| Along with development of education,cultivating talents with high comprehensive quality has become the core of education.As a supplementary part of school science education and the core resource of public education,science and Technology Museum has become an indispensable part of every youth science education.Popular science exhibits are the smallest unit in the popular science exhibition hall,and they are also the media to directly transfer popular science knowledge to visitors.The design of science and technology exhibits is directly related to the quality of science exhibition and education.With the advent of experience economy,all sectors of society pay more attention to the experience of consumers.Similarly,how to improve the experience of visitors is also the new goal of science exhibition design.The science exhibition system integrated with digital experience is born.The digital science exhibition system greatly improves the interest and immersion of the visiting experience.However,at present,the digital science exhibition system is seriously homogenized,which does not pay attention to the emotional needs of young people,and young people lack the emotional experience of visiting.At the same time,as a digital product,its usability problems such as inconsistent interaction specifications,unclear instructions and untimely feedback make it increasingly far away from the visitors’ mental model.Emotional design theory has a wide range of applications in the field of interaction design research.Its research purpose is to integrate the emotional thinking of human into interaction design,so as to improve the user experience and efficiency in human-computer interaction.This paper introduces the Emotionalization theory to make the interaction design of science popularization display system return to the emotional needs of teenagers,make the science popularization system easier to use and understand,improve the usability of the display system,reduce the cognitive friction with visitors,arouse teenagers’ enthusiasm for participation,make the exhibition process more entertaining,and improve the visiting experience.The purpose of this research is to scientifically quantify the emotional needs of digital science exhibition system,let the needs guide the design,optimize the emotional design of digital science exhibition system,and refine the emotional design theory.Firstly the paper write the three-level theory of Emotionalization from the perspective of cognitive psychology,combined with the research on the field of digital display system,and clarifies the shortcomings of emotional design in the current digital popular science display system design.Secondly,the interview outline is designed based on the three-level theory of Emotionalization.The semi open interview method is used to interview five users,and the language material analysis method is used to cluster user needs.And from the theoretical level,the emotional needs are analyzed by combining emotional three-level theory with user characteristics,and the emotional needs system of youth digital science exhibition system based on emotional three-level theory is constructed.Then,in view of the difficulty of weighting the importance of emotional needs,this paper uses fuzzy comprehensive hierarchy process(fce-ahp)to evaluate the index of emotional needs and quantify the needs scientifically.AHP is used to calculate the expert score of demand index,and the weight of demand index is obtained.Based on the emotional demand index,the user questionnaire is compiled,and the fuzzy comprehensive evaluation(FCE)method is used to get the emotional demand index evaluation results of the youth digital science exhibition system,and the emotional demand is quantified.Finally,the emotional needs evaluation results are combined with the popular science knowledge of the new type of coronary pneumonia,and the interaction design practice is carried out.This paper makes a qualitative and quantitative research on the emotional needs in the interaction design of digital science popularization display system.In the theoretical research,combined with the characteristics of users and products,the connotation and extension of Emotionalization theory are discussed.In the quantitative research,the interdisciplinary statistical research method is used to quantify the user needs,which improves the credibility and scientificity of the needs analysis,and solves the problem of unclear grasp of emotional needs in interaction design.The research results of this project can provide theoretical guidance for the design of digital science exhibition system,and the research method can also be used for the demand evaluation and design decision of other products. |