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61.
62.
通过对游戏的分类、发展历程梳理以及用户的需求分析,结合游戏产生过程给出了游戏产品有效粘合用户时间的策略,最后预测了游戏的发展趋势。 相似文献
63.
文章通过对社交网络的当前状况与新时代互联网的发展趋势分析,论证了垂直社交出现的必然性。阐释了其基本的产品特征。通过对社交心理学研究。对需求进行分析与重构。阅释了垂直社交产品设计的要点。通过现象观察与案例分析,阐释了垂直社交产品的发展趋势。 相似文献
64.
张建淳 《数码设计:surface》2014,(6):111-113
认知心理学介入到交互设计领域受到越来越多学者的关注,但是关于无意识的隐性记忆的介入却甚少被提及。,文章从隐性记忆的特征、隐性记忆介入交互设计的价值以及隐性记忆引导交互设计的应用三方面进行研究和探索,通过对目标群体用户隐性记忆的普遍性研究,找到更高效的设计来提高用户体验。 相似文献
65.
孙晓天 《数码设计:surface》2014,(11):102-104
2013年被称为可穿戴设计元年,在发展过程中,其始终未能成为生活中的必需品,是因为忽略了最重要的两个方面:一是找到最恰当的人机交互关系;二是满足用户真正的需求。而满足了这两方面就可以帮助建立更亲密的,回归原本的,人与人之间的沟通,"以人为本"的理念更促进了可穿戴设计内部操作关系与外在表现形式的研究和探索。而数据背后的分析服务不仅能增强用户对于可穿戴设计更完整更智能的体验,更有利于可穿戴设计企业更长久更完善的商业发展。 相似文献
66.
67.
PLML是描述人机交互模式的一个重要工具,然而它还存在一些缺点。其中一个重要的缺点是它的元素并未明确定义,从而造成了它所描述的设计模式在基于模型的用户界面开发方法中难以自动化或半自动化地应用。针对这一问题,设计了PLML的元素的XML Schema,明确给出了该元素的形式化的描述方法。通过一个实例研究,验证了其在基于模型的用户界面开发中可以起到积极的作用。这一方法也可推广到其它的基于XML的模式描述语言中 相似文献
68.
《Journal of Visual Languages and Computing》2014,25(4):297-315
ObjectiveCreate a visual mobile end user development framework, named Puzzle, which allows end users without IT background to create, modify and execute applications, and provides support for interaction with smart things, phone functions and web services.MethodsDesign of an intuitive visual metaphor and associated interaction techniques for supporting end user development in mobile devices with iterative empirical validation.ResultsOur results show that the jigsaw is an intuitive metaphor for development in a mobile environment and our interaction techniques required a limited cognitive effort to use and learn the framework. Integration of different modalities and usage of smart things was relevant for users.ConclusionPuzzle has addressed the main objective. The framework further contributes to the research on mobile end user development in order to create an incentive for users to go beyond consuming content and applications to start creating their own applications.PracticeUsage of a mobile end user development environment has the potential to create a shift from the conventional few-to-many distribution model of software to a many-to-many distribution model. Users will be able to create applications that fit their requirements and share their achievements with peers.ImplicationsThis study has indicated that the Puzzle visual environment has the potential to enable users to easily create applications and stimulate exploration of innovative scenarios through smartphones. 相似文献
69.
《International journal of human-computer studies》2014,72(1):126-139
Emergency planning is an ongoing activity in which a multidisciplinary group of experts intermittently collaborate to define the most appropriate response to risks. One of the most important tasks of emergency planning is the review of plans as a way of maintaining, refining, and improving them. This review of plans is based on exchanging knowledge and experiences in order to take into account different perspectives and generate alternative solutions. An exploratory case study carried out within municipal organizations has disclosed how the application of rigid plan reviewing practices hinders team creativity and, consequently, effective decision-making. This paper presents a computer-based collaborative environment aimed at supporting unstructured team discussion during the post-hoc review of emergency plan. This collaborative environment allows emergency planning team members to share their view in a free manner by interacting with user interface components distributed across several input and output dimensions. The usage of the environment has proved how the application of new interactive technologies can create more dynamic work settings, fostering team creativity. 相似文献
70.
《International journal of human-computer studies》2014,72(2):255-274
Technology to assist people in the kitchen has become a major research topic as technology becomes more ubiquitous in the home. Research is being carried out in numerous areas to assist with cooking, from solving difficulties in the kitchen to more recently enhancing already good experiences related to cooking. To design solutions that are not only usable, but useful in all related aspects of cooking, we must get a good understanding of the needs of the user. It is important that real needs are identified, so that products or systems designed are adopted and are sustainable. There are various methods that researchers and designers use to gain user insights and there is much debate on different approaches and their effectiveness. Whilst there have been a number of ethnographic style studies in people's homes, there has been little in the way of understanding user goals in the kitchen which could lead to more effective design solutions. In this paper, we present goal-directed research of cooking needs in Singapore. We produce three primary design personas and three secondary personas, describing their goals and needs and where they can be helped through technology. An online survey was carried out to validate our personas, comparing our qualitative and quantitative findings. We provide a general holistic overview of kitchen requirements for these personas, whether in helping correct problems or enhancing positive experiences and how these needs can be connected. The user requirements provided can help guide researchers and help designers produce more meaningful, complete and acceptable technology solutions in the kitchen. 相似文献