Art comes from life, and art products derived from it are also closely related to daily life. With the development and improvement of social economy, art products are more and more favored and recognized by people. In other words, there will be higher requirements for the design of art products, including whether the design can bring people a visual feast, meet people's spiritual needs, and have practical functions or not. Based on these needs and deficiencies, this paper proposes a scientific computing evaluation of interactive product art design based on the user’s experience evaluation analysis model, combining the corresponding design strategies with interactive algorithms. In addition, by integrating the design business logic and simulation experiments of interactive art products, this paper discusses its fuzzy structure from the perspective of interaction, and analyzes fuzzy cognition and decision-making clustering strategies. The purpose of this is to support decision analysis and realize the effectiveness of user’s fuzzy cognitive strategies. The simulation experiment results show that users can directly observe the results according to the categories after applying the user’s experience evaluation analysis model, which greatly improves the efficiency and quality of product design. These findings clearly verify that the user’s experience evaluation analysis model proposed in this paper has a significant impact on interactive product art design and also provide convenience for scientific computing evaluation.
In the Internet era, with the continuous iterative updating of communication technology and the development of artificial intelligence, Internet of things, 5g, and other technologies, all kinds of social products have become one of the main ways of communication. For example, Facebook, WeChat, and ins are essential products for people in modern society. From personal communication to world interconnection, they are inseparable from the support of social products. At present, various social products in the market have different advantages or specific users and often cannot deal with all user groups. Because the needs of different customers are different and cannot fully meet the needs of different users, coupled with the development of technology, the communication media is becoming more and more innovative, the boundary between virtual and reality is broken, and the immersive scene breaks through the boundary of traditional communication, which is the way people want to communicate. In view of these shortcomings and needs, this paper introduces the methods of immersive scene diversification. First, sort out the user needs, then build different user models according to the specific characteristics of different scenarios, and realize the interaction of different scenarios according to different scenarios. The end-user model interacts with the corresponding design. After continuous testing, feedback, and improvement, the efficiency, quality, and specific methods of socialized products are improved. The experimental analysis results of this paper show the effectiveness and rationality of the immersive scene diversification method. The design can break the barriers and enhance the interaction efficiency and quality of both sides of information flow. The main body of information dissemination also presents a multilateral form and improves the inequality of information dissemination.
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