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1.
摘 要:以用户需求为基础,提出一种新型餐馆服务机器人人机系统(HRS)模式,探讨了基 于质量功能展开(QFD)理论的餐馆服务机器人人因工程(HRE)设计方法。运用抽样调查法、问卷 调查法和亲和图法(KJ)获取关于餐馆服务机器人用户需求的层次化模型。引入粗糙层次分析法 (RAHP)计算各需求特征所占权重,以此分析基于 QFD 的餐馆服务机器人 HRE 设计方法中的重 点设计目标。将用户重点需求转化为设计要素,设定功能、外观及人机的详细质量特征,通过 构建质量屋对质量功能展开研究,提出设计方案,最终运用 CATIA 人机分析软件对设计方案进 行可用性评价及验证可行性。研究表明该设计方法及流程可提升餐馆服务机器人的可用性,为 后续设计提供参考。  相似文献   

2.
为提高用户对于家用划船机的体验感,增强满意度。文章提出基于KANO-QFD模型的创新设计研究模式:首先运用抽样调查和桌面调研获取功能需求点;其次建立KANO模型得出功能需求的重要度;最后建立QFD模型将功能需求转化为关键设计要求,为方案设计提供理论依据。以此完成可收纳、娱乐有趣的并配备智能辅助系统的新设计。通过KANO与QFD模型的结合,兼具了定性与定量分析,有效地得到了更具真实性与客观性的家用划船机创新设计方案。  相似文献   

3.
李惠  王时英  李娟莉 《图学学报》2021,42(6):1043-1050
人机界面的设计优化包括用户需求转化为设计需求的准确性和设计需求形成最优方案 2 部分, 设计评价是界面设计优化的重要手段。在当前的评价方法中,上述两者是分阶段进行,数据共享性差。针对该 问题,提出一种基于质量功能展开(QFD)和 PUGH 决策矩阵融合的人机界面评价方法。首先运用层次分析法确 定人机界面的用户需求权重,结合界面产品特性将对应的用户需求映射为相关设计需求;接着基于 QFD 构建 质量屋模型,根据用户需求和设计需求相关程度的矩阵得出界面设计需求要素的权重,实现了将用户主观描述 的需求转化为界面优化的设计需求;最后将 QFD 模型得出的设计需求及其权重作为 PUGH 决策评价的标准, 选出最优界面设计方案,完成对人机界面设计的综合评价。以家用跑步机的人机界面评价为例,验证了 QFD 和 PUGH 融合的人机界面评价方法的有效性,为完整的人机界面实现过程提供了决策方法和优化思路。  相似文献   

4.
为提高情景化玩具的满意系数和创新应用,提出了基于模糊 Kano 与情景 FBS 模 型构建创新设计方法。首先,运用模糊 Kano 模型的调查问卷、评估表、调查结果表对市场不 同情景玩具进行调研分析,并依次按照调研结果质量要素的重要程度进行排序,从而获取关键 设计要素。其次,将获得的关键要素作为重要目标,并引用情景功能-行为-结构模型(FBS)与模 糊 Kano 模型相结合的集成创新方法,解决情景化玩具创新性不足的问题,挖掘行之有效创新 方法与新流程。通过情景 FBS 的应用将用户需求分析结果更加直观、准确、多角度地反映实际 需要。最后,以一款情景玩具的创新设计为例,综合模糊 Kano 与情景 FBS 模型具备的互补优 势,有效提高了玩具的满意系数,并通过制作实物模型验证了创新设计的可行性,为同类型玩 具的不同用户群体需求研究提供一定的参考价值。  相似文献   

5.
为了获取关键用户需求与准确的人机产品设计方案,提出将全局 HIEs 解构方法与 Kano 模型分析方法相结合的人机产品用户需求模型构建方法与具体流程。该方法利用全局 HIEs 解构,建立人机产品多维设计特征映射空间;通过因子分析法与多元线性回归获取影响设计整体满 意度的关键用户需求因子及其权重排序,再结合 Kano 模型与问卷确立关键用户需求类型,提出人 机产品设计方案。最终,以肩颈按摩仪设计为例,论证了所构建模型与具体方法的可行性。  相似文献   

6.
文章旨在解决如何提高用户在自助打印服务过程中的满意度的问题。首先基于共享理念提出需求转化模型;通过用户调研得到当前自助打印服务过程中用户的需求以及设计的机会点;利用QFD方法将用户的需求转化为设计要素,并分析自助打印服务设计过程中的问题。利用TRIZ方法解决服务设计中的问题并产生服务方案。需求转化模型应用于自助打印服务方案设计中,能更好地贴近用户对自助打印服务的需求,从而提升用户在服务过程中的满意度。  相似文献   

7.
面对激烈的市场行业竞争,产品应当满足用户需求且具有应用创新性的状况,基于对 用户需求和影响两次创新的主要因素的分析,提出了基于质量功能展开理论(QFD)的产品两级创新 设计方法。该设计方法通发掘用户对目标产品的需求,运用QFD 分析顾客需求并结合两创新级用 户因素,建立基于QFD 的产品创新设计模型和实现步骤,从而准确地得到相应的技术解决途径和 方案。并在此方法上通过电动滑板车的设计实例,验证该设计方法和流程的实用性和科学性。  相似文献   

8.
为了提升用户对产品的满意度和产品的市场竞争力,提出基于模糊 Kano 模型和 TOPSIS 法的产品设计方法。首先,根据产品的不同方面进行调研获取了用户的不同需求后, 运用模糊 Kano 模型将用户需求进行分类:必备需求、一元需求和魅力需求。其次,以必备需 求和一元需求为主体,采用 TOPSIS 法确定魅力需求重要度排序并进行筛选,从而得到产品设 计上合理的解决途径和方案。最后,将该方法应用于智能割草机的设计实例中,以验证其的可 行性,可为其他相似项目提供新的思路。  相似文献   

9.
文章探索手机新闻客户端数字化发展与老年读者认知功能衰退之间的交互矛盾。通过构建面向老年用户的手机新闻客户端数字信息加工模型,从感知、思维、记忆等认知功能衰退及其心智模型匹配四个方面,分析了老年用户与手机新闻客户端之间的交互障碍;并从信息接收、逻辑引导、记忆减负和自然交互等方面提出交互设计策略,为提高老年人手机新闻客户端交互设计的可用性、适老性、自然性提供思路借鉴。  相似文献   

10.
自闭症儿童缺乏与人相处、主动学习的能力,针对该人群的产品设计就越重要。陪护机器人通过智能设计为自闭症儿童提供了较好的交流手段。文章分析了现有自闭症儿童陪护机器人的基本特点,研究了自闭症儿童的情感特征和需求,从色彩、造型、交互方式等方面设计了一款陪护型机器人,以改善用户体验,并为自闭症儿童的相关产品的设计提供新的思路和参考。  相似文献   

11.
文章以老年人生理和心理特征为基础,结合老年人智能手机界面设计原则,分析比较市场现有的主流老年人智能手机界面,针对老年人智能手机界面的视觉设计,采用面向用户体验的界面设计方法来设计老年人智能手机界面。得出符合老年人生理和心理特征的手机界面设计方法。让老年人在手机使用中获得更好的用户体验。  相似文献   

12.
以人为本是工业设计的宗旨,人性化设计指导原则为产品开发,设计,改良提供了重要启示。随着现代科技的发展,机器人为人类服务的领域已从最初的工业领域逐步发展延伸到家庭服务行列。现代人以及未来人类生活方式趋于追求自由舒适,家用机器人能帮助人们从繁琐的家务中解脱出来,它们可以代替人类实现诸如家务清洁.监管家电.看家报警等功能。家用机器人与人形成了更为密切的关系,人性化设计指导下的家用机器人设计的探讨就显得更为意义重大了。  相似文献   

13.
在体验经济的时代环境下,探析客户端游戏产品设计中所运用的用户体验设计策 略,为今后的传统产品设计寻求新的设计视角。采用文献研究和案例分析法,以用户体验设计 发展为基础,以产品设计、用户体验设计、交互设计、设计心理学及感性工学中的方法理论为 依托,借助客户端游戏产品为研究对象,对其蕴含的用户体验设计策略进行研究。给出一种用 户体验的量化评价模型,并提出了能够提升客户端游戏产品用户体验的设计策略,在此基础上 为传统产品的创新设计提供新的启示和指导。  相似文献   

14.
The ageing population phenomenon is pushing the design of innovative solutions to provide assistance to the elderly. In this context a socially–assistive robot can act as a proactive interface in a smart-home environment, providing multimodal communication channels and generating positive feelings in users. The present paper reports results of a short term and a long term evaluation of a small socially assistive humanoid robot in a smart home environment. Eight elderly people tested an integrated smart–home robot system in five real–world scenarios. Six of the participants experienced the system in two sessions over a two week period; the other two participants had a prolonged experience of eight sessions over a three month period. Results showed that the small humanoid robot was trusted by the participants. A cross–cultural comparison showed that results were not due to the cultural background of the participants. The long term evaluation showed that the participants might engage in an emotional relationship with the robot, but that perceived enjoyment might decrease over time.  相似文献   

15.
When it comes to using computers, older people experience many barriers, which are a considerable hurdle to overcome in order to enable them to accept technological aids. Thus, computer interface design and development must support elderly end users by avoiding many usability issues which lead to negative impacts on them. This paper describes the combination of a computer game design for the elderly and its implementation with user experience considerations embedded in the process. In this way, a positive gaming experience is provided to the end user. This game uses the Kinect device, enabling users to interact intuitively with the computer without any intermediary controller, and its main purpose is to promote at the same time cognitive and physical activities for healthy living. Feedback was taken from physiotherapists’ written observations and user experience questionnaires, which allowed the game to be adapted to their needs, obtaining 86.25% satisfaction. The effectiveness of this study opens the door to new developments in ICT that not only improve quality of life but also reduce the existing digital divide for the elderly.  相似文献   

16.
This article considers the suitability of current robots designed to assist humans in accomplishing their daily domestic tasks. With several million units sold worldwide, robotic vacuum cleaners are currently the figurehead in this field. As such, we will use them to investigate the following key question: How does a service cleaning robot perform in a real household? One must consider not just how well a robot accomplishes its task, but also how well it integrates inside the user’s space and perception. We took a holistic approach to addressing these topics by combining two studies in order to build a common ground. In the first of these studies, we analyzed a sample of seven robots to identify the influence of key technologies, such as the navigation system, on technical performance. In the second study, we conducted an ethnographic study within nine households to identify users’ needs. This innovative approach enables us to recommend a number of concrete improvements aimed at fulfilling users’ needs by leveraging current technologies to reach new possibilities.  相似文献   

17.
路飞  姜媛  田国会 《机器人》2018,40(4):448-456
为了提高机器人的人机交互能力,针对家庭服务机器人在认知服务任务时往往忽略用户情感因素的弊端,提出了以用户情感为核心的机器人服务任务自主认知方法以及个性化服务选择策略.首先,利用智能空间本体技术结合用户情感状态与时间空间信息建立情感-时空本体模型,消除智能空间中的信息异构性.在此基础上,将与情感-时空相关的服务规则库编码并训练BP(逆向传播)神经网络构建推理机,将实时更新的智能空间信息与神经网络相匹配,推理出机器人需要执行的服务,实现机器人对以用户情感为核心的服务任务自主认知.最后,将用户情感状态作为执行服务的奖惩反馈信号,对服务集合中的子类服务进行动态的偏好度调节,完成有针对性的服务选择.仿真结果表明,基于该方法能够实现以用户情感为核心的机器人服务任务自主认知,同时可以根据用户偏好变化提供个性化的服务,有效提高了家庭服务机器人的智能性和灵活性,增强了用户的服务体验.  相似文献   

18.
Service robots have been developed to assist nurses in routine patient services. Prior research has recognized that patient emotional experiences with robots may be as important as robot task performance in terms of user acceptance and assessments of effectiveness. The objective of this study was to understand the effect of different service robot interface features on elderly perceptions and emotional responses in a simulated medicine delivery task. Twenty-four participants sat in a simulated patient room and a service robot delivered a bag of “medicine” to them. Repeated trials were used to present variations on three robot features, including facial configuration, voice messaging and interactivity. Participant heart rate (HR) and galvanic skin response (GSR) were collected. Participant ratings of robot humanness [perceived anthropomorphism (PA)] were collected post-trial along with subjective ratings of arousal (bored–excited) and valence (unhappy–happy) using the self-assessment manikin (SAM) questionnaire. Results indicated the presence of all three types of robot features promoted higher PA, arousal and valence, compared to a control condition (a robot without any of the features). Participant physiological responses varied with events in their interaction with the robot. The three types of features also had different utility for stimulating participant arousal and valence, as well as physiological responses. In general, results indicated that adding anthropomorphic and interactive features to service robots promoted positive emotional responses [increased excitement (GSR) and happiness (HR)] in elderly users. It is expected that results from this study could be used as a basis for developing affective robot interface design guidelines to promote user emotional experiences.  相似文献   

19.
A walking-aid robot is an assistive device for enabling safe, stable and efficient locomotion in elderly or disabled individuals. In this paper, we propose a reinforcement learning-based shared control (RLSC) algorithm for intelligent walking-aid robot to address existing control problems in cooperative walking-aid robot system. Firstly, the intelligent walking-aid robot and the human walking intention estimation algorithm are introduced. Due to the limited physical and cognitive capabilities of elderly and disabled people, robot control input assistance is provided to maintain tactile comfort and a sense of stability. Then, considering the robot’s ability to autonomously adapt to different user operation habits and motor abilities, the RLSC algorithm is proposed. By dynamically adjusting user control weight according to different user control efficiencies and walking environments, the robot can improve the user’s degree of comfort when using the device and automatically adapting to user’s behaviour. Finally, the effectiveness of our algorithm is verified by experiments in a specified environment.  相似文献   

20.
为了快速准确地进行设计阶段的人机产品创新,开发了E/HOQ/TRIZ 集成模型并 描述了具体步骤,提出了基于人体工程学(E)的人机用户需求三维分类的需求获取方式;通过质 量屋(HOQ)确立人机设计关键问题与关键人机设计区域;利用发明问题解决理论(TRIZ)分析人 机设计关键问题中的冲突类型,借助TRIZ 发明原理消除冲突。E/HOQ/TRIZ 集成模型有效弥补 了单一设计理论与方法的局限性,并发挥三种理论与方法的优势,实现人机产品创新设计。通 过人机洗浴设施创新设计,论证了所提出E/HOQ/TRIZ 集成模型与方法的可行性。  相似文献   

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