Abstrakti
In design and engineering context, the use of tools,
simulations and multi-realities is already an intrinsic part of
design activities, methods and processes. To support
participatory design during the ideation phase in a co-creative
context, participative tools are needed. User-centered and co-
creative design could benefit product creation and innovation
process through data-collection (incl. product characteristics
and user requirements) from individual data-mining activities.
The traditional approach for customer requirements
prioritization is pair-wise comparison. It is used both in the
QFD method and in the Pugh matrix method. In practice, this
means that a user compares two product characteristics at a
time and decides which one of the two is more important or if
they are equally important. Determining a suitable user
interface for the comparison has proven to be the most
demanding phase in the implementation of this method.
This paper presents alternative ways to implement a
customer property tool and discusses experiences with some of
its implementations. In the first version, the interface is based
on the use of numbers, whereas the last version is more visual,
interactive and game-like. The feasibility of the tool was
studied in user tests carried out in Finland and in the
Netherlands.
simulations and multi-realities is already an intrinsic part of
design activities, methods and processes. To support
participatory design during the ideation phase in a co-creative
context, participative tools are needed. User-centered and co-
creative design could benefit product creation and innovation
process through data-collection (incl. product characteristics
and user requirements) from individual data-mining activities.
The traditional approach for customer requirements
prioritization is pair-wise comparison. It is used both in the
QFD method and in the Pugh matrix method. In practice, this
means that a user compares two product characteristics at a
time and decides which one of the two is more important or if
they are equally important. Determining a suitable user
interface for the comparison has proven to be the most
demanding phase in the implementation of this method.
This paper presents alternative ways to implement a
customer property tool and discusses experiences with some of
its implementations. In the first version, the interface is based
on the use of numbers, whereas the last version is more visual,
interactive and game-like. The feasibility of the tool was
studied in user tests carried out in Finland and in the
Netherlands.
Alkuperäiskieli | Englanti |
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Otsikko | Proceedings of the ASME 2016 Computers and Information in Engineering Conference IDETC/CIE 2016 |
Julkaisupaikka | Charlotte, North Carolina |
Kustantaja | ASME |
Sivumäärä | 7 |
ISBN (painettu) | 978-0-7918-5008-4 |
DOI - pysyväislinkit | |
Tila | Julkaistu - 2016 |
OKM-julkaisutyyppi | A4 Artikkeli konferenssijulkaisussa |
Tapahtuma | International Design Engineering Technical Conferences and Computers and Information in Engineering Conference - Kesto: 1 tammik. 2016 → … |
Conference
Conference | International Design Engineering Technical Conferences and Computers and Information in Engineering Conference |
---|---|
Ajanjakso | 1/01/16 → … |
Julkaisufoorumi-taso
- Jufo-taso 1