Font Size: a A A

The User Experience Improvements For Smart Cube

Posted on:2021-04-05Degree:MasterType:Thesis
Country:ChinaCandidate:Z W ChenFull Text:PDF
GTID:2427330611965735Subject:Industrial design engineering
Abstract/Summary:PDF Full Text Request
With the advent of the Internet era,more and more attention has been paid to gamified learning that can continue to motivate learners and help learners complete their learning tasks efficiently.Smart Rubik's Cube is a branch of gamified learning,but the existing smart Rubik's cube has a poor interactive experience and unsatisfactory learning results.This topic uses Gii KER super cube as an example to study the improvement of the user experience of smart cubes.This research can be extended to various products of gamified learning,providing ideas and methods for improving their learning effectiveness and improving the user experience.First,this topic compares various Rubik's Cube reduction methods,and analyzes the user 's cognitive and psychological characteristics and interaction behavior.Obtains the theoretical basis for guiding the design improvement work.Based on the theoretical research of the original product,through the background log data and usability tests of the Gii KER,the main problems,the relationship between the influencing factors of the user experience of the intelligent Rubik's cube is analyzed through the ISM,the directed graph obtained can be used to know which influencing factors need to be improved to solve each problem.Then,through the ISM directed graph,the problem-solving ideas are derived and an optimized solution is obtained.Through different experiments,each improved design is compared with the original product.As a result,the improved design is superior to the original product design in some respects.Finally,the chi-square test calculation is used to further verify that the improved design has improved significantly.The results show that the improved design has a p-value of less than 0.05 in task completion,task understanding,information identification,overall satisfaction,and the auxiliary role of the training unit in testing completion.According to the criterion of the chisquare test,it is known that the problem of the original product has been greatly improved,that is,the optimized design has significantly improved from the original product in all aspects.
Keywords/Search Tags:User experience, Gamified learning, Smart Rubik's cube, Interaction design
PDF Full Text Request
Related items