1,720,967 research outputs found

    Extending the situated function–behaviour–structure framework to human–machine interaction

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    Despite the increasing importance of human–machine interaction (HMI) in design, there are not reference models defining and describing design activities where users are directly involved in the team. Some years ago, the situated function–behaviour–structure (FBS) framework was developed to model traditional engineering design processes but these mainly focus on technological matters and users are not directly addressed. The goal of this research is to extend this framework to cover several aspects of the HMI field. To achieve this goal, an existing design aid named interaction design integrated method is exploited. The design activities based on this aid are mapped onto the situated FBS framework to highlight possible lacks or misalignment. The outcomes are used to find where and how to intervene to extend the framework. The mapping highlighted six criticalities and their analysis allowed for adding the users as a new agent in the design process, as well as for introducing new variables and design activities referred to this new acto

    A selection algorithm for prototyping activities.

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    Modern product development processes heavily exploit both classic prototyping technologies and procedures and new ones appearing on the market almost day by day. All of this generated a wide collection of prototyping activities; for this reason, the selection of the best prototyping activities given a specific development context becomes harder and harder. The authors' research group has recently highlighted some dimensions to characterize prototyping activities and they have been exploited in proposing a new classification. Starting from this classification, the research described here aims at developing a selection algorithm that should cover a variety of design situations as wide as possible. The implementation of the algorithm has been already tested in the field, thanks to an early experience described in the paper as well

    Exploiting TRIZ tools in Interaction Design

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    Current market laws ask for new product development methods and tools dealing with both technological and interaction related issues. Starting from this, the research described in this paper aims at finding and exploiting some TRIZ tools in interaction design field of practice. TRIZ theory offers well defined and structured methods and tools, and allows generation of generic guidelines for innovative design of a huge variety of products. Interaction design focuses on studying and developing a correct interaction between users and products, in order to maximize cognitive compatibility. Real goal of this research is developing a new design method where systematic approach to innovation of TRIZ compensates for some lacks of the user centered interaction design process. Starting from similarities and differences between tools currently used in these two domains, the research considers the TRIZ thirty-nine features, the forty inventive principles, and the contradiction matrix. These elements are adapted to the requirements of the interaction design field of practice, obeying to classic usability rules. These new elements contribute to the definition and development of a new design framework named interaction design guidelines - IDGL. The effectiveness of these elements has started to be tested in a case study focused on the interaction design of a new DVD recorder

    Classification and selection of prototyping activities for interaction design

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    Because of the evolution of markets and technologies, prototyping concerns should be kept updated almost day by day. Moreover, user centered design moves the focus towards interaction issues. Prototyping activities matching such characteristics are already available, but they are not so diffused in the industrial domain. This is due to many reasons; an important one is that a rigorous classification of them is missing, as well as an effective helping tool for the selection of the best activities, given the design context. The research described in this paper aims at defining a new classification of prototyping activities, as well as at developing a selection algorithm to choose the best ones in an automatic way. These goals are pursued by defining a set of characteristics that allow describing accurately the prototyping activities. The resulting classification is made by five classes, based on eighteen characteristics. This classification is exploited by the first release of an algorithm for the selection of the best activities, chosen in order to satisfy design situations described thanks to a different set of eleven indices. Five experiences in the field have been used up to now as a starting point for validating the research outcomes

    Analyzing the cognitive processes of an interaction design method using the FBS framework

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    The engineering design community is debating since more than two decades on the development of models and methods suitable for analyzing the cognitive processes that occur within design activities. An acknowledged model in this domain is the situated FBS framework that describes the design process as consisting of elementary sub-processes defined in terms of modifications on functions, behavior and structures. This framework has been successfully applied to the analysis of the information gathered within industrial innovation projects and to the related design activities. However, it is definitely unusual to use it for analyzing a design method itself, so as to highlight its potential shortcomings and suggest directions of further development. In this paper, the authors investigate this original application through a detailed examination of the IDIM, an interaction design integrated method aimed at generating and validating innovative design suggestions related to interaction issues. The highlighted criticalities are discussed and some suggestions for possible IDIM improvements are depicted. © 2013 The Design Society

    X for design, a descriptive framework for modelling the cognitive aspects of different design activities

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    Classic design activities start from functions and end defining the product structure. The literature offers tools to model the cognitive aspects of these activities. The analysis of recent design activities highlights inadequacies of these tools because of the variety of starting points and goals. This research develops a descriptive framework, the X for Design - XfD, to model different design activities showing any combination of starting points and goals, by putting the existing FBS framework into relationship with the product experience and human behaviour in design concepts

    Integrating systematic innovation, interaction design, usability evaluation and trends of evolution.

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    Day by day, more R&D divisions of modern industries start adopting inventive design tools and methods. Creativity needed in designing complex products cannot be left to subjective behavior; it must be helped and exploited by a systematic approach. The research described in this paper aims at developing a design framework focused on interaction issues, by exploiting the systematic approach of the theory of inventing problem solving TRIZ. The final result should integrate design, evaluation, and evolution issues. For this reason, the starting point consists in three tools already developed by the authors' research group: the interaction design guidelines-IDGL, the usability evaluation multi-methods- UEMM, and ITRE, a gatherer of interaction trends of evolution. All of them contain generic elements both of the TRIZ theory and the interaction design field; for this reason the proposed integrated approach could be exploited in completely different contexts. A first prototype of the framework has been developed as a Microsoft Access database. Its validation has started with two experiences in the field. Results are reported and discussed in the last section of the paper. © Springer-Verlag London 2013
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