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Science is the New Black in Design

机译:科学是设计中的新黑人

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摘要

The practice of using scientific methodology as a design process has made the subjectivity of user's personal preference manageable and begun to inform software, services, and game development. The use of scientific methods is now used to build audiences, retain users, inform developers of the emotional response of users, and provide return on investment analysis for work flow costs and consumer insights. The integration of scientific methods as user research and user experience design has provided new insights into user audiences. Data can open the door to opportunity, to explore undiscovered markets, and provide new goods and services in what may have been seemingly familiar populations. Game companies are no longer targeting games for males between the ages of 13 and 35. This may be a result of new faces in digital content and delivery development, or the awareness that there are entire populations that have been left unexamined as potential clients. This realization has prompted awareness that various groups, such as the elderly may benefit from digital games, digital media, and digital communication devices.
机译:使用科学方法论作为设计过程的实践使用户个人喜好的主观性易于管理,并开始为软件,服务和游戏开发提供信息。现在,使用科学方法来建立受众群体,留住用户,告知开发人员用户的情感反应,并提供有关工作流程成本和消费者见解的投资回报分析。作为用户研究和用户体验设计的科学方法的集成为用户提供了新的见解。数据可以打开机会之门,探索未被发现的市场,并在看似熟悉的人群中提供新的商品和服务。游戏公司不再将目标对准13至35岁之间的男性。这可能是由于数字内容和交付开发方面出现了新面孔,或者是因为意识到了不考虑潜在的整体人群。这种认识促使人们意识到诸如老年人之类的各种群体可以从数字游戏,数字媒体和数字通信设备中受益。

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