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2020 International Conference on Innovation Design and Digital Technology (ICIDDT)最新文献

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Research on the application of Narratology in the design of Interactive Exhibition space 叙事学在互动展览空间设计中的应用研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00019
Jinjun Xia, Yi Liu, Yingjie Wang
New media has changed the previous exhibition methods under the background of the experience era and digital media technology development. Many interactive exhibitions Space different from traditional exhibition Spaces appear. The behavior mode of the audience participating in the exhibition space has also undergone significant changes. The exhibition design’s focus has shifted from the simple exhibition items to the comprehensive perception brought by creating the space atmosphere and the interactive experience between the audience and the exhibition items. By introducing the space, narration, and structure in narratology into exhibition space, we are trying to turn the single space experience into a comprehensive experience with narrative structure and mode. This paper will take narratology as the theoretical basis and combine it with relevant design cases to study and analyze interactive exhibition space’s mode and characteristics. From the perspective of narratology, designing an interactive exhibition space with more experiential value for experiencers is discussed.
在体验时代和数字媒体技术发展的背景下,新媒体改变了以往的展示方式。出现了许多不同于传统展览空间的互动展览空间。观众参与展览空间的行为模式也发生了显著的变化。展览设计的重点已经从单纯的展览项目转向通过营造空间氛围和观众与展览项目之间的互动体验所带来的综合感知。通过将叙事学中的空间、叙事和结构引入展览空间,我们试图将单一的空间体验转化为具有叙事结构和叙事模式的综合体验。本文将以叙事学为理论基础,结合相关设计案例,对互动展示空间的模式和特征进行研究和分析。从叙事学的角度出发,探讨为体验者设计更具体验价值的互动展示空间。
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引用次数: 0
Analysis on the Strategy and Method of Electronic Product Innovation Design Based on Affordance 基于可视性的电子产品创新设计策略与方法分析
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00043
Shuting Yang, ZiWei Liu, Jifeng Xu
This paper explores and summarizes the strategies and methods that the theory can be applied to the design by looking for the relationship between affordance and the innovation design of electronic products. Firstly, by referring to relevant literature, the meaning of affordance is summarized and the innovation design strategy of electronic products based on affordance is put forward. Then combining with the relevant design cases, this paper expounds the application method of affordance in the innovation design of electronic products from three aspects of the form design, functional design and situation design of electronic products. Finally, the method is verified by design practice. The author hopes to contribute to the field of innovation design of electronic products.
本文通过寻找可视性与电子产品创新设计之间的关系,探索和总结了将该理论应用于设计的策略和方法。首先,在查阅相关文献的基础上,总结了可视性的含义,提出了基于可视性的电子产品创新设计策略。然后结合相关设计案例,从电子产品的形态设计、功能设计和情境设计三个方面阐述了可视性在电子产品创新设计中的应用方法。最后,通过设计实践对该方法进行了验证。希望对电子产品创新设计领域有所贡献。
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引用次数: 1
The design of rescue robot based on disaster rescue 基于灾害救援的救援机器人设计
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00054
Yunwei Shu, Kaining Meng, Peixin An
In this paper, through the study and analysis of the terrain in the post-disaster area, we propose a design scheme of industrial products that can improve the efficiency of post-disaster rescue.The design combines the topography of the disaster area, existing technologies and products, and the needs of the victims to determine the product function. The appearance and internal structure of the products are determined by structural design and ergonomics. Aiming at the problem that the existing rescue products can’t overcome the complicated terrain in the disaster area, a bouncing rescue robot is proposed in this paper. At the same time, the tire size is larger than the body size to prevent damage in the fall. The equipment has a certain storage space, can carry a small amount of emergency medicine. This product is in line with the background of social medical and technological development. In the complex internal environment of disaster areas, such rescue equipment is needed to improve the efficiency of post-disaster rescue.
本文通过对灾后地区地形的研究和分析,提出了一种能够提高灾后救援效率的工业产品设计方案。设计结合灾区地形、现有技术和产品,以及灾民的需求来确定产品功能。产品的外观和内部结构由结构设计和人体工程学决定。针对现有救援产品无法克服灾区复杂地形的问题,提出了一种弹跳式救援机器人。同时,轮胎尺寸要大于车身尺寸,以防止在坠落时受损。设备有一定的储存空间,可携带少量的急救药品。本产品符合社会医疗和科技发展的大背景。在复杂的灾区内部环境中,需要这样的救援设备来提高灾后救援的效率。
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引用次数: 1
Innovative Design of Crutches for the Elderly Based on TRIZ and KANO Integrated Model 基于TRIZ和KANO集成模型的老年人拐杖创新设计
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00084
Lei Lu, Jiali Dong, Chunfa Sha
To improve the age-appropriateness and functionality of crutches for the elderly and enhance user satisfaction, an integrated model based on TRIZ and KANO model is constructed to optimize the crutches. Through the technology maturity forecasting module based on the patent analysis in TRIZ, patent search and analysis can be conducted by means of SooPat so that the life cycle and the invention direction of the product can be determined. Based on the KANO model, a Si-Di four-quadrant diagram can be obtained. The obtained user requirements can be divided into four categories, which are must- be requirements, one-dimensional requirements, attractive requirements, and indifferent requirements. Using a Likert scale, we rated all one-dimensional requirements and attractive requirements, calculated the average score of each requirement, and obtained the ranking of the requirements according to their importance. The results show that the TRIZ and KANO integrated model can optimize the existing crutches for the elderly and provide better guidance for the innovative design of crutches for the elderly.
为了提高老年人拐杖的年龄适宜性和功能性,提高用户满意度,构建了基于TRIZ和KANO模型的拐杖优化集成模型。通过TRIZ中基于专利分析的技术成熟度预测模块,借助SooPat进行专利检索和分析,从而确定产品的生命周期和发明方向。基于KANO模型,可以得到Si-Di四象限图。得到的用户需求可以分为四类,即必须的需求、一维需求、有吸引力的需求和无关紧要的需求。我们使用李克特量表对所有一维需求和吸引力需求进行评分,计算每个需求的平均分,并根据其重要性得出需求的排名。结果表明,TRIZ与KANO集成模型可以对现有老年拐杖进行优化,为老年拐杖的创新设计提供更好的指导。
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引用次数: 0
Research on the design of JiaoShan forest of steles Cultural and Creative Products by combining ASEB analysis method and network text analysis 结合ASEB分析法和网络文本分析法对胶山石林文创产品设计进行研究
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00028
Huang Li-qing, Jiang Jia-jun, Zhang Wen-li, Han Xiao
The design research of cultural and creative products centering on Jiaoshan Stele Forest is aimed at enhancing tourists’ sense of participation, improving tourists’ tour experience, making tourists obtain more profound cultural experience, so as to resonate with the calligraphy and inscription art of Jiaoshan Stele Forest scenic spot and spread excellent calligraphy and inscription culture. From hornet’s nest, dianping.com, Meituan, ctrip and other major websites to obtain tourists’ evaluation of Jiaoshan stele-forest scenic spot, and through the use of ROST Content Mining6 software, specific analysis of the obtained network text; Combined with questionnaire survey and semi-structured interview, the first-hand information about Jiaoshan Stele Forest scenic spot and its tourists’ feelings are obtained. Using ASEB analysis method to analyze the obtained data, so as to understand the real needs of tourists. According to the design principles of ASEB analysis, the research on cultural and creative products in Jiaoshan Stele Forest scenic spot can improve users’ sense of experience and participation. ASEB analysis method is applied to the design and research of cultural and creative products. Combined with the characteristics of Jiaoshan forest of steles scenic spot, the design principles guiding cultural and creative design are summarized, so as to launch the design and research of cultural and creative products.
以交山碑林为中心的文创意产品设计研究,旨在增强游客的参与感,提升游客的旅游体验,使游客获得更深刻的文化体验,从而与交山碑林景区的书法碑刻艺术产生共鸣,传播优秀的书法碑刻文化。从马蜂窝、大众点评网、美团网、携程网等各大网站获取游客对焦山石林景区的评价,并通过使用ROST内容挖掘6软件,对获取的网络文本进行具体分析;采用问卷调查和半结构化访谈相结合的方法,获得了有关胶山石林景区的第一手资料和游客的感受。运用ASEB分析法对获得的数据进行分析,从而了解游客的真实需求。根据ASEB分析的设计原则,对焦山石林景区的文创意产品进行研究,可以提高用户的体验感和参与感。将ASEB分析方法应用于文化创意产品的设计与研究。结合焦山石碑林景区特点,总结出指导文创设计的设计原则,从而展开文创产品的设计与研究。
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引用次数: 0
User Satisfaction Model of Functional Animation Design in the Digital Technology Perspective based on TAM 基于TAM的数字技术视角下功能动画设计用户满意度模型
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00061
Meng Xiang, Li Sha, Zhu Qilin
In the context of digital technology, taking the technology acceptance model (TAM) as the theoretical framework, this paper analyzed the influence of quality factors (information quality, system quality and service quality) of functional animation design on user satisfaction. A new theoretical hypothesis model which includes the quality factors, perceived usefulness and perceived ease of use, was constructed based on the related theories of TAM and information system success model, and the user satisfaction was tested through the typical functional animation design. The theoretical hypothesis model was then verified through the data statistics and analyzed by means of a questionnaire survey. By conducting the data analysis, it can be found that the Cronbach's α coefficients of all variables were all greater than 0.8 and the factor loading coefficient and AVE were higher than 0.5. The empirical results indicate that the information quality, system quality and service quality exert significant effects on the usefulness of functional animation, and the ease of use of functional animation is significantly influenced by the system quality and service quality. Both the usefulness and ease of use can remarkably influence the user satisfaction.
在数字技术背景下,以技术接受模型(TAM)为理论框架,分析了功能动画设计的质量因素(信息质量、系统质量和服务质量)对用户满意度的影响。基于TAM和信息系统成功模型的相关理论,构建了包含质量因素、感知有用性和感知易用性的理论假设模型,并通过典型的功能动画设计对用户满意度进行了检验。然后通过数据统计对理论假设模型进行验证,并通过问卷调查的方式进行分析。通过数据分析发现,各变量的Cronbach’s α系数均大于0.8,因子负荷系数和AVE均大于0.5。实证结果表明,信息质量、系统质量和服务质量对功能动画的有用性有显著影响,系统质量和服务质量对功能动画的易用性有显著影响。有用性和易用性对用户满意度都有显著影响。
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引用次数: 0
Application of artificial intelligence technology in wearable product design 人工智能技术在可穿戴产品设计中的应用
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00042
Wen Ming Liu, Heng Bo Huang
This paper describes the status and attention of artificial intelligence technology in the international academic and industrial circles, as well as the classification and appearance characteristics of wearable products. This paper analyzes the correlation between artificial intelligence technology and product applicability, and discusses the combination method of wearable products and artificial intelligence technology. Through the research on the appearance design of wearable products and the aesthetic analysis of wearable backpacks, an intelligent assisted wearable backpack with product aesthetic characteristics was designed by using design practice. The design not only meets the functional requirements of the product, but also meets the visual aesthetic requirements, which makes the design not only integrates artificial intelligence technology, but also conforms to formal aesthetics.
本文介绍了人工智能技术在国际学术界和工业界的现状和关注度,以及可穿戴产品的分类和外观特点。分析了人工智能技术与产品适用性的相关性,探讨了可穿戴产品与人工智能技术的结合方法。通过对可穿戴产品外观设计的研究和对可穿戴背包的美学分析,结合设计实践设计出具有产品美学特征的智能辅助可穿戴背包。设计既满足产品的功能要求,又满足视觉审美要求,这使得设计既融合了人工智能技术,又符合形式美学。
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引用次数: 0
Establishing User Cognitive Output Action Evaluation Index System in Interaction Design Based on Motor Hierachies 基于运动层次的交互设计用户认知输出动作评价指标体系的建立
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00030
Kai Zhang, Ningna Sun, Le Xu
Lean interface interaction design presents a trend of smaller granularity of research and more information touch points. The user interaction on the interface, as the explicit result of the user cognitive output, has become a key area of research and design innovation. It aims to provide methods, basis and guidance for the evaluation and innovation of interface interaction design. Based on theories of motor hierarchies, this article clarified the data acquisition and analysis method using measurement of action displaying, action mode, action satisfaction and behavior satisfaction as the first-level indicator, and constructed the measurement system of user cognitive output action in the interface interaction design. Cognitive output action, as a form of cognitive output that can be directly observed, is of great significance for the optimization and innovation of interface interaction design. Therefore, it is necessary to conduct the research on the measurement system of user cognitive output action. Through the comparison of measurement cases, it also verified the rationality and feasibility of the measurement system. The user’s cognitive output of the interface information takes the form of actions, expressions, languages and emotions.
精益界面交互设计呈现出研究粒度更小、信息接触点更多的趋势。界面上的用户交互作为用户认知输出的显式结果,已成为研究和设计创新的重点领域。旨在为界面交互设计的评价与创新提供方法、依据和指导。本文以动作层次理论为基础,明确了以动作表现、动作模式、动作满意度和行为满意度测量为一级指标的数据采集与分析方法,构建了界面交互设计中用户认知输出动作的测量体系。认知输出动作作为一种可以直接观察到的认知输出形式,对于界面交互设计的优化和创新具有重要意义。因此,有必要对用户认知输出行为的测量系统进行研究。通过测量案例的对比,验证了该测量系统的合理性和可行性。用户对界面信息的认知输出以动作、表情、语言和情感的形式呈现。
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引用次数: 0
[Copyright notice] (版权)
Pub Date : 2020-12-01 DOI: 10.1109/iciddt52279.2020.00003
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引用次数: 0
A Framework of Traditional Handicraft Creative Practice towards Human-Engaged Computing 面向人机计算的传统手工艺创作实践框架
Pub Date : 2020-12-01 DOI: 10.1109/ICIDDT52279.2020.00107
Peng Tan, Shengyang Zhong, Yi Ji, S. Clark
The purpose of this research is to explore a novel framework of traditional handicraft creative practice towards Human-Engaged Computing (HEC). First, this paper investigates the development of traditional handicraft interactive learning from the perspective of Human-Computer Interaction (HCI). Second, this paper demonstrates the importance and innovation of traditional handicraft creative practice from the perspective of HEC. Finally, this paper presents a case study, Cantonese Porcelain, to support it in a new context. The results extend creative practice of traditional handicraft in HCI community, and it also proposes three dimensions, engaged human, engaging computers, and synergized interaction, to enhance creative practice of traditional handicraft, and the contrihutions will provide a reference for researchers and designers.
本研究的目的是探索传统手工艺创作实践的新框架,以面向人机交互计算(HEC)。首先,本文从人机交互(Human-Computer Interaction, HCI)的视角考察了传统手工艺交互学习的发展。其次,从HEC的角度论证了传统手工艺创意实践的重要性和创新性。最后,本文以广东瓷器为例,在新的语境下为其提供支持。研究结果拓展了传统手工艺在HCI社区的创作实践,并提出了参与人、参与人、协同互动三个维度来提升传统手工艺的创作实践,研究成果可为研究者和设计者提供参考。
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引用次数: 0
期刊
2020 International Conference on Innovation Design and Digital Technology (ICIDDT)
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