3 research outputs found
āļāļēāļĢāļĻāļķāļāļĐāļēāļāļ§āļēāļĄāļŠāļēāļĄāļēāļĢāļāđāļāļāļēāļĢāđāļāđāļāļēāļāļāļāļāļāļđāđāļŠāļđāļāļāļēāļĒāļļāļāļĩāđāļĄāļĩāļāđāļāļāļāļēāļāđāļĨāļ°āļĢāļđāļāļĢāđāļēāļāļāļļāđāļĄāļāļāļŠāļĄāļēāļĢāđāļāđāļāļāđāļāļ·āđāļāļŠāļĢāđāļēāļāđāļāļāļāļģāļĨāļāļāļāļĢāļĢāļāļĻāļēāļŠāļāļĢāđāļāļĨāļļāļĄāđāļāļĢāļ·āļ (A STUDY OF USABILITY OF ELDERLY UPON BUTTON SIZE AND SHAPE ON SMARTPHONE FOR CREATING FUZZY LOGIC MODEL)
āļāļđāđāļŠāļđāļāļāļēāļĒāļļāļŠāđāļ§āļāđāļŦāļāđāļāļĢāļ°āļŠāļāļāļąāļāļŦāļēāļāđāļēāļāļāļēāļĢāļĄāļāļāđāļŦāđāļ āļāļķāđāļāļĄāļĩāļāļĨāļāđāļāļāļēāļĢāđāļāđāļāļēāļāļāļļāđāļĄāļāļāļŦāļāđāļēāļāļāļŠāļĄāļēāļĢāđāļāđāļāļ āđāļĨāļ°āļĄāļĩāļāļēāļāļ§āļīāļāļąāļĒāļāļģāļāļ§āļāļāđāļāļĒāļāļĩāđāļĻāļķāļāļĐāļēāļāļ§āļēāļĄāļŠāļąāļĄāļāļąāļāļāđāļĢāļ°āļŦāļ§āđāļēāļāļāļāļēāļāđāļĨāļ°āļĢāļđāļāļĢāđāļēāļāļāļāļāļāļļāđāļĄāļāļāļŠāļĄāļēāļĢāđāļāđāļāļ āļāļąāļāļāļąāđāļāļāļđāđāļ§āļīāļāļąāļĒāļāļķāļāđāļāđāļĻāļķāļāļĐāļēāļāļ§āļēāļĄāļŠāļēāļĄāļēāļĢāļāđāļāļāļēāļĢāđāļāđāļāļēāļ āđāļāļ·āđāļāļāļĢāļ°āđāļĄāļīāļāļāļĨāļāļāļēāļāđāļĨāļ°āļĢāļđāļāļĢāđāļēāļāļāļļāđāļĄāđāļāļĢāļĻāļąāļāļāđāļāļēāļāļāļąāļāļāļąāļĒāļāđāļēāļāļāļēāļĒāļļāđāļĨāļ°āļāļĢāļ°āļŠāļāļāļēāļĢāļāđāļāļēāļĢāđāļāđāļāļēāļāļŠāļĄāļēāļĢāđāļāđāļāļāļāļāļāļāļđāđāļŠāļđāļāļāļēāļĒāļļāđāļāļ·āđāļāļŠāļĢāđāļēāļāđāļāļāļāļģāļĨāļāļāļāļĢāļĢāļāļĻāļēāļŠāļāļĢāđāļāļĨāļļāļĄāđāļāļĢāļ·āļāļŠāļģāļŦāļĢāļąāļāļāļāļāđāļāļāļŦāļāđāļēāļāļāļāļēāļĢāđāļāđāļāļēāļāļāļāļŠāļĄāļēāļĢāđāļāđāļāļāđāļāļ·āđāļāļāļđāđāļŠāļđāļāļāļēāļĒāļļāļāļēāļĢāļāļģāđāļāļīāļāļāļēāļĢāļ§āļīāļāļąāļĒāđāļāđāļāđāļāđāđāļāđāļ 2 āļāļąāđāļāļāļāļ āļāļąāđāļāļāļāļāļāļĩāđ 1 āļĻāļķāļāļĐāļēāļāļ§āļēāļĄāļŠāļēāļĄāļēāļĢāļāđāļāļāļēāļĢāđāļāđāļāļēāļ āđāļāļ·āđāļāļāļāļŠāļāļāļāļąāļāļāļĨāļļāđāļĄāļāļąāļ§āļāļĒāđāļēāļāļāļĩāđāļĄāļĩāļāļēāļĒāļļāļĢāļ°āļŦāļ§āđāļēāļ 40-80 āļāļĩ āļāļģāļāļ§āļ 25 āļāļ āđāļāļĒāļāļđāđāđāļāđāļēāļĢāđāļ§āļĄāļāļēāļĢāļāļāļĨāļāļāļāļāļāļļāđāļĄāļāļąāļ§āđāļĨāļāļāļĩāđāļĄāļĩāļāļāļēāļāđāļĨāļ°āļĢāļđāļāļĢāđāļēāļāļāđāļēāļāđ āļāļēāļĄāļāļĩāđāļāļģāļŦāļāļāļāļāļŦāļāđāļēāļāļāļāļēāļĢāđāļāļĢ āļāļąāđāļāļāļāļāļāļĩāđ 2 āļāļģāļāļĨāļĨāļąāļāļāđāļāļĩāđāđāļāđāļāļēāļāļāļēāļĢāļ§āļīāļāļąāļĒāļāļąāđāļāļāļāļāđāļĢāļ āļĄāļēāļāļģāļŦāļāļāđāļāđāļāļāļāļāļąāļāļāļĩāđāļāļāļāđāļē-āđāļĨāđāļ§ āđāļāļ·āđāļāļŠāļĢāđāļēāļāđāļāļāļāļģāļĨāļāļāļāđāļ§āļĒāļāļĢāļĢāļāļĻāļēāļŠāļāļĢāđāļāļĨāļļāļĄāđāļāļĢāļ·āļāļāļĨāļāļĩāđāđāļāđāļāļēāļāļāļēāļĢāļĻāļķāļāļĐāļēāļāļ§āļēāļĄāļŠāļēāļĄāļēāļĢāļāđāļāļāļēāļĢāđāļāđāļāļēāļāļāļāļēāļāļāļļāđāļĄ āļāļāļ§āđāļēāļāļļāđāļĄāļāļāļēāļ 19.05 āļĄāļĄ. āļĄāļĩāļāļĢāļ°āļŠāļīāļāļāļīāļ āļēāļāļāļĩāļāļĩāđāļŠāļļāļ āđāļāđāđāļĄāļ·āđāļāļāļļāđāļĄāļĄāļĩāļāļāļēāļāđāļāļīāđāļĄāļāļķāđāļāđāļāđāļ 21.59 āļĄāļĄ. āļāļĨāļąāļāļĄāļĩāļāļĢāļ°āļŠāļīāļāļāļīāļ āļēāļāļĨāļāļĨāļ āļāļ§āļēāļĄāļāđāļēāļĒāđāļāļāļēāļĢāđāļāđāļĢāļđāļāļĢāđāļēāļāļ§āļāļāļĨāļĄāļāļ°āļāļĩāļāļĩāđāļŠāļļāļāđāļāļāļđāđāđāļāđāļāļēāļĒāļļāļāđāļāļĒāļāļ§āđāļē 60 āļāļĩ āļāļāļ°āļāļĩāđāļĢāļđāļāļĢāđāļēāļāļŠāļĩāđāđāļŦāļĨāļĩāđāļĒāļĄāļāļ°āđāļŦāļĄāļēāļ°āļŠāļĄāļāļĩāđāļŠāļļāļāđāļāļāļđāđāđāļāđāļāļēāļĒāļļ 60 āļāļĩāļāļķāđāļāđāļ āļāļļāļāļāļĢāļ°āđāļĒāļāļāđāļāļĩāđāđāļāđāļāļēāļāļāļēāļāļ§āļīāļāļąāļĒāļāļĩāđ āļŠāļēāļĄāļēāļĢāļāđāļāđāļŠāļāļąāļāļŠāļāļļāļāļāļąāļāļāļāļāđāļāļāļŠāļĄāļēāļĢāđāļāđāļāļāđāļĨāļ°āđāļāđāļāđāļĨāđāļāđāļāļ·āđāļāļŠāļĢāđāļēāļāļŠāļĢāļĢāļāđāļāļĨāļīāļāļ āļąāļāļāđāļāļĩāđāđāļāđāļāļēāļāđāļāđāļāļĢāļīāļāđāļĨāļ°āđāļāļīāļāļāļĢāļ°āđāļĒāļāļāđāļāđāļāļāļđāđāļŠāļđāļāļāļēāļĒāļļāļāļģāļŠāļģāļāļąāļ: āļāļ§āļēāļĄāļŠāļēāļĄāļēāļĢāļāđāļāļāļēāļĢāđāļāđāļāļēāļÂ āļāļāļēāļāđāļĨāļ°āļĢāļđāļāļĢāđāļēāļāļāļļāđāļĄÂ āļāļĢāļĢāļāļĻāļēāļŠāļāļĢāđāļāļĨāļļāļĄāđāļāļĢāļ·āļÂ āļāļđāđāļŠāļđāļāļāļēāļĒāļļMost elderly people have vision problems that affect their use of buttons on smartphone screen. The study of relationship between size and shape of the buttons on smartphone is still limited. Therefore, this research studies the size and shape of smartphone buttons to evaluate their usability. The age and using experience of the elderly were key factors that were used to develop Fuzzy logic model for designing the screen on smartphones.The research was divided into two stages. In Stage 1, usability was investigated with 25 participants aged 40 to 80 years old, by participants touching the number buttons of various sizes and shapes on Dial screen. In Stage 2, the Fuzzy if-then rule was the main constituent of the Fuzzy logic model that used results from the first stage.The results from the usability found that button size of 19.05 mm has the best usability. Nevertheless, the efficiency was reduced when the size was increased to 21.59 mm. The circle button was easy for the users under the age of 60 to learn, while the square shape was the most suitable for users aged 60 and over. The contribution of this study will be to provide a better model of user interface design that will be useful for smartphone and tablet designers to support elderly users.Keywords: Usability, Button Size and Shape, Fuzzy Logic, Elderl
A quantitative aesthetic measurement method for product appearance design
Product appearance is one of the crucial factors that influence consumersâ purchase decisions. The attractiveness of product appearance is mainly determined by the inherent aesthetics of the design composition related to the arrangement of visual design elements. Hence, it is critical to study and improve the arrangement of visual design elements for product appearance design. Strategies that apply aesthetic design principles to assist designers in effectively arranging visual design elements are widely acknowledged in both academia and industry. However, applying aesthetic design principles relies heavily on the designerâs perception and experience, while it is rather challenging for novice designers. Meanwhile, it is hard to measure and quantify design aesthetics in designing artefacts when designers refer to existing successful designs. In this regard, this study aims to introduce a method that assists designers in applying aesthetic design principles to improve the attractiveness of product appearance. Furthermore, formulas for aesthetic measurement based on aesthetic design principles are also developed, and it makes an early attempt to provide quantified aesthetic measurements of design artefacts. A case study on camera design was conducted to demonstrate the merits of the proposed method where the improved strategies for the camera appearance design offer insights for concept generation in product appearance design based on aesthetic design principles
Product Innovation Design Based on Deep Learning and Kansei Engineering
Creative product design is becoming critical to the success of many enterprises. However, the conventional product innovation process is hindered by two major challenges: the difficulty to capture usersâ preferences and the lack of intuitive approaches to visually inspire the designer, which is especially true in fashion design and form design of many other types of products. In this paper, we propose to combine Kansei engineering and the deep learning for product innovation (KENPI) framework, which can transfer color, pattern, etc. of a style image in real time to a productâs shape automatically. To capture user preferences, we combine Kansei engineering with back-propagation neural networks to establish a mapping model between product properties and styles. To address the inspiration issue in product innovation, the convolutional neural network-based neural style transfer is adopted to reconstruct and merge color and pattern features of the style image, which are then migrated to the target product. The generated new product image can not only preserve the shape of the target product but also have the features of the style image. The Kansei analysis shows that the semantics of the new product have been enhanced on the basis of the target product, which means that the new product design can better meet the needs of users. Finally, implementation of this proposed method is demonstrated in detail through a case study of female coat design