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1.
In the area of product design, sensory dominance can be defined as the relative importance of different sensory modalities for product experience. It is often assumed that vision dominates the other senses. In the present study, we asked 243 participants to describe their experiences with consumer products in various situations: while buying a product, after the first week, the first month, and the first year of usage. The data suggest that the dominant sensory modality depends on the period of product usage. At the moment of buying, vision is the most important modality, but during the usage the other sensory modalities gain importance. The roles of the different modalities during usage are product-dependent. Averaged over 93 products analyzed in this study, after one month of usage touch becomes more important than vision, and after one year vision, touch and audition appear to be equally important. We conclude that to create a long-lasting positive product experience, designers need to consider user-product interaction at different stages of product usage and to determine which sensory modality dominates product experience at each stage.  相似文献   

2.
A method for user-oriented product development is presented. After a theoretical introduction the method is applied to the development of functional clothing. The characteristic of the method is its starting-point with the user in the use-situation. Important product demands are derived from use-analyses. Three case-studies are described where this method has been applied. They concern working clothes, clothes for the elderly and military clothing. The quality of this methos as an instrument for product development in the clothing area is evaluated by comparing, on the one hand, this method with those usually used in the clothing industry, and on the other hand the new products with those formerly used. The method for user-oriented product development has proved to be complementary to conventional methods. It should be applied to products whose functional properties are of great importance. The method can be generalised to all users and to products with close connection to human beings.  相似文献   

3.
Product design enhancement using apparent usability and affective quality   总被引:1,自引:0,他引:1  
In this study, apparent usability and affective quality were integrated in a design framework called the Usability Perception and Emotion Enhancement Model (UPEEM). The UPEEM was validated using structural equation modeling (SEM). The methodology consists of four phases namely product selection, attribute identification, design alternative generation, and design alternative evaluation. The first stage involved the selection of a product that highly involves the consumer. In the attribute identification stage, design elements of the product were identified. The possible values of these elements were also determined for use in the experimentation process. Design of experiments was used to identify how the attributes will be varied in the design alternative stage and which of the attributes significantly contribute to affective quality, apparent usability, and desirability in the design evaluation stage. Results suggest that product attributes related to form are relevant in eliciting intense affect and perception of usability in mobile phones especially those directly related to functionality and aesthetics. This study considered only four product attributes among so many due to the constraints of the research design employed. Attributes related to aesthetic perception of a product enhance apparent usability such as those related to dimensional ratios.  相似文献   

4.
Optimal platform investment for product family design   总被引:1,自引:1,他引:1  
Existing models for developing modular product families based on a common platform are either too engineering oriented or too marketing centric. In this paper, we propose an intermediate modeling ground that bridges this gap by simultaneously considering essential concepts from engineering and marketing to construct an alternative model for platform-based product families. In this model, each variant (in the platform-based product family) contributes a percentage to overall market coverage inside a target market segment. The extent to which a specific variant contributes to market coverage is linked to its degree of distinctiveness. On the other hand the cost of development of all variants (that constitute the product family) is also dependent on the degree of commonality between these variants. The objective of the model is to maximize market coverage subject to an available development budget. Based on a conceptual design of the product family, the proposed model suggests the optimal initial investment in the platform, the commonality level between variants, and the number of variants to be produced in order to maximize market coverage using both analytical and simulation techniques. An application example using an ice scraper product family is included to demonstrate the proposed model.  相似文献   

5.
The evolution of computer science and technology has brought new opportunities for multidisciplinary designers and engineers to collaborate with each other in a concurrent and coordinated manner. The development of computational agents with unified data structures and software protocols contributes to the establishment of a new way of working in collaborative design, which is increasingly becoming an international practice. In this paper, based on the analysis of the dynamic nature of collaborative design process, a new framework for collaborative design is described. This framework adopts an agent-based approach and relocates designers, managers, systems, and the supporting agents in a unified knowledge representation scheme for product design. In order to model the constantly evolving design process and the rationales resulted from design collaboration, a Collaborative Product Data Model (CPDM) and a constraint-based Collaborative Design Process Model (CDPM) are proposed to facilitate the management and coordination of the collaborative design process as well as design knowledge management. A prototype system of the proposed framework is implemented and its feasibility is evaluated using a real design scenario whose objective is designing a set of dining table and chairs.  相似文献   

6.
Applying methods of mass customization to the empirical process can improve product development process efficiency and reduce time and cost. Empirical methods are used to develop predictions of product behavior in conjunction with analytical methods or instead of analytical methods. These empirical methods represent a complete sub-product development process within the overall product development process. Application of process decomposition and planning used in mass customization can improve the efficiency, lower the time and cost of these empirical processes. This paper presents a method for applying principles of mass customization to the empirical sub-processes within a product development process. Two case studies are also presented to demonstrate the method.  相似文献   

7.
In today’s highly competitive environment, where market oriented firms aim to maximize profits through customer satisfaction, there is an increasing need to design a product line, rather than a single product. The main goal of designing a profit maximizing product line is to target the ‘right product’ to the ‘right customer’. Although conjoint analysis has turned out to be one of the most widely used techniques for product line design, it falls to explicitly consider retaliatory reactions from competitors. In this paper, we propose a new conjoint-based approach to competitive new product line design, employing the Nash equilibrium concept. The optimal product line design problem for each firm is formulated as a nonlinear integer programming problem. In the absence of a closed-form solution, to compute the Nash equilibrium and to determine the optimal product line, we propose a two-phase procedure: a sequential iterative procedure in the first phase, and backward induction in the second. To solve the optimization problem in each of the iterations of the sequential procedure, we used the branch-and-bound method. The proposed approach is illustrated under several scenarios of competition using previously published conjoint data.  相似文献   

8.
《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   

9.
With increasing environmental consciousness and the establishment of environmental protection regulations, green product design not only plays a crucial role in a modern industry but is also becoming the main focus of the future market. In this paper, an innovative method is presented that uses the concepts of atomic theory to solve design modularization problems for green product design. With the developed method, products can be modularized based upon given green constraints, e.g., material compatibility, part recyclability, and part disassemblability. The developed method can help engineers effectively create green designs in the initial design stage, based on product lifecycle requirements. With green considerations incorporated into new modules, a new design can be created that improves upon an original design, with respect to environmental impacts. Product designers can use our method to compare differences between their original designs and the new green modules and then perform necessary design modifications. A table lamp and a motor are used as case study examples to show the effectiveness of the atomic-theory-based green product design method.  相似文献   

10.
The marketing implications of affective product design   总被引:1,自引:0,他引:1  
Emotions are compelling human experiences and product designers can take advantage of this by conceptualizing emotion-engendering products that sell well in the market. This study hypothesized that product attributes influence users’ emotions and that the relationship is moderated by the adherence of these product attributes to purchase criteria. It was further hypothesized that the emotional experience of the user influences purchase intention. A laboratory study was conducted to validate the hypotheses using mobile phones as test products. Sixty-two participants were asked to assess eight phones from a display of 10 phones and indicate their emotional experiences after assessment. Results suggest that some product attributes can cause intense emotional experience. The attributes relate to the phone's dimensions and the relationship between these dimensions. The study validated the notion of integrating affect in designing products that convey users’ personalities.  相似文献   

11.
In the realm of product design, communication between designer, client, design team and future users is of great importance. Throughout the design process, ideas and concepts are generated and must be conveyed to these people to evoke comments, judgement or acceptance, depending on the process phase. Storyboards are a valuable aid to the designer in this task by providing a common visual language that people from different backgrounds can ‘read’ and understand. However, the visualisation style of the storyboards influences the reactions. Where open and sketchy storyboards are inviting comments, sleek and detailed presentations can be overwhelming. Storyboards not only help the product designer to get a grip on target groups, context, product use and timing, but also in communicating about these aspects with all people involved. This paper is part of the 3AD design colloquium Creative connections [1].  相似文献   

12.
The development of product design specifications (PDS) is an important part of the product development process. Incompleteness, ambiguity, or inconsistency in the PDS can lead to problems during the design process and may require unnecessary design iterations. This generally results in increased design time and cost. Currently, in many organizations, PDS are written using word processors. Since documents written by different authors can be inconsistent in style and word choice, it is difficult to automatically search for specific requirements. Moreover, this approach does not allow the possibility of automated design verification and validation against the design requirements and specifications.In this paper, we present a computational framework and a software tool based on this framework for writing, annotating, and searching computer-interpretable PDS. Our approach allows authors to write requirement statements in natural language to be consistent with the existing authoring practice. However, using mathematical expressions, keywords from predefined taxonomies, and other metadata the author of PDS can then annotate different parts of the requirement statements. This approach provides unambiguous meaning to the information contained in PDS, and helps to eliminate mistakes later in the process when designers must interpret requirements. Our approach also enables users to construct a new PDS document from the results of the search for requirements of similar devices and in similar contexts. This capability speeds up the process of creating PDS and helps authors write more detailed documents by utilizing previous, well written PDS documents. Our approach also enables checking for internal inconsistencies in the requirement statements.  相似文献   

13.
Engineering product family design and optimization in complex environments has been a major bottleneck in today’s industrial transformation towards smart manufacturing. Digital twin (DT), as a core part of cyber-physical system (CPS), can provide decision support to enhance engineering product lifecycle management workflows via remote monitoring and control, high-fidelity simulation, and solution generation functionalities. Although many studies have proven DT to be highly suited for industry needs, little has been reported on the product family design and optimization capabilities specifically with context awareness, which could be leaving many enterprises ambivalent on its adoption. To fill this gap, a reusable and transparent DT capable of situational recognition and self-correction is essentially required. This paper develops a generic DT architecture reference model to enable the context-aware product family design optimization process in a cost-effective manner. A case study featuring asset re-/configuration within a dynamic environment is further described to demonstrate its in-context decision-aiding capabilities. The authors hope this study can provide valuable insights to both academia and industry in improving their engineering product family management process.  相似文献   

14.
In an experiment conducted to study the effects of product expectations on subjective usability ratings, participants (N = 36) read a positive or a negative product review for a novel mobile device before a usability test, while the control group read nothing. In the test, half of the users performed easy tasks, and the other half hard ones, with the device. A standard usability test procedure was utilized in which objective task performance measurements as well as subjective post-task and post-experiment usability questionnaires were deployed. The study revealed a surprisingly strong effect of positive expectations on subjective post-experiment ratings: the participants who had read the positive review gave the device significantly better post-experiment ratings than did the negative-prime and no-prime groups. This boosting effect of the positive prime held even in the hard task condition where the users failed in most of the tasks. This finding highlights the importance of understanding: (1) what kinds of product expectations participants bring with them to the test, (2) how well these expectations represent those of the intended user population, and (3) how the test situation itself influences and may bias these expectations.  相似文献   

15.
A methodology for evolutionary product design   总被引:1,自引:0,他引:1  
this paper describes a function-based approach for conceptual design support in the context of evolutionary product development. The main objective is to improve a designers productivity by the effective reuse of existing design information in design alternative identification, evaluation, and modification. An integrated evolutionary design methodology, EPD, is presented. The proposed methodology divides the whole process into three inter-related phases: information recovery, information management, and information reuse. The detailed steps in each phase are elaborated, and various techniques are employed to improve information reuse efficiency. A case study on commercial electrostatic air cleaner was used to illustrate the whole process of product evolutionary design. The proposed methodology will have a positive impact on the future development of the conceptual design support system.  相似文献   

16.
This paper presents a methodology to redesign heterogeneous product portfolios as homogeneous product families. A heterogeneous portfolio is one that has no common components, or shares a minimum number of components. The methodology proposed to homogenize the portfolio begins by analyzing the current product offerings to determine customer needs and functions. Then, a granulation process is initiated to remove redundancies, and identify physical function carriers to deliver the required functions. Next, function carriers are grouped on the basis of their functional commonalities into groups for parallel development. The applicability and the use of the methodology are illustrated through the redesign of an existing heterogeneous ‘office furniture’ product portfolio.  相似文献   

17.
18.
We formalize and analyze the computational complexity of three problems which are at the keystone of any marketing management process. Given the preferences of customers over the attribute values we may assign to our product (i.e. its possible features), the attribute values of products sold by our competitors, and which attribute values are available to each producer (due to e.g. technological limitations, legal issues, or availability of resources), we consider the following problems: (a) select the attributes of our product in such a way that the number of customers is maximized; (b) find out whether there is a feasible strategy guaranteeing that, at some point in the future before some deadline, we will reach a given average number of customers during some period of time; and (c) the same question as (b), though the number of steps before the deadline is restricted to be, at most, the number of attributes. We prove that these problems are Poly-APX-complete, EXPTIME-complete, and PSPACE-complete, respectively. After presenting these theoretical properties, heuristic methods based on genetic, swarm and minimax algorithms are proposed to suboptimally solve these problems. We report experimental results where these methods are applied to solve some artificially-designed problem instances, and next we present a case study, based on real data, where these algorithms are applied to a particular kind of product: we automatically design the political platform of a political party to maximize its numbers of votes in an election (problem (a)) and its number of supporters along time (problems (b) and (c)). The problem instances solved in this case study are constructed from publicly released polls on political tendencies in Spain.  相似文献   

19.
Bottlenecks inhibit the performance of companies. Up to now, bottleneck management research has concentrated on manufacturing processes, while neglecting product design and engineering processes. This research fills this gap through developing and testing of a new bottleneck management concept for product design and engineering processes. The new concept is developed using a system theory modelling approach and comprises of four bottleneck management counter measures. Two propositions were developed to test the concept through an event-discrete simulation model. The simulation is grounded on empirical data from three design-driven companies and tests the impact of the four bottleneck management counter measures on the performance of product design and engineering processes. The findings from the simulation confirm the applicability of the newly developed bottleneck concept to improve the performance of product design and engineering processes. In doing so, this research study expands bottleneck management for the first time from manufacturing to product design and engineering processes.  相似文献   

20.
The paper presents the results of a research project aimed at developing an innovative system for modeling industrial products based on haptic technology. The system consists of a Computer Aided Design (CAD) system enhanced with intuitive designer-oriented interaction tools and modalities. The system integrates innovative six degrees of freedom (DOF) haptic tools for modeling digital shapes, with sweep operators applied to class-A surfaces and force computation models based on chip formation models. The system aims at exploiting designers’ existing skills in modeling products, improving the products design process by reducing the necessity of building several physical models for evaluating and testing the product designs. The system requirements have been defined observing designers during their daily work and translating the way they model shapes using hands and craft tools into specifications for the modeling system and the haptic tool. The system prototype has been tested by designers who have found it intuitive and effective to use.  相似文献   

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