1、08人机工程学中英文资料外文翻译文献08人机工程学中英文资料外文翻译文献 人机工程学 中英文资料外文翻译文献外文文献翻译译稿1可用性和期望值来自Willliam S.Green, Patrick W.Jordan.产品的愉悦:超越可用性根据人机工程学会(HFES)的观点,人机工程学着眼于“发现和共享可用于各种系统和设备设计的、关于人的特点的知识”。人们通常只是把它作为生物力学和人体测量所关注的内容,实际上它是从更广泛的意义上的一种对人(产品用户)的全面和综合的理解。HFES从二战中有军方从事的系统分析中发展而来。其中的三种主要研究的是人体测量、复杂信息的解释和管理,以及在部队和装备调配中应用的
2、系统分析。系统分析在尺度和复杂性方面跨度很大,大的系统分析有类似于诺曼底登陆准备的大型系统规划,小到去理解如何从合理性和规模的角度才最佳的布置和装备人员。诺曼底登陆是20世纪最复杂的事件之一。他要求建立一个在战斗开始之前还不确定的庞大的人员和物资的合理分配系统。在更小的规模上,装备和军事人物的布置意味着如何去组织、训练和安排战士,最大限度的发挥他们的长处。士兵必须迅速地接受训练,并且能够有效地使用和维护在二战中发展起来的一系列技术装备。其中,对于飞行员、潜艇人员和坦克驾驶员有神采的限制。复杂的新装备的开发要求找到最好的税收、密码便医院、破译人员、雷达和声纳操作员、轰炸机驾驶员和机组人员。在战后
3、,随着公司及其产品在尺度、领域和复杂性方面的增长,很多系统分析人员在商用领域找到了发展机会。尽管是战后的发展才导致了1957年人机工程协会(HFES)的建立,但人机研究的起源可以追溯到大批量生产方式的成型阶段,是当时提高生产效率的要求。随着工作方式从手工生产和农业生产中的转移,新的工厂工作的概念逐步发展起来。福特的流水生产线和泰勒的效率理论开始对生产的规划和教育产生影响。即使在家庭生活中,妇女们也开始接受了现代家庭管理理论,并运用这些理论来组织和规划家庭。在20世纪末,一种涵盖面更广的人机工程正在发展之中。新的人机工程学是为了适应已经被广泛意识到的对用户行为模式更深入的需求而诞生的,它开始应用
4、定型研究方法,并探索人的情感和认知因素。HFES有很多技术组,涵盖年龄、任职工程和作出决定、人体差异、工业人积雪、医疗系统和康复、宏观人机工程学、安全和视觉能力等方面。但是,目前多数人机工程学专业领域的研究及终于可用性,而不是产品的被渴求性。现在已经有很多新的趋势,开始改变公司试图了解他们用户的需求、要求和愿望的方式。很多公司使用群体文化学方法作为在产品开发的早期阶段的一种研究工具。群体文化学的方法出自于文化人类学,是应用在产品研究领域的一种定型研究的方法。事实证明这些方法在市场调研的早期阶段和帮助产品开发团队发展可以进一步将其转化为人们所追求的造型和功能特征的可执行性见解等方面都十分有效。人
5、机工程学发生变化的第二个原因是对于品牌管理的关注。很多公司认识到赋予产品一个很强的品牌形象是一种很明显的竞争优势。有Schmitt和Simonson撰写的市场推广美学一书中阐述了视觉形象系统的价值,以及为什么产品的各个方面清晰的、始终如一的传达给用户。一个成功的品牌有一系列不同因素构成,能创造出市场中的完整形象,包裹外观和产品功能、名称、广告、价格和用户感知的价值。通过从更广的角度透视有关人的特性的因素,这种人及研究的新方向探讨了一个公司的核心价值如何能与其用户的生活方式目标联系在一起。比如,哈雷戴维森已经是一个世界上最强有力的品牌形象之一,他将标识、核心产品(摩托车)和补充性的生活方式产品(
6、服饰和装饰品)与他们用户的生活方式融合在一起。甚至连哈雷摩托车所发出的声音也是他们品牌形象的一部分。人机工程研究发生变化的另一个原因是交互设计发展的结果。交互设计基于人机交互(Human Computer Interaction,HCI),是人机工程研究的一个新领域,人们认识到有必要跨越软件和硬件的界限创造新的人性化的互动产品。而且,很明显,完全量化的研究方法不足以解决问题。群体文化学的研究已经成为人与计算机交互(HCI)研究的一部分,研究人员可以更好的了解人们在工作和娱乐中如何需要和使用计算机(以及计算机如何结合工作和娱乐)。尽管人机工程专业研究人员主要来自于系统工程、生理学、认知心理学的专
7、业人士和教师构成,但这个领域的起源和表现形式都很广泛。在近一个世纪的时间里,广告、市场、工业设计、视觉传达设计、建筑和娱乐产业都应用不同的人机工程来帮助他们定义相关的参数,评估产品成功与否。虽然这些领域的研究不可能不够正规,并且缺乏传播和交流的研究方法的专业杂志和论坛等渠道,但近年来提取用户行为模式和喜好的方法被认为是对工业和研究领域息息相关,而且是至关重要的。这些领域的关于人机工程的新观点触及界定人的特性和与人互动的意义问题。2001年,在新加坡举办的一次人机工程会议上使用“有效的人机因素”作为主题。会议得到了国际人机工程协会的支持,并且尝试把产品的可用性和被渴求性(用户的期望值)两方面结合
8、起来。外文文献翻译原文1Usability and Desirability From: Willliam S.Green, Patrick W.Jordan. Pleasure With Products: Beyond UsabilityAccording to file Human Factors Ergonomics Society (HFES), the discipline of human factors focuses on the “discovery and exchange of knowledge concerning the characteristics of hu
9、man beings that are applicable to the design of systems and devices of all kinds.” What is often thought of as a focused approach in biomechanics and anthropometrics is actually a much broader understanding of who and what a person is. As you will learn in this section, there are many other members
10、of the product development team, beyond human factors specialists, who are interested in the characteristics of human beings and their relationship to systems and devices. The HFES evolved from the systems analysis conducted by the military during WWII. The three main types of research were anthropo
11、metrics,interpreting and managing complex information, and systems analysis in the deployment of troops and equipment. The systems analysis varied in scale and complexity, ranging from the large-scale systems planning used in preparing the invasion of Normandy to the understanding of how to best pla
12、ce and equip personnel from an aptitude and size point of view. The D-Day invasion is one of the most complex events of the 20th century. It required a scale of logistical organization of men and material that was unknown prior to the beginning of the war. At a smaller scale, the range of equipment
13、and military assignments meant understanding how to organize, train, and assign military personnel to make the most of their aptitude and body type. Soldiers had to be trained quickly and effectively to use and maintain the vast array of war technology developed during WWII. There were size limitati
14、ons for pilots, submariners,and tank drivers. The development of complex new equipment required finding the best personnel with the right training for navigators, cryptographers, code breakers, radar and sonar operators, and bomber pilots and crew. After the war, as post-war companies and the produc
15、ts they produced grew in size, scope, and complexity, many of the systems analysts found opportunities in the commercial sector. While this post-war focus gave rise to the formation of HFES in 1957, the early origins of human factors can be traced back to the development of mass production and the n
16、eed to improve efficiency in production. As the nature of work shifted away from craft production and agrarian labor, new concepts for working in factories evolved. The Ford assembly 1ine and Taylors theories of efficiency started to have an effect on the planning of the nature of work and education
17、, and even in home economics, where women were instructed to organize and plan their homes around modem principles of domestic management. At the end of the 20th century, there is a much broader concept of human factors emergingThis new version is in response to the recognized need for a deeper insi
18、ght into customers patterns of behavior. It is starting to involve qualitative research methods and to explore emotional as well as cognitive issues in human factors. The HFES has a variety of technical groups, including aging cognitive engineering and decision making, environmental design, individu
19、al differences, industrial ergonomics, medical systems and rehab, macroeconomics, safety, and visual performance. Currently, however, most research in the discipline of human factors focuses on usability, not on desire. There are a number of new trends that are beginning to change the way companies
20、attempt to know their customers and their needs, wants, and desires. Many companies are using ethnography as a research tool in early stages of product development. Ethnographic techniques are qualitative processes that take methods from cultural anthropology and apply them to the field of product r
21、esearch. These techniques are proving to be valuable in early phases of marketing and in helping product teams develop the actionable insights they need to translate into the style and features that people are looking for. A second reason this is changing is the result of the new locus on brand mana
22、gement. Many companies realize that giving a product a strong brand identity is a clear competitive advantage. The book Marketing Aesthetics by Schmitt and Simonson describes the value of a visual identity system and how all aspects of a product must communicate clearly and consistently with custome
23、rs. A successful brand creates a Gestalt image in the market formed from a variety of factors, which include the look and features of the product, the name, the advertising, the price, and the perceived value to the customer, By taking a broader view of what it means to factor the characterization o
24、f humans, this new category of human factors explores how a companys core values call connect with the lifestyle goals of its customers. Harley Davidson has created one of the most powerful brand identifies in the world, which merges the logo, core product (motorcycle), and complementary lifestyle p
25、roducts (clothing and gear) with the way their customers want to live their lives. Even the noise a Harley makes is part of the brand. Another reason the study of human factors is changing is as a result of the emergence of interaction design. Interaction design is a new area in human factors resear
26、ch and is based on human-computer interaction (HCI). This group recognizes that there is a need to create more humane interactive products that cross hardware and software boundaries. It is also clear that quantitative research is not enough to solve these problems alone. Ethnographic research has b
27、ecome a part of HCI research so that researchers can better understand how people use and need computing in work and play (and how computers are integrating work and play). While the human factors discipline is comprised primarily of professionals and faculty from the fields of systems engineering,p
28、hysiology,and cognitive psychology, both the origins and current manifestations of the field are far broader. For nearly a century advertising, marketing, industrial design, communication design, architecture, and the entertainment industry have all used a variation of human factors to help to defin
29、e the parameters and evaluate the success of their products. Although these other fields may have lacked the formal research and forum for dissemination of their methods through academic journals,recently their methods for abstracting behavioral models and likes and dislikes of their customers have
30、found important relevance in industry and research. The newer view of human factors by those in the field reaches out to this view of what it means to characterize and interface with the human. A human factors/ergonomics conference held in Singapore in the Summer of 2001 used the term “Affective Hum
31、an Factors” as the theme. The conference was endorsed by the International Ergonomics Society and was an attempt to bridge the two schools of thought about usability and desirability.外文文献翻译译稿 设计困难与乐趣 来自Pierre-Henridejean简介人们普遍的倾向认为,困难有碍于乐趣。所有工作需要进行了可用性分析,市场运作的也验证这个理论。在本文中,我们讨论的一些情况下设计的易用性和使用乐趣。目的是要表
32、明的其重要性,以使用乐趣作为出发点,而不是仅仅为了使用,同时最大限度地提高产品的可用性。基于一些实际的例子,分析问题之间的联系,探究可用性和使用乐趣。事实上,这种现象存在一定的矛盾,其中一个明确的关系是可用性和使用的困难。 困难和乐趣的关系朴素和简单的快乐我们一些通过法国工业部进行了的试验研究表明,经验往往是在一定程度上困扰的整个概念的发展。事实上,这误导甚至包括最人们日常让简单法语。方便舒适的和随和的概念相互关联,并表达“简单德精神”(简单的想法)和“快乐简单”(简单的快乐)并不是非常讨人喜欢的。最后,聪明的人们找到简单的解决办法,但条件是他们要客服困难或复杂的问题。这同样是非常宝贵的,一个
33、人能够选择最有效的产品或最简单而有效的方法。另一方面是质量,谁会在选择产品的时候忽略这些呢。所有的是从设计出发,而不是用户:这点就忽视可用性。 困难和快乐比赛往往根据其激烈程度决定其而受到欢迎。你甚至可以谈论兴奋度来衡量话题的难度。但是,也有一些细微的差别加以考虑。在电子游戏举例来说,如果的困难是寻求在游戏本身所提供的服务项目,以某种方式,简化和设施的赞赏中获得的服务;这就是说,设立游戏在指示开始了游戏技术方面的运作,正在尽可能容易寻求后,才达到实现这一目的而获得一种快感。以同样的方式,在许多活动中,增加知识,技能或灵巧是首选的其难度。据分析有两种快乐:学习,只有结果和在过程中,但更重要的是结果。对于业余厨师,获取诀窍可能