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基于亲子行为的互动游戏家具设计评价模型。

An evaluation model for interactive gaming furniture design based on parent-child behavior.

机构信息

College of Furnishings and Industrial Design, Nanjing Forestry University, Nanjing, China.

Jiangsu Co-Innovation Center of Efficient Processing and Utilization of Forest Resources, Nanjing, China.

出版信息

PLoS One. 2024 Jun 7;19(6):e0302713. doi: 10.1371/journal.pone.0302713. eCollection 2024.

Abstract

This study takes the parent-child game behavior of children aged 3~6 and their parents as the research object, and extracts and summarizes the user behavioral needs of parents and children when they use game-based furniture together by using the questionnaire research method, observation method, and interview method. Based on the KJ method, 16 behavioral demand indicators were compiled by five furniture design students to construct a user behavioral demand system. In addition, AHP and entropy weight method were used to solve the user behavioral demand weights from subjective and objective perspectives in this study. Twenty experts and designers in this research field scored the indicators two by two and solved the subjective weights of user behavioral requirements according to the AHP algorithm. A seven-level Likert scale was used to design the questionnaire and distribute it to the parents of children aged 3-6 to fill in, and the 121 valid questionnaires obtained were used as raw data for entropy weighting to obtain the objective weights of user behavioral needs representing the opinions of interactive game-based furniture users. Finally, with 0.4 as the proportion coefficient of subjective weights, the subjective and objective weights were weighted to get the comprehensive weight value of each demand. The results show that the eight items with higher weights for user behavioral needs include: firm and stable, safe in use, comfortable for both parents and children, holding behavior by human-machine dimensions, able to sit on the ground and play, able to play face-to-face, easy to find for picking up, and sufficient operating space. In general, parent-child interactive game furniture firstly needs to meet the user's needs for safety and comfort, and secondly needs to meet the user's needs for the state of the game posture and the furniture size to meet the needs of the fetching and storage posture and the game space. The fuzzy comprehensive evaluation model established based on these needs can take into account the opinions of design experts and users at the same time and put the needs of children and parents in an equally important position so that the design of children's play furniture can tend to meet the needs of parents and children when they use it together, and to promote parent-child interaction and the healthy growth of children.

摘要

本研究以 3~6 岁儿童及其家长的亲子游戏行为为研究对象,采用问卷调查研究法、观察法和访谈法,提取和总结家长和儿童在共同使用基于游戏的家具时的用户行为需求。基于 KJ 法,由五名家具设计专业学生编制 16 项行为需求指标,构建用户行为需求体系。此外,本研究还运用 AHP 和熵权法从主观和客观两个角度求解用户行为需求权重。邀请 20 位该研究领域的专家和设计师对指标进行两两打分,根据 AHP 算法求解用户行为需求的主观权重。采用 7 级李克特量表设计问卷,向 3-6 岁儿童家长发放并回收 121 份有效问卷作为熵权法的原始数据,获取代表交互型游戏家具用户意见的用户行为需求客观权重。最后,以 0.4 作为主观权重的比例系数,对主观权重和客观权重进行加权,得到各需求的综合权重值。结果表明,用户行为需求的 8 项较高权重包括:稳固、使用安全、父母和儿童使用舒适、人机尺寸握持行为、可坐地玩耍、可面对面玩耍、便于取放、操作空间充足。总体来说,亲子互动游戏家具首先要满足用户对安全和舒适的需求,其次要满足用户对游戏姿态状态和家具尺寸的需求,以满足取放姿态和游戏空间的需求。基于这些需求建立的模糊综合评价模型,能够同时兼顾设计专家和用户的意见,将儿童和家长的需求置于同等重要的位置,使儿童游戏家具的设计更倾向于满足家长和儿童共同使用时的需求,促进亲子互动和儿童的健康成长。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1a8d/11161103/8c1dcd781a53/pone.0302713.g001.jpg

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