文章摘要
陈柏君.基于Kano模型的儿童编程App用户需求分析及界面交互设计[J].包装工程,2025,46(4):237-249.
基于Kano模型的儿童编程App用户需求分析及界面交互设计
User Requirements Analysis and Interface Interaction Design of Children's Programming Apps Based on Kano Model
投稿时间:2024-11-22  
DOI:10.19554/j.cnki.1001-3563.2025.04.020
中文关键词: 编程教育App  Kano模型  情感化设计  用户需求分析  界面交互设计
英文关键词: programming education App  Kano model  emotional design  user requirements analysis  interaction design of interface
基金项目:北京市教育科学“十四五”规划2023年度青年专项课题(CGCA23109)
作者单位
陈柏君 北京邮电大学北京 100876 
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中文摘要:
      目的 解决小学生编程教育App易用性缺乏及用户体验欠佳的问题,系统性研究小学生、小学家长与小学教师三大用户群体对编程教育App的使用需求,提出强化编程教育App使用效能的界面交互设计策略。方法 基于用户旅程图与数字化教育理论LM-GM模型,输出编程教育App的初始功能清单。根据Kano模型分析法,创建双因素李克特量表,针对小学生、小学家长与小学教师进行调研,计算三大用户群体对各项产品功能的SI与DSI指数,形成Better-Worse四象限模型图。结果 界定编程教育App的必备属性5项、期望属性8项与魅力属性12项,基于情感化设计理论研发编程教育App WannaBone1与WannaBone2,兼顾三大用户群体需求,涵盖40个教学任务、13个界面模块,并呈现2种界面设计模式,融合AIGC与智能教育技术,凸显多模态感官刺激、可视化编程交互与驱动式激励机制。结论 基于Kano模型分析法进行编程教育App设计研究,可深入洞察目标用户群体的多维心理需求,实现用户体验良好的界面交互设计,为小学人工智能教育提供创新设计思路与实践指导。
英文摘要:
      The work aims to systematically investigate the user requirements for programming education Apps of three key groups—primary school students, parents, and teachers, and propose interface interaction design strategies to enhance the effectiveness of programming education Apps, so as to address the issues of poor usability and suboptimal user experience in programming education Apps for primary school students. An initial feature list for programming education Apps was developed based on the journey map and the digital education theory LM-GM model. A dual-factor Likert scale was created using the Kano model analysis method, and a survey was conducted with primary school students, parents, and teachers. The SI and DSI indices for each product feature were calculated for the three user groups, resulting in the formation of a Better-Worse four-quadrant model. The study identified five essential attributes, eight expected attributes, and twelve attractive attributes for programming education Apps. The design and development of the Apps WannaBone1 and WannaBone2, which catered to the needs of three major user groups, included 40 learning tasks, 13 interface modules, and two task interface design modes, integrated AIGC with smart educational technology, highlighted multi-sensory stimulation, visual programming interaction, and a driven motivation mechanism. Designing programming education Apps based on the Kano model analysis method allows for a deep understanding of the multidimensional psychological needs of the target user groups. This approach enables the creation of interface interaction designs that offer an excellent user experience and provides innovative design ideas and practical guidance for primary school students' artificial intelligence education.
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