初中化學(xué)教育數(shù)碼產(chǎn)品的交互設(shè)計研究
發(fā)布時間:2018-06-08 19:25
本文選題:交互設(shè)計 + 教育產(chǎn)品 ; 參考:《廣東工業(yè)大學(xué)》2014年碩士論文
【摘要】:移動終端、互聯(lián)網(wǎng)和人機交互技術(shù)的出現(xiàn)為人們提供了新的生活、工作、學(xué)習(xí)和娛樂方式,這些新的技術(shù)也毫無疑問地影響著學(xué)生的世界。越來越多的學(xué)生通過計算機和網(wǎng)絡(luò),極大地豐富了學(xué)習(xí)知識的途徑,這也對教育產(chǎn)品有了更高的要求。與此同時,教育產(chǎn)品的設(shè)計也有了進一步發(fā)展。一方面,交互設(shè)計研究日趨完善,相關(guān)理論愈發(fā)成熟,設(shè)計方法不斷推陳出新。隨著教育行業(yè)越來越受到社會的重視,越來越多的設(shè)計師投入到了教育產(chǎn)品交互設(shè)計的研究之中。另一方面,涌現(xiàn)出很多嶄新的交互方式:多媒體交互技術(shù)、多通道交互技術(shù)、虛擬現(xiàn)實交互技術(shù)等等,都將用戶與電腦之間的距離拉的更近,使人機交互愈發(fā)直觀、便利。本文正是以信息時代為背景,以學(xué)生的學(xué)習(xí)方式和內(nèi)容為研究對象,以現(xiàn)代信息技術(shù)和交互技術(shù)為載體,構(gòu)建一個符合學(xué)生心理需求的,能夠提高學(xué)生學(xué)習(xí)效率的學(xué)習(xí)產(chǎn)品系統(tǒng)。該系統(tǒng)希望能夠在滿足學(xué)生學(xué)習(xí)知識的基礎(chǔ)上,通過引入教育理論和交互設(shè)計的相關(guān)方法原理,能夠提高產(chǎn)品的可用性和易用性,并借鑒心理學(xué)和情感化交互設(shè)計的相關(guān)理論,提高產(chǎn)品的趣味性。 根據(jù)現(xiàn)有的交互設(shè)計和教學(xué)理論方法,本文的研究主要包括五個方面:第一、文獻查閱和資料收集,了解相關(guān)領(lǐng)域的現(xiàn)狀與產(chǎn)品缺口,總結(jié)教育產(chǎn)品設(shè)計理論原則;第二、用戶背景研究和問卷調(diào)查,以了解用戶的真實需求和相關(guān)教學(xué)內(nèi)容的實際掌握情況;第三、通過研究教學(xué)內(nèi)容和策略,結(jié)合用戶需求分析,設(shè)計系統(tǒng)功能與能容結(jié)構(gòu),以確定系統(tǒng)的基本功能范圍和基礎(chǔ)信息架構(gòu);第四、通過引入游戲機制設(shè)計系統(tǒng)的任務(wù)流程,以確定強襲的教學(xué)步驟和練習(xí)方案;第五、根據(jù)學(xué)生的認知和審美特點,設(shè)計系統(tǒng)的界面和原型,以確定系統(tǒng)的最終方案和設(shè)計風(fēng)格。 課題在研究過程中對初中學(xué)生的學(xué)習(xí)內(nèi)容和教師的教學(xué)策略進行了分析,并研究學(xué)生學(xué)習(xí)過程中信息的發(fā)生和流動過程進,對其進行整理歸類,構(gòu)建符合學(xué)生學(xué)習(xí)進程的信息內(nèi)層框架,以降低學(xué)生和產(chǎn)品在認知上的摩擦。同時對學(xué)生學(xué)習(xí)動機進行深入研究,掌握激發(fā)學(xué)生學(xué)習(xí)動機的方法,設(shè)計有樂趣的任務(wù)流程,通過產(chǎn)品為學(xué)生提供一個快樂的學(xué)習(xí)過程。
[Abstract]:The emergence of mobile terminals, the Internet and human-computer interaction technology has provided people with new ways of life, work, study and entertainment. These new technologies have no doubt affected the students' world. More and more students through the computer and network, greatly enriched the way to learn knowledge, which also has higher requirements for educational products. At the same time, the design of educational products has also been further developed. On the one hand, the research of interactive design is becoming more and more perfect, the related theory is becoming more mature, and the design methods are constantly emerging from the old. With the increasing attention of the education industry, more and more designers are engaged in the research of interactive design of educational products. On the other hand, many new interactive methods have emerged: multimedia interaction technology, multi-channel interaction technology, virtual reality interaction technology and so on, all of which bring the distance between users and computers closer, making human-computer interaction more intuitive and convenient. This paper takes the information age as the background, regards the students' learning style and content as the research object, takes the modern information technology and the interactive technology as the carrier, and constructs a new one which meets the students' psychological needs. A learning product system that can improve students' learning efficiency. The system hopes to improve the usability and ease of use of products by introducing educational theory and interactive design methods on the basis of satisfying students' learning knowledge, and using the relevant theories of psychology and emotional interactive design for reference. According to the existing interactive design and teaching theory, the research of this paper mainly includes five aspects: first, literature review and data collection, to understand the current situation and product gaps in related fields, Summarize the theoretical principles of educational product design; second, user background research and questionnaire to understand the real needs of users and the actual grasp of relevant teaching content; third, through the study of teaching content and strategies, combined with user needs analysis, Design system function and capacity structure to determine the basic functional scope of the system and basic information framework; fourth, through the introduction of game mechanism to design the system task flow, in order to determine the strong attack of the teaching steps and practice programs. According to the students' cognitive and aesthetic characteristics, the interface and prototype of the system are designed to determine the final scheme and design style of the system. In the course of the research, the study content of the junior middle school students and the teaching strategies of the teachers are analyzed. In order to reduce the cognitive friction between students and products, this paper studies the occurrence and flow of information in the process of students' learning, classifies it, and constructs an information inner framework that accords with the learning process of students in order to reduce the cognitive friction between students and products. At the same time, the students' learning motivation is deeply studied, the method of motivating students' learning motivation is grasped, the fun task flow is designed, and a happy learning process is provided through the product.
【學(xué)位授予單位】:廣東工業(yè)大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2014
【分類號】:TB472
【引證文獻】
相關(guān)碩士學(xué)位論文 前1條
1 侯英海;智能家電產(chǎn)品設(shè)計中的農(nóng)村老年人用戶研究[D];大連理工大學(xué);2016年
,本文編號:1996922
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