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1.
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
2.
Surface electromyography (sEMG) is a technique for measuring the electrical activity of muscles and is often used as a biofeedback tool. However, challenges associated with the typically visual display of sEMG data have motivated researchers to find non-visual ways of displaying sEMG data, and parameter-mapping sonification has been explored in order to present sEMG data acoustically. Parameter-mapping sonification is a technique that involves mapping values in a data set to acoustic properties of sound. Sonification of EMG data has shown potential for identifying musculoskeletal disease and improving athletic and exercise performance. However, many sonification designs to date have not been systematically evaluated and there have been few quantitative approaches to objective comparisons of sonification paradigms. In this study, we performed a quantitative comparison of different sonification designs in order to test our hypothesis that different sonification designs may be better suited to different tasks. Thirty-six participants (ages 18–31, 14 male) who volunteered to listen to the sEMG sonifications created for this study were asked to identify two different features of the data: muscle activation time and muscle exertion level. Their responses were analyzed in order to determine the effect of sonification design on listener performance. Results indicated that having the sonifications spatialized resulted in the best performance for both tasks. However, different sonification designs resulted in the best performance for the muscle activation time estimation task (Pitch and Loudness mapped redundantly) and the muscle exertion level estimation task (Pitch, Loudness, and Attack mapped redundantly). Further, for the time estimation task, the use of the Attack mapping appeared to reliably inhibit performance. These findings strongly suggest that sonification designs for sEMG need to be designed differently based on the task the user is performing. 相似文献
3.
The development of a specific learning environment into an intelligent learning environment ( switchER II ) is used as the basis of a discussion about the nature of 'learner-centred design'— an approach which is contrasted with user-centred design, and is being advocated as an important move in the development of effective educational computing systems. An analysis of the notion of learner-centred design leads to the need to develop appropriate methodologies to support learner-centred design, to ensure that individual differences are respected, and that Artificial Intelligence techniques are applied appropriately. 相似文献
4.
This paper presents a method for the design and evaluation of auditory warning signals modelled on an existing internationally standardized method for evaluating public information systems (ISO/DIS 7001: 1979). The procedure is essentially user-centred, capitalizing upon users' associations between sounds and their meanings. The procedure is presented in a step-by-step manner, from the initial identification of referents for which warnings might be required, through the generation of ideas for warning sounds, an appropriateness ranking test, a learning and confusion test, an urgency mapping test, a recognition test and an operational test. Practical issues are discussed with respect to each of the stages, and suggestions are made as to courses of action that might be taken if problems are encountered. Theory behind the relationship between sound and meaning is discussed with reference to the practical issues addressed. 相似文献
5.
The use of ICT to enhance teaching and learning depends on effective design, which operates at many levels of granularity from the small to the very large. This reflects the range of educational problems from course design down to the design of activities focused on specific learning objectives. For maximum impact these layers of design need to be co-ordinated effectively. This paper delineates a reference model of ‘layered learning design’ where designs at one layer should use and incorporate designs from lower (more specific) layers in elegant and powerful ways. This would allow different designers, or tutors, to focus on different levels of abstraction in the learning design process, and to collaborate in combining designs to make a substantial impact on practice. 相似文献
6.
A human factors engineering analysis was carried out to verify that the CUPOLA—a module developed by the European Space Agency for the International Space Station—complies with an extensive set of human factors requirements. Analysis was carried out in three steps: task analysis, computer simulation of tasks and empirical test of tasks in a physical mock up. In advance to each step the method of assessment and type of information to be obtained were determined in detail and the way of documentation was established as input forms to a relational database. Advantages and drawbacks of this early formalisation as seen by project members are discussed in the present paper. Relevance to industryThe method of early formalisation by a relational database used throughout the project showed to be a suitable tool in this human factors analysis of a working place under design. Early formalisation of the results and documentation served as a quality system supporting a homogeneous high standard of data collection and documentation. In industry, the use of relational databases underlying Product Data Management systems increases. This makes it relevant to try and link human factors work to these methods of documentation in order to promote the integration of human factors work at an early stage of product and production development. 相似文献
7.
During the last years the demand for regionally and culturally harmonised machine design is increasingly on the agenda. The problem of localising products like machine tools instantly poses the question for new procedures that allow including the regional and cultural adaptations into the design processes of machine tool companies. How to transform the general insight into the necessity of culture- and region-adapted technologies and how to embed it into a design procedure comprising applicable design attributes is the crucial problem addressed. The paper shows in an exemplary way how ambiguous design attributes can eventually be embodied in a prototype design. 相似文献
9.
Prior studies have suggested that a good Website design which facilitates a user’s Web browsing behaviour would generally lead to better user performance. In this research, we examine user Website behaviour as a way to understand Website design using a “think aloud” protocol analysis. Main theoretical contributions of this research are the illustration of the flow of cognitive processes during the Website browsing and the establishment of Website design dimensions – the meaning and content implied by Website content, its outward form, and the structure and navigation – in relation to user performance. 相似文献
10.
The work presented in this paper is addressed to the front-end phases of the development of a system supporting a complex decision-making task: high-level managerial planning in small-to-medium enterprises (SMEs). It attempts to identify characteristics of the competences possessed by experienced managers and used when taking high-level managerial planning decisions, and to assess their potential implications for system design. The work is based on the assumption that the design of effective systems supporting complex decision-making tasks in a specific domain, would require elicitation of competences possessed by experienced persons in the domain, especially those related to the mental processes followed when confronting the cognitive constraints involved in the specific decision-making environment. Such an investigation would lead to the development of systems improving decision making since they would (1) respond to the difficulties met by potential users in performing complex decision-making tasks; (2) reduce possible negative consequences of users' decision-making competences; and (3) at the same time they would achieve the required compatibility with users' mental processes. The research methodology was based on a planning scenario and on an analysis of verbal protocols obtained from a sample of small-enterprise managers confronted with this scenario. Results provide evidence about (1) the type of decisions and actions taken by experienced managers when confronted with the cognitive constraints involved in managerial planning situations; (2) phases and sequence of the process of arriving at planning decisions; and (3) data used and types of analyses performed. Some general implications are drawn from these results with respect to the configuration of a system aiming at supporting managerial planning. These refer to the type of support to be provided at various phases of the planning process, possible features of the human-computer interface, and generic or task/user specific aspects of the system. 相似文献
11.
Information is integral to the engineering design process, and gaining access to design knowledge is critical to effective
design decision-making. This paper considers the indexing and retrieval of informal, unstructured information captured from
electronic design logbooks. One of the key observations of informal design information is its evolutionary nature over time.
While this characteristic makes informal information a rich source for reuse, it also makes it difficult to employ traditional
information retrieval (IR) approaches. The work described in this paper is based on a framework developed specifically for
the information handling requirements of designers. This manual method for indexing information is adapted to meet the evolutionary
nature of design through the development of thesauri for design context. Several approaches to building thesauri are examined,
including manual and automated methods. It is found that manual methods provide a high level of IR performance, but also have
high overhead requirements. Machine methods, however, may provide a viable, low overhead alternative.
相似文献
12.
Among the many new opportunities that digital technologies are enabling are an increased capacity for viewers to interact
not only with the program content, but with an increasingly wide array of other digital applications. Within this context
this project has developed a new interaction device (incorporating gestural platform technology) and user interfaces to facilitate
interactive access to digital media in a lounge room setting. This paper provides an overview of an interdisciplinary design
process applied by Australasian CRC for Interaction Design (ACID) researchers—in order to develop the device and present in
detail its unique features. 相似文献
13.
The goal of this study was to enhance an existing automated teller machine (ATM) human-machine interface in order to accommodate the needs of older adults. Older adults were involved in the design and field test of the modified ATM prototype. The design of the user interface and functionality took the cognitive and physical abilities of older adults into account. The modified ATM system included only “cash withdrawal” and “transfer” functions based on the task demands and needs for services of older adults. One hundred and forty-one older adults (aged 60 or above) participated in the field test by operating modified or existing ATM systems. Those who operated the modified system were found to have significantly higher success rates than those who operated the existing system. The enhancement was most significant among older adults who had lower ATM-related abilities, a lower level of education, and no prior experience of using ATMs. This study demonstrates the usefulness of using a universal design and participatory approach to modify the existing ATM system for use by older adults. However, it also leads to a reduction in functionality of the enhanced system. Future studies should explore ways to develop a universal design ATM system which can satisfy the abilities and needs of all users in the entire population. 相似文献
14.
This paper provides a theoretical perspective on human factors and ergonomics (HFE), defined as a unique and independent discipline that focuses on the nature of human-artefact interactions, viewed from the unified perspective of the science, engineering, design, technology and management of human-compatible systems. Such systems include a variety of natural and artificial products, processes and living environments. The distinguishing features of the contemporary HFE discipline and profession are discussed and a concept of ergonomics literacy is proposed. An axiomatic approach to ergonomics design and a universal measure of system-human incompatibility are also introduced. It is concluded that the main focus of the HFE discipline in the 21st century will be the design and management of systems that satisfy human compatibility requirements. 相似文献
15.
Abstract. Software engineering tools used by designers are critical to most systems development methodologies, and successful methodologies are critical to improved productivity. However, the way in which designers use and relate to software engineering tools, whether computer assisted or not, has received little attention in the design literature. The purpose of this study is to gain insight into how people perceive the process of using design tools. The study is a qualitative analysis of interview information from participants in a field experiment. Four teams of student designers used various design tools during the development of interactive information systems typical of those that might be developed by sophisticated end-users. The research reported here is an exploratory study aimed at understanding how designers use one of these tools, the dialogue charts. The broad range of purposes included the uses predicted by the reference literature on design. However, the end-user designers also used the tool opportunistically — they found a broader range of tool usage than the literature on design tools predicted. For example, they consistently used the tool as a communications vehicle among different phases of design and development. The results show that the relationships these 'end-user designers' developed with the target tool are expressed in highly emotional language. These attitudes are tightly coupled with the purposes for which the designers use the tool. The methodology uses a field experiment as a treatment and a semistructured interview with a hidden agenda for gathering data. The data analysis techniques draw on the concepts of discovering grounded theory as described by Glaser and Strauss. They further draw on the concepts of qualitative content analysis synthesized by Krippendortf and the qualitative data analysis methods described by Miles and Huberman. 相似文献
17.
The field of Computer Supported Collaborative Learning (CSCL) includes designers who emphasize effectiveness, measured via experiments, as well as designers who emphasize context and conduct qualitative research on teaching and learning practices. We conjectured that these two different emphases could be fruitful combined in a research and development process aimed at producing effective CSCL practices. We explored this possibility in a project that adapted a CSCL tool from Chile to serve as the basis of an effective 3-week classroom module for primary school mathematics in the United States. To go from tool to module, we addressed curricular fit, training materials, pedagogical guidance, formative and summative assessments, and logistical support. In conducting the project, we found that effectiveness and contextual research could be conducted simultaneously and yielded complementary insight to this design process, which enabled our project to rapidly move from the base tool towards complete classroom modules. An experiment we conducted after our design iterations showed that students who used the modules learned more about the target content, fractions. A retrospective analysis of our design process suggests that the Integrative Learning Design framework is useful for organizing the complementary components of effectiveness and contextual research in our design process. 相似文献
18.
Museum researchers have long acknowledged the importance of dialogue in informal learning, particularly for open-ended exploratory exhibits. Novel interaction techniques like full-body interaction are appealing for these exploratory exhibits, but designers have not had a metric for determining how their designs are supporting productive learning talk. Moreover, with the incorporation of digital technologies into museums, researchers and designers now have the opportunity for in situ A/B testing of multiple exhibit designs not previously possible with traditionally constructed exhibits, which once installed were difficult and expensive to iterate. Here we present a method called Scoring Qualitative Informal Learning Dialogue (SQuILD) for quantifying idiosyncratic social learning talk, in order to conduct in situ testing of group learning at interactive exhibits. We demonstrate how the method was applied to a 2 × 2 experiment varying the means of control (full-body vs. handheld tablet controller) and the distribution of control (single-user-input vs. multi-user-input) of an interactive data map exhibit. Though pilot testing in the lab predicted that full-body and multi-input designs would best support learning talk, analysis of dialogue from 119 groups’ interactions revealed surprising nuances in the affordances of each. Implications for embodied interaction design are discussed. 相似文献
19.
This paper looks beyond the mostly technical and business issues that currently inform the design of knowledge-based systems (e.g., expert systems) to point out that there is also a social and organisational (a socio-organisational) dimension to the issues affecting the design decisions of expert systems and other information technologies. It argues that whilst technical and business issues are considered before the design of Expert Systems, that socio-organisational issues determine the acceptance and long-run utility of the technology after it has been implemented. It shows how four issues within the organisation can affect the design or the after-effects of the design and implementation of the technology. It also shows how the four issues can be considered within the structured phases of expert system development. 相似文献
20.
Those who study interface design still have not resolved the issue of whether the computer is a passive medium or a communicative participant with which we can hope to ‘engage in conversation’. The authors think that this controversy reflects an inadequate philosophy of interface design, which cannot account for what purpose a medium serves in a human communication. In a short history of humancomputer interface research, we trace the development of this philosophy through three generations of computer interface technology and find that its failure lies in the conceptual limitations of its driving concept of interaction. Just as the concept of interaction provided the transition from the past (command-line interface) to the present (desktop metaphor interface), perhaps, the concept of engagement can provide the transition from our present understanding of the ‘interactive desktop’ interface to multimedia's ‘contexts of discovery’. The development of multimedia gives interface designers the ultimate challenge to develop interface technology that will simulate human-to-human communication. Should human communication theory be able to treat the conceptual deficiencies of interface design philosophy? The authors find fundamental challenges here and briefly indicate what Charles S. Peirce's semiotic might offer as an age-old remedy. 相似文献
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