首页 | 官方网站   微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 875 毫秒
1.
为更好地发掘用户的真实需求、丰富用户情感体验,文章研究了移情在产品设计领域中的应用。首先阐述了其概念及目前移情理的发展经过,并概述了移情的两个部分;其次分析了移情理论在设计活动中的三个层次以及移情设计常用的手段与方法,并给出实例;最后以高速列车外观设计为例解释移情在设计过程中的应用方法。  相似文献   

2.
设计是人类移情作用的产物,旨在建立设计师与用户之间的双向沟通,达成双方的相互理解。然而,在功能性产品设计过程中,设计师的“命令”、产品的“应答”和用户的“请求”这三种语言之间存在着差别。文章旨在分析研究功能性产品设计过程中三种语言的交流过程,提出符合沟通逻辑的设计原则,对产品的用户需求满足起到一定的参考意义。  相似文献   

3.
提出了用于保护用户信息安全的无侵犯模式原则,并应用“双标识”策略实现了用户信息的重用;建立了用户网络行为的Markov模型,设计了模型的实现算法.模型中定义了用户行为的状态转移概率矩阵以及平均等待时间,自动学习用户行为模式.将该方法应用于实验网站上,较好地提高了网站的设计性能和服务质量.  相似文献   

4.
数字化是传达讯息的一种媒介方式,“云”看展的蓬勃发展催生了对虚拟全景的理论研究,数字博物馆导览跨越了时空界限,对于分流看展、提前获取信息大有裨益,是受众互动体验设计活动的平台。文章对虚拟技术与计算机在辅助产品设计中的应用设计案例进行研究,采用类似用户在真实三维世界中漫游的视角来展现博物馆的展品,这种互动体验设计活动基于虚拟平台,其沉浸式体验设计感更贴合用户,可多渠道地获取馆内信息。  相似文献   

5.
为了实现分布式协同设计中的共享信息快速检索以及多副本同步,提出了基于对等网结构的信息共享系统,给出了该信息共享系统的节点模型、管理策略及信息检索模型,提出了一种结合分布式哈希表和聚类的检索方法,保证了用户能够在协同设计系统中快速地精确检索和“盲目”检索,实现了系统的用户透明。为了保证分布式多副本同步,提出“对等锁”作为一致性维护方法。该文给出了系统的具体实现方法,并给出了实例。  相似文献   

6.
丁振凡 《福建电脑》2006,(5):152-153
结合“用户认证检查”和“新课程批准”两个应用组件的设计介绍了组件技术在网络教学系统设计中的应用技术。“用户认证检查”组件考虑到返回信息的特点用XML进行包装,“新课程批准”组件则利用系统API调用实现,保证了组件的高效性和可用性。  相似文献   

7.
文章面向专业户外自行车骑行团队,将智能可穿戴技术应用到骑行手套设计中,以强化户外装备功能、信息可视化表达、智能安全预警等安全保障。以用户体验理论为基础,基于用户需求分析,运用用户体验设计方法对目标用户进行调研,针对目前骑行手套薄弱点进行相关可穿戴技术应用的研究分析,提出智能户外自行车骑行手套设计方案。将智能可穿戴技术应用于户外运动装备,可系统保障户外运动安全、增强设备便携性、提升专业团队骑行互动性,为同类运动装备的设计提供参考。  相似文献   

8.
应用平行坐标系进行可视化优化设计   总被引:1,自引:0,他引:1  
应用可视化方法进行化工过程优化设计:应用平行坐标系进行多维矢量可视化,并在此基础上提出了一种在n维空间用于多维矢量线性回归的“扫描线”算法。在优化问题中该算法可以将问题简化到一或二维,从而以二到三维笛卡尔坐标为基础的传统可视化方法可用于优化设计。将这种方法与遗传算法相结合,不仅可以得到较好的优化结果,还可得到一些“额外信息”以使用户理解基于可视化的优化设计过程并接受该结果。  相似文献   

9.
理性的技术如伺获得感性的表达。是新时代、新技术下新的社会要求。文章提出移情作为一种情感化的设计方法.设计师通过对用户群的分析,将用户群以往的情感、思想、体验等融入到产品中,借助产品的形态、色彩、使用体验等实现移情,使产品成为一个有生命的个体,“由物及我,由我及物”,使用户获得愉悦的情感体验,从而提升产品的认同感。  相似文献   

10.
分布式环境下关联规则的安全挖掘算法   总被引:4,自引:0,他引:4       下载免费PDF全文
宋宝莉  覃征 《计算机工程》2006,32(21):35-37
提出了分布式数据库的关联规则的安全挖掘算法PPDMA,通过应用密码学方法对站点间传送的用于挖掘全局频繁项集的被约束子树及其它信息进行加密,增加“干扰”信息,在接收站点对加密信息进行解密,达到不披露用户信息的目的,起到保护用户隐私的作用,以进行关联规则的安全挖掘。分析表明,该算法是正确可行的。  相似文献   

11.
A database was developed to support the creation of a computer-based tool which will support design teams in evaluating the usability of a design during early prototyping and indicate which individuals are effectively excluded or designed out. Methods are described for the collection of multivariate data on 100 real individuals covering a range of physical characteristics and capabilities. These data were tested to ensure a breadth of representation of individuals (particularly older and disabled people) in terms of anthropometry, joint constraints, postural capabilities and task behaviours. The concept of the design tool itself is explored by conducting virtual user trials in the computer-aided design environment. The novel approach of the research encourages empathy with individual users and allows generic abilities, such as bending, reaching and lifting to be assessed.  相似文献   

12.
When designing with young children, designers usually select user centred design methods based on the children’s required level of engagement and the inspiration expected to be created according to the designer. User centred design methods should be selected for their suitability for children and for the quality of the output of the design method. To understand the suitability of design methods, a framework was developed to describe design methods in terms of required design skills as identified by the Theory of Multiple Intelligences. The proposed framework could provide the basis for a tool to compare design methods and to generate hypotheses about what design method would work optimally with children in a specific school grade. The initial examination of the viability of the framework is a comparison of design methods by the number of skills involved; earlier work showed that the involvement of more skills (as with, e.g. low-fi prototyping) could result in more options for a design problem than the involvement of fewer skills (as with e.g. brainstorming). Options and Criteria were counted to understand the quality of the method in terms of the amount of design-information. The results of the current paper indicate that 8-to-10-year-old children generate significantly more options in prototyping sessions than when they are involved in sessions applying a Nominal Group Technique. The paper indicates that (a) with the framework we can generate hypotheses to compare design methods with children and (b) that the outcome of various design methods, which might lead to very different representations, can be compared in terms of Options and Criteria. Further usage of the framework is expected to result in empirical support for selecting a design method to be applied with young children.  相似文献   

13.
This paper presents a model of communicating user experiences to design teams. The model comprises three qualities of communication: enhancing empathy, providing inspiration and supporting engagement. A new participatory communication tool is developed and explored in two empirical studies. The first study investigates the use of the tool during idea generation by design teams. The second study compares four different communication tools to study the qualities of empathy and inspiration. Our findings indicate the value of making the receivers of the information participative in the act of communicating. In this way designers become co‐creators and co‐owners of the information, resulting in higher degrees of acceptance and use. The participatory nature of the proposed tool spurs deeper understanding and more intensive use of insights from user studies in the creative process.  相似文献   

14.
阐述了智慧地球的智慧解决方案需要信息服务的介入来实现其"智慧"的特性,其原因是信息服务可以帮助用户更好地利用信息。针对信息服务的对象是用户这一要点,分析了用户体验和用户的交互行为在信息服务设计中的作用,提出了信息服务设计的策略和方法。指出了信息服务设计在实现智慧地球构想中具有的重要价值。  相似文献   

15.
基于模型的用户界面设计方法是通过用户界面模型开发用户界面的新方法。任务模型作为其中一个主要模型,刻画的是用户与界面交互过程中动态行为方面的信息。详细介绍了HTA,UAN,GOMS,CTT,Wisdom五种常用的任务模型建模方法,分析了各方法的优缺点及适用环境,并对任务建模方法的未来发展方向进行了展望。  相似文献   

16.
界面设计中的扁平化设计与拟物化设计之探议   总被引:1,自引:0,他引:1  
拟物化设计曾经在界面设计的发展中扮演者引领潮流的角色。“扁平化设计”是近年来崭露头角的设计风格。文章具体阐述和分析了拟物化设计盛行和没落的发展历程、原因及扁平化设计的特点;井针对业界所争执的孰是孰非的热议现象表明观点:好的设计是适合的设计。设计的本质不在于外观形式。而在于强调信息结构的组织性和优良的用户体验。  相似文献   

17.
The concept of “Design Thinking” opens up debate regarding the prevalent human–computer interaction design practice. This article focuses specifically on the cognitive processes of designers during their early design activities. Two groups of designers—experts and novices—were asked to develop a fictitious vacuum cleaner. We then examined the different ways in which these groups manage their design thinking processes and how the groups choose design concepts. The empirical study revealed that expert designers are effective at framing design problems. They make quick decisions (through the use of the affect heuristic) but are more wedded to their own previously developed design concepts, which they do not change in subsequent design stages. In contrast, novice designers are less skilled in framing new design problems but better able to renounce their initial design concepts. These diverse design thinking approaches are linked to potential problems. We then discuss how to address these concerns in conjunction with empathy for the artifact (i.e., artifact empathy via the mediated self) or user (i.e., user empathy via the simulated self), problem framing with second-order semantic connotations, and irrationality when analyzing design solutions. Finally, we propose a design thinking rationality framework that can establish a designer's view of design activities and thereby assist designers educated in both creative and rational design decisions.  相似文献   

18.
《Ergonomics》2012,55(1-3):188-196
Hand signs are considered as one of the important ways to enter information into computers for certain tasks. Computers receive sensor data of hand signs for recognition. When using hand signs as computer inputs, we need to (1) train computer users in the sign language so that their hand signs can be easily recognized by computers, and (2) design the computer interface to avoid the use of confusing signs for improving user input performance and user satisfaction. For user training and computer interface design, it is important to have a knowledge of which signs can be easily recognized by computers and which signs are not distinguishable by computers. This paper presents a data mining technique to discover distinct patterns of hand signs from sensor data. Based on these patterns, we derive a group of indistinguishable signs by computers. Such information can in turn assist in user training and computer interface design.  相似文献   

19.
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   

20.
Many of the Decision Support Systems (DSS) developed and implemented in the last decade or so, have not been used or are only used for mundane report generation rather than for direct support of strategic planning. These failures can be attributed to the fact that existing DSS design methods (representation-based, evolutive, and adaptive) have never been evaluated with respect to their success. Thus, the designer had no way of knowing what design method to employ in developing an effective DSS.This paper investigated the relationship between the selection of a DSS design method and its ultimate success. DSS success was measured through DSS usage, user satisfaction, and user attitudes and perceptions criteria. The data utilized was collected from individuals responsible for designing and evaluating DSS, specifically the managers, intermediaries, and designers. In terms of the DSS usage and user satisfaction criteria, all three groups rated the evolutive design method superior, followed by the representation-based and adaptive methods. Using the DSS attitudes and perceptions criteria, the designer group rated the evolutive method best, followed by the representation-based, and adaptive methods. The ratings by the managers and intermediaries were rather mixed. Each design method did better in some success criteria than in others.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号