scholarly journals Evaluation and Balance of Cognitive Friction: Evaluation of Product Target Image Form Combining Entropy and Game Theory

Symmetry ◽  
2020 ◽  
Vol 12 (9) ◽  
pp. 1398
Author(s):  
Kai Qiu ◽  
Jianning Su ◽  
Xinxin Zhang ◽  
Wenjin Yang

With the great progress of product development technology, product forms have been greatly enriched by cognitive differences; users and designers have formed a “cognitive friction” phenomenon in the product evaluation process, which results in designers being unable to grasp user emotions accurately and risks of product development failure. This paper aims to balance the cognitive differences between cognitive subjects (users and designers) and evaluates the product image form. First, image entropy is used to evaluate and extract the weight of the product target image. Second, fuzzy Theil entropy is used to evaluate the cognitive friction between cognitive subjects, and its existence and size are visually presented. Then, a cognitive friction balance model is built by combining game theory, the comprehensive evaluation weight between cognitive subjects is obtained, and the product image form is ranked and optimized. Finally, all the research steps are described in the form of a household hair dryer. The results show that fuzzy Theil entropy and game theory have significant advantages in the evaluation and balance of cognitive friction in product design. Thus, the cognitive friction evaluation and balance model constructed from the fuzzy Theil entropy and game theory do not only enable different cognitive subjects to achieve cognitive symmetry, but also screen out product forms that meet the cognitive needs of users. This finding provides the theoretical basis and practical significance for the establishment of a closed-loop model in cognitive friction balance and the reduction of cognitive differences between cognitive subjects in the entire process of product design. It also introduces new ways of thinking and methods for cognitive science research.

2012 ◽  
Vol 2012 ◽  
pp. 1-13 ◽  
Author(s):  
Yang-Cheng Lin ◽  
Chung-Hsing Yeh ◽  
Chen-Cheng Wang ◽  
Chun-Chun Wei

How to design highly reputable and hot-selling products is an essential issue in product design. Whether consumers choose a product depends largely on their perception of the product image. A consumer-oriented design approach presented in this paper helps product designers incorporate consumers’ perceptions of product forms in the design process. The consumer-oriented design approach uses quantification theory type I, grey prediction (the linear modeling technique), and neural networks (the nonlinear modeling technique) to determine the optimal form combination of product design for matching a given product image. An experimental study based on the concept of Kansei Engineering is conducted to collect numerical data for examining the relationship between consumers’ perception of product image and product form elements of personal digital assistants (PDAs). The result of performance comparison shows that the QTTI model is good enough to help product designers determine the optimal form combination of product design. Although the PDA form design is used as a case study, the approach is applicable to other consumer products with various design elements and product images. The approach provides an effective mechanism for facilitating the consumer-oriented product design process.


2021 ◽  
Vol 3 (7) ◽  
pp. 519-532
Author(s):  
Ari Hakiim Putra ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: This research and development aims to develop application learning media about variations of volleyball games for the KKG PJOK Elementary Schools in Senduro District, Lumajang Regency. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The results of the whole product trial involved 22 teachers of KKG PJOK, Senduro District, Lumajang Regency. The results of the study showed the product was included in the very valid category with a percentage of 80.2 percent in small group trials with 8 activity participants and 80 percent in large group trials with 14 activity participants. So it is concluded that the product development of learning media variations of volleyball games based on the articulate storyline application has very valid criteria and is suitable for use in learning activities. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran aplikasi tentang variasi permainan bola voli untuk KKG PJOK Sekolah Dasar di Kecamatan Senduro Kabupaten Lumajang. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 22 guru KKG PJOK Kecamatan Senduro Kabupaten Lumajang. Hasil dari penelitian menunjukan produk termasuk dalam kategori sangat valid dengan hasil persentase 80,2 persen pada uji coba kelompok kecil dengan jumlah 8 peserta kegiatan dan persentase 80 persen pada uji coba kelompok besar dengan jumlah 14 peserta kegiatan. Sehingga disimpulkan bahwa produk pengembangan media pembelajaran variasi permainan bola voli berbasis aplikasi articulate storyline memiliki kriteria sangat valid serta layak dipakai pada kegiatan pembelajaran.


Symmetry ◽  
2022 ◽  
Vol 14 (1) ◽  
pp. 120
Author(s):  
Tianxiong Wang

Product designers need to fully understand consumers’ emotional preferences and responses for product forms to improve products. However, users and designers have different understandings and concepts in the product evaluation process, which will lead to cognitive asymmetry in the product design and evaluating process. This phenomenon prevents designers to grasp users’ needs, increasing the risk of product development failure. To this end, this paper proposes a product evaluation method that combines natural language processing techniques and fuzzy multi-criteria decision-making into a new integrated way to reduce the cognitive difference between users and designers, so as to solve the problem of cognitive asymmetry. This was done firstly by obtaining the review data of products from users on the Internet, based on a web crawler, and then constructing word vectors based on natural language processing techniques to realize the parametric expression of the Kansei image. Secondly, by using a statistical method to extract the product scheme that meets the preferences of users and designers, and then quantifying the relationship between the product form and Kansei image based on a grey relational analysis (GRA). Finally, by calculating the indicator weight based on the Entropy method and using the fuzzy TOPSIS method to explore the prioritization of the product design alternatives in view of the Kansei needs of users. Taking the smart capsule coffee machine as an example, the feasibility and effectiveness of this method are verified. In particular, the method proposed in this research can not only enable different cognitive subjects to achieve cognitive symmetry, but also filter out product forms that meet the cognitive needs of users. Moreover, this study provides a theoretical basis and practical significance for reducing the cognitive differences between cognitive subjects in the whole process of product design, and provides a systematic framework for the industry to effectively connect customer needs and product design decisions. At the same time, this study has introduced a new method for Kansei engineering.


2021 ◽  
Vol 3 (7) ◽  
pp. 533-542
Author(s):  
Muhammad Fahmi Amiruddin ◽  
Ari Wibowo Kurniawan

Abstract: This research and development aims to develop massage therapy learning media based on the articulate storyline application which can later be used in learning in the PJKR FIK UM department and can make it easier for students to understand massage therapy material. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The test results of the whole product involved 60 students of PJKR FIK UM. Based on the results of data analysis obtained from trials with aspects of ease, clarity, attractiveness, suitability, and usefulness, the average result is 95 percent in small group trials with 10 students as subjects and 90 percent in large group trials with 50 students as subjects. Based on the results of data analysis, it can be concluded that the product of developing massage therapy learning media based on the articulate storyline application can be said to be suitable for use as massage therapy learning media for students majoring in PJKR FIK UM. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran terapi masase berbasis aplikasi articulate storyline yang nantinya dapat digunakan dalam pembelajaran di jurusan PJKR FIK UM dan dapat mempermudah mahasiswa dalam memahami materi terapi masase. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 60 mahasiswa PJKR FIK UM. Berdasarkan hasil analisis data yang diperoleh dari uji coba dengan aspek kemudahan, kejelasan, kemenarikan, kesesuaian, dan kegunaan mendapatkan hasil rata-rata sebesar 95 persen pada uji coba kelompok kecil dengan jumlah subjek 10 mahasiswa dan 90 persen pada uji coba kelompok besar dengan jumlah subjek 50 mahasiswa. Berdasarkan hasil analisis data dapat disimpulkan bahwa produk pengembangan media pembelajaran terapi masase berbasis aplikasi articulate storyline dapat dikatakan layak digunakan sebagai media pembelajaran terapi masase untuk mahasiswa jurusan PJKR FIK UM.


2013 ◽  
Vol 29 (1) ◽  
pp. 61-85 ◽  
Author(s):  
Patricia Everaert ◽  
Dan W. Swenson

ABSTRACT This active learning exercise simulates the target costing process and demonstrates how a management theory (goal setting theory) is relevant to a business improvement initiative (target costing). As part of the target costing simulation, student participants work in teams to address a business issue (product development) that moves across functional boundaries. The simulation begins with students learning how to assemble a model truck and calculate its product cost using activity-based costing. Students are then divided into teams and instructed to reduce the truck's cost through a redesign exercise, subject to certain customer requirements and quality constraints. Typically, the teams achieve cost reduction by eliminating unnecessary parts, by using less expensive parts, and by using less part variety. This exercise provides a unique opportunity for students to actively participate in a redesign exercise. It results in student teams creating a wide variety of truck designs with vastly different product costs. The case ends by having a discussion about target costing, goal setting theory, and the implications of the target costing simulation. This simulation contains a number of specific learning objectives. First, students learn how the greatest opportunity for cost reduction occurs during the product design stage of the product development cycle. Second, students see firsthand how design-change decisions affect a product's costs, and the role of the cost information in guiding those decisions. Third, students experience the cross-functional interaction that occurs between sales and marketing, design engineering, and accounting during product development. Finally, this exercise helps students understand the concept of target costing. The simulation is appropriate for undergraduate or graduate management accounting classes. Data Availability:  For more information about this case, contact the first author at [email protected].


2014 ◽  
Vol 1061-1062 ◽  
pp. 1233-1237 ◽  
Author(s):  
Pâmela Teixeira Fernandes ◽  
Osíris Canciglieri ◽  
Ângelo Márcio Oliveira Sant’Anna

This paper presents the findings of research exploring how designers could to evaluate and insert sustainability requirements in product design during the initial stages of the product development process. It describes the process of development of the method for sustainability consumable goods based from a literature review and explores its application in the development of packaging for cosmetic. The results show that the use of the method may be a promising solution for sustainable projects, providing the insertion of the reasoning for the inclusion of product development oriented to sustainability as a complement to traditional project requirements that existing in the models of product development.


2014 ◽  
Vol 989-994 ◽  
pp. 3208-3211
Author(s):  
Dan Tong Li ◽  
Zheng Zhang ◽  
Jia Wen Deng ◽  
Ming Yu Huang ◽  
Xiao Feng Wan ◽  
...  

The rapid prototyping technology was introduced, including its definition, principle and characteristics. The advantages of rapid prototyping technology in new product development were analyzed. Application of rapid prototyping technology in design of mechanical parts, industrial model, medical model, ceramic products, automobile model and products based on ergonomics was discussed. The feasibility of rapid prototyping technology in product design and the optimization direction was prospected.


Author(s):  
Chandrasekhar Karra ◽  
Thomas A. Phelps

Abstract The success of any industry in today’s highly competitive market is largely dependent on its ability to produce quality products, quickly and at low cost. Evaluating the effect of a product design on its manufacture is crucial in developing efficient designs. Any potential manufacturing problems detected at this stage can be corrected by modifying the design, leading to shorter product development cycles and lower production costs. This paper presents an algorithm to determine feasible tool approach directions. The algorithm is based on detecting if any part of the object obstructs the tool path. The basis for the algorithm is determining feasible approach directions and clearances around a planar polygonal face. The algorithm is applicable to both protrusions and depressions. The information is useful in performing manufacturability analysis of designs and develop process plans.


2016 ◽  
Vol 12 (8) ◽  
pp. 171 ◽  
Author(s):  
Tawat Payim

<p>This research was aimed to develop the product and packaging label for Kao-Taen (rice cracker) of the agro-group of Kao Kwang Tong sub-district, Nong-Chang district, Uthaithani province. It explored and developed Kao-Taen product using materials within the community, and evaluated the product design and packaging label by specialists. <strong></strong></p><p>The research results suggested the outcome of product development, with Kao-Taen of 3 cm. in diameter and 1.5 cm. thick, the size allows for more convenient consumption by consumers. The design of packaging label in style 3 with mean 4.92 was considered most appropriate. The key factors contributing to the community product development included available materials in the community, community’s self-capability, presentation of community uniqueness, and low cost. </p>


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