pathologists) based on a specific individual’s physical needs and disease classification. While personas have been used in the design of other consumer technologies, they have not been frequently deployed in the design of clinically oriented technologies, including AAC devices. Instead, a clinical/rehabilitation engineering approach to AAC design is typically used, focusing on the physical and symptomatic needs of a diverse group of individuals, and involving the consumer on the level of making feature recommendations and/or testing the technology near the end of the design and production process. To address this challenge, three personas of individuals with amyotrophic lateral sclerosis were developed, intended for use in AAC device design. This article presents results from two studies which evaluated the personas. In the first study, personas were validated using an online survey of eight speech–language pathologists, and interviews of seven individuals with ALS that were not involved in the development of personas. In the second study, AAC device designers were asked to assess the potential utility of the personas for AAC device design. Results showed that developed personas had validity in representing individuals with ALS and that the personas would be useful for AAC device designers. The methods used can be extended for validation and assessment of personas developed for other purposes.  相似文献   

4.
5.
A customer journey map (CJM) is a widely used tool to represent user experience with a service. Although numerous companies have used this tool to improve existing services or to develop new services, the maps are neither consistent nor mutually compatible because no clear design process for a CJM has been presented. This study aimed to develop a design process and rule sets for a CJM based on a human factors approach. The 10‐step process and the rule sets were built on case studies of 25 categories of mobile services. Large‐scale case studies were conducted with mobile service providers and combined with the result of a user diary method that collected users’ daily activities and the difficulties that the user perceived when performing a task. We suggested various methods for using the CJM to generate new service opportunities. The proposed design process and the way for opportunity discovery can help service designers to develop unified CJMs and to identify innovative service ideas.  相似文献   

6.
In the area of product design and usability, most products are developed for the mass-market by technically oriented designers and developers for use by persons who themselves are also technically adept by today's standards. The demands of older people are commonly not given sufficient consideration within the early developmental process. In the present study, the usability and acceptability of four different devices meant to be worn for the measurement of heart rate or ECG were analyzed on the basis of qualitative subjective user ratings and structured interviews of twelve older participants. The data suggest that there was a relatively high acceptance concerning these belts by older adults but none of the four harnesses was completely usable. Especially problematic to the point of limiting satisfaction among older subjects were problems encountered while adjusting the length of the belt and/or closing the locking mechanism. The two devices intended for dedicated heart rate recording yielded the highest user ratings for design, and were clearly preferred for extended wearing time. Yet for all the devices participants identified several important deficiencies in their design, as well as suggestions for improvement. We conclude that the creation of an acceptable monitoring device for older persons requires designers and developers to consider the special demands and abilities of the target group.  相似文献   

7.
鄢沛 《现代计算机》2010,(2):25-28,38
在以用户为中心的软件设计中,需要通过对用户建模来明确和分析用户,了解用户的特定需求.介绍用户建模的相关概念,阐述基于人物角色的用户建模原理、详细介绍基于人物角色的用户建模过程,指出人物角色在以用户为中心的软件设计过程中的应用.  相似文献   

8.
This study investigated the practices and attitudes of novice designers toward user involvement in public symbol design at the conceptual design stage, i.e. the stereotype production method. Differences between male and female novice designers were examined. Forty-eight novice designers (24 male, 24 female) were asked to design public symbol referents based on suggestions made by a group of users in a previous study and provide feedback with regard to the design process. The novice designers were receptive to the adoption of user suggestions in the conception of the design, but tended to modify the pictorial representations generated by the users to varying extents. It is also significant that the male and female novice designers appeared to emphasize different aspects of user suggestions, and the female novice designers were more positive toward these suggestions than their male counterparts. The findings should aid the optimization of the stereotype production method for user-involved symbol design.  相似文献   

9.
Problem analysis in designing thematic maps and user interfaces which assist map designers in incorporating their ideas into maps are presented. Problems in designing choropleth maps are analyzed from the map designers point of view. A graphical user interface, called “Histogram Interface”, is implemented as countermeasure for problems in designing choropleth maps. The user interface can assist map designers in representing their ideas and achieving the desired maps through the designing process. The user interface operations, which correspond to the map designer's ideas, are explained. The user interface effectiveness is confirmed by resulting map examples and the corresponding graphical patterns on the interface. A concept is proposed concerning the importance in any computer graphics field, which the designers should consider in determining how to incorporate their ideas into pictures.  相似文献   

10.
The user is a critical factor in design and innovation. Firms experiment with different approaches to involving the user in design processes, which results in new forms of intra‐ and extra‐organizational collaboration. The establishment of in‐house design research units within design consultancies is one such intra‐organizational user‐centred design practice that targets designer‐researcher collaboration. This paper addresses this issue and reports on the findings from multiple case study research exploring the impact of in‐house design research teams on designers' user knowledge construction. We utilized constructivist learning theory to assess major aspects of these intra‐organizational user‐centred design practices. Ethnographically informed field studies were conducted at six design consultancies representing three design fields (i.e., architecture, industrial design and interaction design) in the Northwestern United States. Three of the consultancies have design research departments and three do not. The findings indicate that in‐house design research units play a role in designers' user knowledge construction via their results, processes and human resources. Among these, the active participation of designers in the research process was observed to have the largest impact because of its contribution to designers' contextual and collaborative learning about users.  相似文献   

11.
The field of cyber security is faced with ever‐expanding amounts of data and a constant barrage of cyber attacks. Within this space, we have designed BubbleNet as a cyber security dashboard to help network analysts identify and summarize patterns within the data. This design study faced a range of interesting constraints from limited time with various expert users and working with users beyond the network analyst, such as network managers. To overcome these constraints, the design study employed a user‐centered design process and a variety of methods to incorporate user feedback throughout the design of BubbleNet. This approach resulted in a successfully evaluated dashboard with users and further deployments of these ideas in both research and operational environments. By explaining these methods and the process, it can benefit future visualization designers to help overcome similar challenges in cyber security or alternative domains.  相似文献   

12.
ABSTRACT

Most studies on tangible user interfaces for the tabletop design systems are being undertaken from a technology viewpoint. Although there have been studies that focus on the development of new interactive environments employing tangible user interfaces for designers, there is a lack of evaluation with respect to designers' spatial cognition. In this research we study the effects of tangible user interfaces on designers' spatial cognition to provide empirical evidence for the anecdotal views of the effect of tangible user interfaces. To highlight the expected changes in spatial cognition while using tangible user interfaces, we compared designers using a tangible user interface on a tabletop system with 3D blocks to designers using a graphical user interface on a desktop computer with a mouse and keyboard. The ways in which designers use the two different interfaces for 3D design were examined using a protocol analysis method. The result reveals that designers using 3D blocks perceived more spatial relationships among multiple objects and spaces and discovered new visuo-spatial features when revisiting their design configurations. The designers using the tangible interfaces spent more time in relocating objects to different locations to test the moves, and interacted with the external representation through large body movements implying an immersion in the design model. These two physical actions assist in designers' spatial cognition by reducing cognitive load in mental visual reasoning. Further, designers using the tangible interfaces spent more time in restructuring the design problem by introducing new functional issues as design requirements and produced more discontinuities to the design processes, which provides opportunity for reflection and modification of the design. Therefore this research shows that tangible user interfaces changes designers' spatial cognition, and the changes of the spatial cognition are associated with creative design processes.  相似文献   

13.
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   

14.
为准确定位用户需求,提出了多种用户研究方法串联进行的“逐层深入” 用户研究系统,并在床、椅一体化护理平台(简称e-Bed)的项目中应用该系统研究用户, 得到需求域。进而将用户需求域提升为产品功能域,形成产品的初步功能定位及创意构思。 在该系统中,又提出并实践了基于实际场景的角色代入的用户研究方法,以求更为准确、深 入地挖掘用户需求。  相似文献   

15.
Intellectual health like physical health depends on a balance between feeding and exercise. But the demands of work often make a healthy balance very hard to maintain. In a detailed study of the knitwear industry and in comparisons with other design fields, we have observed that designers use external sources of ideas for a variety of different purposes throughout the design process. We have also observed that designers’ creative potential is often limited by the failure of managers to understand design, and especially their designers’ need to search for sources of new ideas. Managing design processes to maximize creative output requires both an understanding of the role of sources of ideas in the creative process, and proactive management to support and encourage the renewal of intellectual resources. In this paper we suggest some practical steps for supporting continuing creativity.  相似文献   

16.
Design activity occurs in many professions, ranging from technical to more artistic domains. Whatever the domain, it is a constant challenge for designers to introduce creativity in each design project they work on and minimize the tendency to repeat familiar design features. The goal of this paper is to present a cognitive approach to design problem solving as well as an experimental study. This study aims at determining whether creative ideas can be enhanced by the presentation of external sources of inspiration. In particular, we analyse the effect of the presentation of different kinds of sources (intra‐ versus interdomain sources, which are presented as graphical representations or as verbal labels) according to the designers’ level of expertise (lay‐designers versus professionals). Results show that it is possible to enhance evocation processes in design, but that it is dependent on both the nature of sources of inspiration and the designers’ level of expertise. Based on these results, we suggest ways for enhancing creative ideas in design tasks.  相似文献   

17.
The concept of “Design Thinking” opens up debate regarding the prevalent human–computer interaction design practice. This article focuses specifically on the cognitive processes of designers during their early design activities. Two groups of designers—experts and novices—were asked to develop a fictitious vacuum cleaner. We then examined the different ways in which these groups manage their design thinking processes and how the groups choose design concepts. The empirical study revealed that expert designers are effective at framing design problems. They make quick decisions (through the use of the affect heuristic) but are more wedded to their own previously developed design concepts, which they do not change in subsequent design stages. In contrast, novice designers are less skilled in framing new design problems but better able to renounce their initial design concepts. These diverse design thinking approaches are linked to potential problems. We then discuss how to address these concerns in conjunction with empathy for the artifact (i.e., artifact empathy via the mediated self) or user (i.e., user empathy via the simulated self), problem framing with second-order semantic connotations, and irrationality when analyzing design solutions. Finally, we propose a design thinking rationality framework that can establish a designer's view of design activities and thereby assist designers educated in both creative and rational design decisions.  相似文献   

18.
Over the last few decades, several usability knowledge-based systems have been developed to provide user interface designers with usability knowledge (e.g. heuristics, usability guidelines, standards). Such systems are intended to assist designers during the design process, and to improve the usability of the user interface being designed. However, the assumption that such systems actually improve the usability of the resulting user interface remains to be demonstrated: virtually no systems have been empirically tested by designers who create products. In order to confirm this assumption, we conducted an experimental study in which professional web designers had to create webpages, either using a knowledge-based system – MetroWeb – or without it. This study was intended to determine the influence of MetroWeb on the professional web designers' cognitive activity, and to find out whether MetroWeb actually assists them to develop a user-centred design. The results show that the web designers did not very often use MetroWeb while designing webpages; however, rather surprisingly, the designers who did use MetroWeb more often exhibited a user-centred activity than those working without MetroWeb. We conclude this paper by discussing these findings, and suggesting future possible ways of research intended to assist designers to adopt a user-centred approach to their activity.  相似文献   

19.
An effective and efficient knowledge support system is crucial for universal design process, as it has become a major design issue in the last decade with the growth of the elderly population and disabled people. There are a limited number of CAD investigations on the nature of knowledge processing that supports the cognitive activities of universal design process. Therefore, this paper proposes an ontology-based computer-assisted universal design (CAUD) plug-in tool that supports designers in developing satisfactory universal design solutions in the conceptual design phase. The required knowledge processing and representation of the developed tool is motivated by the ontological language. It is based on the multiple divergence–convergence cognitive strategies and cognitive needs of designers in the analysis/synthesis/evaluation operations. The CAUD plug-in tool is the first attempt to interface the universal design knowledge ontologically and respond to the requirements of conceptual design phase. According to the user acceptance study, the tool is assessed as useful, understandable, efficient, supportive and satisfactory.  相似文献   

20.
为了提高老年人APP 的用户体验水平,提出一种基于灰色层次分析法(AHP)的老 年人APP 用户体验评价模型。首先,构建用户体验的评价体系;接着,通过AHP 计算评价指 标的权重;最后,采用灰色关联分析法(GRA)将用户体验的评价指标整合为灰色关联度,从而 根据灰色关联度选择最优方案。以移动医疗APP 作为案例,结果表明基于灰色AHP 的APP 用 户体验评价模型可以有效地评价老年人APP 的用户体验水平,为设计决策提供依据。  相似文献   

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