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1.
本文结合碎纸机设计实践,阐述在办公设备的设计中要遵循"人性化"的原则。文章从操作简单化、日常维护通俗化等角度探讨如何使产品设计中人机界面的设计符合办公者的生理、心理各方面的需求,最终让产品能够更多地符合使用者的期待。  相似文献   

2.
Conducting user-centered design is a primary challenge in ubiquitous computing. Two kinds of prototyping techniques can be particularly effective for developing mobile and ubiquitous computing applications: compound prototypes and situated experience prototypes. Compound prototypes combine the final product's user interface (UI) with a computational implementation that runs on a separate system without the resource constraints of the target device. This model lets researchers and designers evaluate a new application's physicality and aesthetics as well as its functionality. Situated experience prototypes, or paratypes, include experimental protocols that attempt to reproduce user interaction with the system in real situations, and can optionally use common prototyping instruments such as paper mock-ups or physical props. Using our Personal Audio Loop (PAL) project as a case study, we discuss how you can fruitfully employ compound prototypes and paratypes when designing and developing mobile and ubiquitous computing applications.  相似文献   

3.
Mobile exploration of geotagged photographs   总被引:1,自引:1,他引:0  
Columbus is a mobile application that lets users explore their surroundings through geotagged photographs, presented to them at the location they were taken. By moving around the physical world, the user unlocks photographs and gets to see and experience them in unison with their location. During two consecutive field trials, we investigated how the application was used and experienced and how photographs and locations are explored together. We found that previous experience with the surroundings people was exploring affected how they experienced the localized content. We report on the system’s design and implementation, the trials as well as resulting insights that can be used by other developers of locative media applications.  相似文献   

4.
为了寻找上海中产阶级家庭的厨房和餐厅空间的新产品市场,本课题应用人种志的方法收集用户的真实数据,而后以角色法呈现这个用户群体中5种不同类型的典型原型用户,并对其一做了详细的介绍,从而指导未来的新产品市场战略。  相似文献   

5.
This paper presents a design framework that facilitates the development of usable cognitive stimulation applications for elders. A usable application considers various aspects for its design to suit its users, such as usefulness, ease of use and satisfactory user experience, in order to engage them in its use. The framework brings together the lessons learned over a period of 3 years performing fieldwork and evaluating prototypes with elders. As proof of concept, and to gather feedback for the framework, we designed, developed and evaluated Abueparty, a cognitive wellness system that uses a game board metaphor to propose everyday entertainment activities for the cognitive stimulation of worried-well elders. The evaluation results provide evidence that participants perceived Abueparty as useful, easy to use and providing a pleasant user experience. These results provide evidence of the framework’s usefulness for the effective design of usable cognitive stimulation applications.  相似文献   

6.
在快速发展的今天,"慢设计"理念正在影响着设计领域,并被设计师所重视。"慢设计"理念下进行的家居产品设计将引导人们重新思考生活的本质需要;进行合理地、可持续地利用资源;继承并发扬传统文化和传统工艺。为人们的家庭生活提供思考和体会的时间,让使用者在身体、文化、感情、心理和精神上能够有所收获,给社会与文化共同体带来最大化的益处。  相似文献   

7.
通过对产品体验设计的人性化、情感化、交互化论述,提出在以人本的设计时代,设计遵循人的情感活动规律,使使用者在心理上产生共鸣,能体现产品的亲和力和对人的关怀与尊重,也能提升产品的生存能力和市场竞争能力。  相似文献   

8.
On today’s Web, users trade access to their private data for content and services. App and service providers want to know everything they can about their users, in order to improve their product experience. Also, advertising sustains the business model of many websites and applications. Efficient and successful advertising relies on predicting users’ actions and tastes to suggest a range of products to buy. Both service providers and advertisers try to track users’ behaviour across their product network. For application providers this means tracking users’ actions within their platform. For third-party services following users, means being able to track them across different websites and applications. It is well known how, while surfing the Web, users leave traces regarding their identity in the form of activity patterns and unstructured data. These data constitute what is called the user’s online footprint. We analyse how advertising networks build and collect users footprints and how the suggested advertising reacts to changes in the user behaviour.  相似文献   

9.
Abstract

The conventional usability lab is primarily responsible for testing prototypes and products to determine if customers will accept a new design. Often this testing comes too late in the development cycle to allow major design or product changes to occur. In the Customer-Centered Design Group at Tektronix Labs, the usability lab is a small part of our group's involvement in the entire design life cycle of a Tektronix product. We work with design groups to bring the benefits of a usability lab to all phases of design, beginning with understanding our customer's current system and work processes to assessing the competitor's strengths and weaknesses to simulating and evaluating design alternatives. Our ‘lab’ is often on the road; meeting with customers where they work, working with design teams to simulate and prototype designs, and evaluating designs with our customers. To keep in touch with customers and to keep product development focused, we feel a usability group must break down the barriers inherent in a conventional testing suite. By breaking these barriers we can better determine what customers need and how these needs are addressed throughout the entire product life cycle.  相似文献   

10.
This paper presents a framework for automatic simulated accessibility and ergonomy testing of virtual prototypes of products using virtual user models. The proposed virtual user modeling framework describes virtual humans focusing on the elderly and people with disabilities. Geometric, kinematic, physical, behavioral and cognitive aspects of the user affected by possible disabilities are examined, in order to create virtual user models able to represent people with various functional limitations. Hierarchical task and interaction models are introduced, in order to describe the user’s capabilities at multiple levels of abstraction. The use of alternative ways of a user task’s execution, exploiting different modalities and assistive devices, is supported by the proposed task analysis. Experimental results on the accessibility and ergonomy evaluation of different workplace designs for the use of a telephone and a stapler show how the proposed framework can be put into practice and demonstrate its significant potential.  相似文献   

11.
This article provides an introduction to the usage of software engineering approaches and tools for the design of user experience (UE). This approach was developed for three main reasons: (a) to provide UE design teams a rigorous, methodical, encompassing method that can be applied throughout the entire product development cycle; (b) to provide designers a way to work with abstract concepts to establish the conceptual design of the system before progressing to the realization of the design to the appropriate platform; and (c) to communicate the intended design to the implementation team in a manner that is concise, complete, and familiar. The approach is the application of Unified Modeling Language concepts to describe users and the UE design rather than the technical architecture. It is believed that designing the UE design separately from the technical architecture will help ensure teams deliver a usable and delightful UE. The methods in this article have been applied to a handful of real-world projects in the last year and a half. Thus far, the application of software engineering approaches and tools have been found to be very powerful aids that have enabled the creation of highly useful Web experiences as well as software applications.

Our intent is to address the full gamut of issues involved in creating a total user experience (UE)-from discovery of users needs through high-level and low-level design, ensuring fidelity during development, and deployment, with a full assessment of how well the design meets users' needs. We believe that through a concerted use of such a rigorous approach we can greatly improve not only the UE of products we create, but also the experience of designing and developing them. We are not the only team taking this direction in UE design. It has become clear to many in our field that a more rigorous, thorough, and accurate approach to UE design is not only possible-it is necessary, for many of the same reasons that software engineers long ago embraced such practices. As we are evolving our approaches in other phases, this article focuses on the discovery and design phase activities.  相似文献   

12.
Supply chain product visibility may be defined to mean the capacity of the supply chain to have a view of a product’s lifecycle, from its conception, manufacturing, distribution, delivery to the end customer, customer’s experience of the product, and the product’s end-of-life activities and processes. This implies developing and keeping a record of the product’s materials and components, its physical state throughout the supply chain, the product’s forward movement to the user-customer, customer’s experience of the product, and the reverse logistics and reuse or termination of the product. The aim of visibility is to foster planning, control and agility of operations associated with the product and to improve customer experience of the product. “Tracking” is the term often used to describe the determination of the identity and state of a product in the forward direction (from manufacturing to the end user), while “tracing” is used to infer the product’s path and history from downstream to upstream of the supply chain. In recent times there has been an upsurge of academic and commercial interest in product visibility. This interest has translated into numerous architectures, technologies and software for product visibility, both at the atomic (item) and composite (or aggregate) levels. Based on an extensive content analysis of academic and trade literature, including websites and documents of vendors and users of the technologies, this paper captures, analyses, compares and contrasts the design choices, essence, results and current and potential future impacts of some of the recent developments. The study also used survey by questionnaire across industries to assess user requirements of tracking and tracing systems and structures. The paper also charts future research directions for end-to-end visibility of product classes and their instances in supply chains.  相似文献   

13.
Acceptance, utility, and usability of system designs have become a focal interest in human–computer interaction (HCI) research, yet at present there is a lack detailed understandings of which system design features influence them. The purpose of the study is to examine the effects of five product design features; customization, adaptive behavior, memory load, content density, and speed on user preference through an experimental study by using conjoint analysis. In experimental study, instead of classical conjoint cards, prototypes were generated for products. Besides, desirability and market segments of product prototypes were identified. In line with the results, among the five product design features, speed is the most and customization is the least important features that affect user preference. Contrary to the expectations, customization has a relatively small importance value in this research. Subsequent design features that influence user preference after speed are minimal memory load, adaptive behavior, and content density, respectively. According to findings, interfaces that have high-speed, minimal memory load, adaptive behavior, low content density, and customization features are more preferable than those that do not.  相似文献   

14.
A great number of complex electronic devices are now part of our everyday lives. While many of us learn to handle these products by trial and error; others, especially older users with little experience in using electronic devices, need support. In order to allow the user maximum flexibility in terms of learning time and location, a training programme is presented which is implemented as part of the software embedded in the product itself. Particular focus is placed on the effect of adaptive training on learning. In this study, the training versions differed in their ability to adjust their complexity to the user's experience (adaptive user interface complexity) and their capability to support the learner by prompting them during the learning process (adaptive training advice). The results show that the adjustment of complexity had a positive effect on users’ experience: elderly users who trained with an adaptive interface were more successful in learning to use a mobile phone. Adaptive training advice, however, was found to have no significant effects on learners’ success and reduced their self-efficacy. This work offers guidelines on how to design integrated training applications for electronic devices that successfully help elderly users with little prior experience.  相似文献   

15.
Online social networks (OSN) are technology-enabled relationship tools in which a user creates a profile, connects to other individuals, and shares user-generated content with them. One of the many features OSN offer is the ability to post messages in the form of product and service recommendations. Although word-of-mouth research has examined this type of personal communication to intentionally influence consumer decisions, limited understanding exists regarding when a user acts upon a recommendation received from one of their contacts. In this study, we draw on relationship theories and research on trust to analyze the impact relationship characteristics and behaviors of the OSN contacts have on trust in the recommendation that subsequently leads a user to act on this OSN contact’s recommendation. The results of a survey of 116 OSN users showed that closeness, excessive posting behavior, and past recommendation experience have a positive impact on trust and intention to act on the recommendation. One characteristic of the relationships, that is, similarity, however, does not affect recommendation trust in the context of OSN. The findings enhance our understanding of relationships and their defining characteristics in OSN. The results also provide insights into how companies might leverage OSN in their marketing efforts.  相似文献   

16.
近年以来,在城市发展规划中如何彰显一座城市的独特魅力成为城市建设中的重要问题,公共产品设施无疑是最能直接体现城市特色的最好的窗口。在当今新的经济模式发展之下,人们的需求观和消费观都发生着变化,已经从过去对产品的功能需求阶段跃升为体验阶段,因此公共产品设施的设计导向也由功能的需求提升为情感化的体验阶段。本文主要探讨的是在城市主题文化建设的背景之下,如何将城市文化和体验式设计融入到公共设施产品之中。  相似文献   

17.
The process of determining user requirements for software systems is often plagued with uncertainty, ambiguity, and inconsistency. Rapid prototyping offers an iterative approach to requirements engineering that can be used to alleviate some of the problems with communication and understanding. Since the systems development process is characterized by changing requirements and assumptions, involving multiple stakeholders with often differing viewpoints, it is beneficial to capture the justifications for the decisions in the development process in a structured manner. Thisdesign rationale captured during requirements engineering can be used in conjunction with the rapid prototyping process to support various stakeholders involved in systems development. CAPS (the Computer Aided Prototyping System) has been built to help software engineers rapidly construct prototypes of proposed software systems. REMAP (Representation and MAintenance of Process knowledge) provides a conceptual model and mechanisms to represent and reason with (design) rationale knowledge. In this paper, we describe how in the context of evolving requirements, the CAPS system augmented with REMAP helps firm up software requirements through iterative negotiations via examination of executable prototypes and reasoning with design rationale knowledge.  相似文献   

18.
In today’s competitive global marketplace and knowledge-based economy, user requirement becomes an important input information for enterprises to develop new product and a critical factor to drive product collaborative design evolution. Meanwhile, there remains no consensus on how best to support knowledge activities and significant challenges to establishing design information management facing to rapid collaborative product development with dynamic user requirement. This paper introduces solutions for designer to deal with dynamic user requirement information through requirement evaluation and prediction method. In this study, we propose a user requirements-oriented knowledge management concept that is based on a four level hierarchy map model with special regard to knowledge collaboration and information communication. Furthermore, a novel distributed concurrent and interactive user requirement database was constructed, and the framework driven by user requirement was put forward to support collaborative design knowledge management. Finally, the service robot design project of a start-up company is used as a case study to explain the implementation of proposed framework.  相似文献   

19.
Incident reporting systems enable end-users to report problems that they have experienced in their working activities to authorities. Such applications are sought to sense the quality of the environment, thus enabling authorities to promote safety and well-being among citizens. Many governments are now promoting the use of mobile applications allowing citizens to report incidents in their neighbourhood to the administration. Nonetheless, it is not clear which user experience dimensions affect the adoption of incident reporting systems, and to what extent anticipated use of the system (anticipated UX) is a determinant for predicting the user experience with the final application. In order to understand how citizens perceive incident reporting systems and which factors affect the user experience (UX), we have performed empirical studies including interviews in early phases of the development process and empirical user testing of advanced prototypes. In this paper, we present the results of a longitudinal study on the evolution of the perception of UX dimensions along the development process, from interviews to running prototypes. Hereafter, we describe the method that has been used for coding the findings of these empirical studies according to six UX dimensions (including visual and aesthetic experience, emotions, stimulation, identification, meaning & value and social relatedness/co-experience). Moreover, we describe how the findings have been associated with users’ tasks. The findings from interviews and user testing indicate that whilst the perceived importance of some UX dimensions (such as identification and meaning & value) remains similar over time, other dimensions such as stimulation and emotions do evolve. Beyond the practical implications of this study for the design of incident reporting systems, this work presents an approach that allows comparing the results of UX assessments in different phases of the process.  相似文献   

20.
More and more complicated conceptual design of ship’s engine room (CDSER) heavily depends on designers’ engineering knowledge and existing ship data. To achieve intelligent design at the initial ship design stage, many researchers have made much significant progress in this field, however, most of them only focused on how to find the similar constructed ships. At present, how to utilize these existing data remains an untouched topic. In order to make good use of the existing data and reduce the dependence on designers’ experience, a novel system named Expert System for Aided Conceptual Design of Ship’s Engine Room Automation (ESACD), is elaborated in this study. With the support of the constructed Ship Data Warehouse System, two core subsystems Configuration Selection Assistant (CSA) and Design Scheme Decision Assistant (DSDA) are included in ESACD. A promising approach integrating Fuzzy c-means algorithm (FCM) and Rough Sets Theory (RST) to extract configuration rules from the stored data is adopted in CSA. According to engineers’ proposals, RST is utilized to reason knowledge in incomplete scheme information systems for getting design scheme rules in DSDA, which are useful suggestions for engineers to get better schemes at this stage. Finally, the validity and necessity of this interactive expert system are demonstrated through the CDSER of a new 50,000 DWT Handymax bulk carrier. It is proved that ESACD can efficiently facilitate rapid and intelligent design in CDSER, and reduce the cost of a new ship design.  相似文献   

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