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1.
张碧含  由芳 《图学学报》2020,41(6):1012-1017
摘 要:随着科技的不断进步,新技术不断进入人们的生活,自动驾驶驾驶技术也得到了 快速的发展。但单纯的技术提高并不能带来人们接受度的随之增加。为了提高人们对无人驾驶 技术的接受度,对自动化接受度模型进行研究,探究如何从认知接受度提升的角度改善自动驾 驶座舱的人机交互,并从接受度模型的核心影响因素的角度分析车外人机交互用户体验问题。 通过分析半封闭场景下车外交互的使用场景及行人与无人车交互时的用户行为,归纳出行人行 为特征模型,再结合自动化接受度模型的相关研究,从信任度、协作性的角度提升车外交互的 有效性和认知接受度。基于自动化接受度 AAM 模型提出了符合行人行为特征和认知的车外人 机交互策略,从而提高沟通效率和接受度。  相似文献   

2.
《软件》2017,(8):79-83
本文笔者结合所在院校考勤工作的实际需要,设计开发基于Android平台的学生考勤系统。在完成了前期需求分析和设计概要基础上,对App系统进行交互设计,以提升用户的操作流程体验。根据交互设计流程和规范,分析系统需实现的功能,完成App线框图、流程图的绘制,原型设计,可用性测试。在测试后又对线框图、流程图、原型进行了修改与完善。  相似文献   

3.
由于现有的电子鼻界面在用户体验方面存在着很多不足,所以文章主要从感官和交互两方面的体验对其进行阐述。采用实验室测试和问卷调查的用户体验研究方法,分析了哪些因素会影响用户在操作过程中的操作行为,并收集了用户对界面元素的整体评估意见。结合实际的设计案例,针对具体问题具体分析,基于人机界面设计原则,提出便携检测设备界面的设计意见。  相似文献   

4.
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   

5.
为探究解决增强现实浏览器人因问题的方法,通过对移动增强现实环境中的人因问题进行分析,提出一个新型设计流程,并在实际设计中论证其有效性.首先对移动增强现实浏览器进行用户需求分析,并将需求转化为任务;然后将抽象信息可视化为数据视图,并采用概览与细节方法对构成视图的视觉元素进行布局;再使用渐进式交互法组织离散数据视图,生成交互界面;最终通过对浏览器原型的迭代设计解决评测过程中发现的人为设计错误.可用性测试结果表明,采用该方法设计的增强现实交互系统增进了用户对目标的认知,改善了用户体验.  相似文献   

6.
人机界面是系统和用户之间进行交互和信息交换的媒介,它实现信息的内部形式和人类可接受形式间的转换.介绍了人机界面交互性的概念,并从交互设计的原则出发,论述了高交互性人机界面的设计方法.  相似文献   

7.
大型触摸屏环境带来高沉浸感的触控体验,然而当用户离大屏幕过近时体验效果欠佳。为改善其交互体验,引入体感交互技术,基于用户与屏幕的距离提出2种交互模式。通过设计并实现一套测试系统,将体感交互技术应用到大型触摸屏环境中。利用该系统进行用户测试,并对测试结果进行统计学分析。测试结果显示,体感交互技术能有效减少大型触摸屏环境体验效果欠佳的局限性。体感交互技术与大型触摸屏环境的结合有利于改善公共空间的交互体验。  相似文献   

8.
随着汽车智能化和网联化技术发展,汽车人机界面作为人与车的媒介,对驾驶员的用户体 验十分重要。为了通过优化人机界面来提高人与车的团队协作,对汽车人机界面评测与设计方法进行研究。 26 名驾驶员参与了以 FM 为多路径界面范式的驾驶模拟器评测。评测方法依据团队态势感知理论和用户体 验要素,构建包含驾驶指标、行为指标、主观指标的多维度评价体系,通过实验前分析任务阶段和通道, 进一步分析态势感知与用户体验要素的关联,实验后分析汽车人机界面的用户体验五层级数据结果,定位 出现设计问题,推导出相应的设计优化方向,最后得到设计优化的方案,能帮助优化汽车人机界面设计, 提高用户体验。  相似文献   

9.
丁波  郁舒兰 《软件》2023,(8):121-123
智慧交通背景下,智能停车系统的交互设计对于提高城市停车效率和用户体验至关重要。本研究旨在探索智能停车系统的交互设计原则和方法,以提供便利的停车服务。首先,介绍了智慧交通背景下智能停车系统的交互设计及研究现状并识别出用户常见的需求和痛点。其次,讨论了智慧交通背景下智能停车系统的交互设计系统的组成及特点,分析了交互设计系统的要素。最后,提出了一种智慧交通背景下智能停车系统的交互设计研究模型,以进一步优化智能停车系统的交互设计。本研究为智能停车系统的交互设计提供了有价值的参考,有助于提升用户体验和城市停车管理的效率。  相似文献   

10.
随着电子设备在人们生活中的应用越来越广泛,如何实现电子产品与用户之间的交互成为电子产品设计中的一个关键性问题。人机交互的设计被广泛的应用于产品的人机界面设计方面。本文主要针对儿童智能玩具的人机交互进行研究,并且通过对人机交互及其交互界面设计的分析,以期更好的改善目前的儿童智能玩具中的人机交互界面设计。  相似文献   

11.
马宁  王亚辉 《图学学报》2022,43(2):356-360
智能汽车座舱中的人机交互任务及行为直接影响车内用户体验.为了帮助汽车内外饰和人机交互界面设计师有效规避界面可用性差的风险,对智能汽车中人机交互行为进行了定量化的研究,总结了人机交互任务复杂度量化指标,挖掘了影响智能座舱内部人机交互复杂度的具体任务指标及权重分布,提出了基于熵的智能汽车人机交互任务复杂度测量方法,最终通过...  相似文献   

12.
There is a trend of personalizable products at the same time as there is a substantial growth of functions in the automobile user interface. A research through design approach was used to explore the potential of a personalizable vehicle user interface to improve traffic safety as well as user experience by offering a product that is tailored to the user’s own needs and preferences. A prototype was evaluated by 20 participants with several methods: interviews, Computer System Usability Questionnaire, Microsoft product reaction cards, and driving simulator measures. The prototype was experienced positively (flexible, easy to use, and usable), few usability issues were found, no negative effects on driving performance were found, and it was assumed that it could improve traffic safety. All participants stated that they would want to use such a system in their own cars.  相似文献   

13.
《Ergonomics》2012,55(4):541-552
Abstract

Automotive human–machine interface (HMI) design is facing new challenges due to the technological advances of the last decades. The design process has to be adapted in order to address human factors and road safety challenges. It is now widely accepted that user involvement in the HMI design process is valuable. However, the current form of user involvement in industry remains at the stages of concept assessment and usability tests. Moreover, the literature in other fields (e.g. information systems) promotes a broader user involvement with participatory design (i.e. the user is fully involved in the development process). This article reviews the established benefits of participatory design and reveals perspectives for automotive HMI quality improvement in a cognitive ergonomic framework.

Practitioner Summary: Automotive HMI quality determines, in part, drivers’ ability to perform primary driving tasks while using in-vehicle devices. User involvement in the design process is a key point to contribute to HMI quality. This article reports the potential benefits of a broad involvement from drivers to meet automotive HMI design challenges.  相似文献   

14.
探讨一种基于逻辑门电路智能控制的无人驾驶车教育机器人,提出以培养设计思维为目的的进阶式无人驾驶功能探究方法,引导青少年创作不同功能创意的智能汽车,研究成果适合于科普教育和学校开设校本课程。  相似文献   

15.
This article presents the design aspects and development processes to transform a general‐purpose mobile robotic platform into a semi‐autonomous agricultural robot sprayer focusing on user interfaces for teleoperation. The hardware and the software modules that must be installed onto the system are described, with particular emphasis on human–robot interaction. Details of the technology are given focusing on the user interface aspects. Two laboratory experiments and two studies in the field to evaluate the usability of the user interface provide evidence for the increased usability of a prototype robotic system. Specifically, the study aimed to empirically evaluate the type of target selection input device mouse and digital pen outperformed Wiimote in terms of usability. A field experiment evaluated the effect of three design factors: (a) type of screen output, (b) number of views, (c) type of robot control input device. Results showed that participants were significantly more effective but less efficient when they had multiple views, than when they had a single view. PC keyboard was also found to significantly outperform PS3 gamepad in terms of interaction efficiency and perceived usability. Heuristic evaluations of different user interfaces were also performed using research‐based HRI heuristics. Finally, a study on participants’ overall user experience found that the system was evaluated positively on the User Experience Questionnaire scales.  相似文献   

16.
《Ergonomics》2012,55(8):1253-1265
This study examined usability principles and interface designs in order to understand the relationship between the intentions of mobile e-book interface designs and users' perceptions. First, this study summarised 4 usability principles and 16 interface attributes, in order to conduct usability testing and questionnaire survey by referring to Nielsen (1993), Norman (2002), and Yeh (2010), who proposed the usability principles. Second, this study used the interviews to explore the perceptions and behaviours of user operations through senior users of multi-touch prototype devices. The results of this study are as follows: (1) users' behaviour of operating an interactive interface is related to user prior experience; (2) users' rating of the visibility principle is related to users' subjective perception but not related to user prior experience; however, users' ratings of the ease, efficiency, and enjoyment principles are related to user prior experience; (3) the interview survey reveals that the key attributes affecting users' behaviour of operating an interface include aesthetics, achievement, and friendliness.  相似文献   

17.
Touchscreen human–machine interfaces (HMIs) are commonly employed as the primary control interface and touch-point of vehicles. However, there has been very little theoretical work to model the demand associated with such devices in the automotive domain. Instead, touchscreen HMIs intended for deployment within vehicles tend to undergo time-consuming and expensive empirical testing and user trials, typically requiring fully functioning prototypes, test rigs, and extensive experimental protocols. While such testing is invaluable and must remain within the normal design/development cycle, there are clear benefits, both fiscal and practical, to the theoretical modeling of human performance. We describe the development of a preliminary model of human performance that makes a priori predictions of the visual demand (total glance time, number of glances, and mean glance duration) elicited by in-vehicle touchscreen HMI designs, when used concurrently with driving. The model incorporates information theoretic components based on Hick–Hyman Law decision/search time and Fitts’ Law pointing time and considers anticipation afforded by structuring and repeated exposure to an interface. Encouraging validation results, obtained by applying the model to a real-world prototype touchscreen HMI, suggest that it may provide an effective design and evaluation tool, capable of making valuable predictions regarding the limits of visual demand/performance associated with in-vehicle HMIs, much earlier in the design cycle than traditional design evaluation techniques. Further validation work is required to explore the behavior associated with more complex tasks requiring multiple screen interactions, as well as other HMI design elements and interaction techniques. Results are discussed in the context of facilitating the design of in-vehicle touchscreen HMI to minimize visual demand.  相似文献   

18.
In urban rail trains, traditional printed guide information interfaces are being replaced by digital interfaces. An electronic guide screen is an important device for passengers to obtain information about the ride because the train is running underground. In particular, when the train is crowded, passengers must obtain information in advance and make appropriate decisions. Therefore, it is important to efficiently search for guidance interfaces. In this study, use scenarios of the guidance interface were simulated. The typical information layout and display mode in the current electronic guidance interface were the experimental variables. Through eye tracking and subjective evaluation, the effects of design features on user search performance, visual behavior, and usability satisfaction were discussed. The experimental results showed that the information layout and display mode of the guidance interface had an interactive effect on the task completion time, fixation counts, and usability score; they also had a significant effect on the recall accuracy and saccade ratio. Task completion time had a strong positive correlation with usability satisfaction and was correlated with visual behavior. The study confirmed that the split-screen display mode combined with interlaced layout could improve search performance and subjective satisfaction.Relevance to industryPrinted guide signs in subway cars are being replaced by electronic guide screens of different styles. Passengers must search for the required information within a limited period. In this study, the effects of different interface layouts and display modes on search performance, visual behavior, and usability were studied. This had a positive significance in improving user experience.  相似文献   

19.
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