This paper reports on an experimental study on human-machine interface in LED manufacturing systems to measure the influence of information overload on user experience. The results are based on cognitive ergonomics. The experiment used eye-tracking methods and a questionnaire to gather data. The independent variables were interface complexity and user background. Interface complexity had three levels: high interface complexity, moderate interface complexity and low interface complexity. User background had two levels: the novice group and the expert group. The dependent variables included time to first fixation, fixations before and subjective feelings. A total of 38 operators participated in the experiment, and the results showed that (1) interface complexity caused a significant difference in time to first fixation (P \ 0.05) and fixations before (P \ 0.05). Furthermore, the results revealed significant differences between high complexity interfaces compared to low complexity interfaces (P \ 0.05). However, no significant differences were observed between moderate and low complexity interfaces or between moderate and high complexity interfaces (P [ 0.05); (2) user background significantly affected the user experience; (3) within the same complexity level, expert operators' cognitive workload was significantly lower than that of novice operators; and (4) there was no significant relationship between the interface complexity and the user's background. The study concludes that because interface complexity has a significant effect on the time taken to locate the target button on the screen, interface design should be as simple as possible, while still providing the necessary level of functionality.
Purpose The purpose of this paper is to explore how logo design characteristics influence consumer response based on visual representation. Logos in different areas may have different characteristics that impact liking a logo. The logos of youth education brands were explored in this study. Design/methodology/approach The Kansei engineering (KE) method was employed in this research. In total, 115 logos of youth education brands were collected and classified into three categories: abstract, natural and text mark. Then 12 of these logos were selected as representative samples. A set of 171 Kansei pairwise image words was collected, and 14 of them were chosen for further investigation. The psychological projection experiment was conducted based on a five-point Likert-scale questionnaire with 120 participants. Three statistical methods including cluster analysis, factor analysis and correlation analysis were combined for the data analysis. Findings The results show that four factors affect liking a logo including a sense of contemporaneity, a sense of esthetics, a feeling of interest and a sense of style. Accordingly, the weights of these four factors are proposed. The positive correlation between logo characteristics and liking a logo was also verified. In addition, the classification results of this study confirm the wide use of natural and English text mark logos in youth education brands. Originality/value The results could guide designers and managers in selecting or modifying logo design for achieving a positive effective response. This is the first research on logo design characteristics linked with industry domains. This study also contributes to the KE approach to investigate the relative impact of logo characteristics on liking a logo.
Abstract. In modern product design, blending traditional cultural symbols into makes more alternatives available for product appearance design, and endows the products' internal imagery with deeper cultural and historical value, whereby the traditional culture can be spread and carried forward better. On the basis of building the product identification system model of the Chu cultural symbols, through theoretical research on the product semantics, the paper aims to explore and sum up the important associations between the product semantics and the Chu cultural symbols. We are also engaged in proposing the application methods of product semantics in the Chu cultural symbols, and making the traditional cultural symbols and the modern product design merged perfectly in the forms and connotations.
The purpose of this paper is to study the user needs of household children’s nebulizers from the perspective of Ergonomics, and to provide a basis for the improved design of products, so as to help children carry out nebulization treatment more efficiently and safely. The user research method was used to analyze the pain points and needs of users in the use of children's home nebulizers. Through the literature research, this paper studied the relevant human-machine size and psychological characteristics of children were, and discussed the demand-orientation of children's nebulizer shape, color and material were. Through the above research, this study analyzed the needs of children's nebulizers in terms of the experience of use and man-machine dimensions, and improved the product. The improved design of household children’s nebulizers could not only soothe children's anxiety in the treatment to a certain extent, but also promote children’s healthy growth and help improve the system of children's household medical products.
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