首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   111篇
  免费   9篇
  国内免费   3篇
  2022年   3篇
  2021年   1篇
  2020年   3篇
  2019年   4篇
  2018年   2篇
  2017年   10篇
  2016年   9篇
  2015年   6篇
  2014年   8篇
  2013年   24篇
  2012年   2篇
  2011年   4篇
  2010年   2篇
  2009年   12篇
  2008年   8篇
  2007年   9篇
  2006年   2篇
  2005年   2篇
  2004年   2篇
  2003年   3篇
  2002年   1篇
  2001年   1篇
  1998年   1篇
  1994年   1篇
  1985年   1篇
  1982年   1篇
  1978年   1篇
排序方式: 共有123条查询结果,搜索用时 46 毫秒
101.
Relational Services   总被引:1,自引:0,他引:1  
Recent research projects have looked for social innovations, i.e., people creating solutions outside the mainstream patterns of production and consumption. An analysis of these innovations indicates the emergence of a particular kind of service configuration—defined here as relational services—which requires intensive interpersonal relations to operate. Based on a comparative analysis between standard and relational services, we propose to the Service Design discipline an interpretative framework able to reinforce its ability to deal with the interpersonal relational qualities in services, indicating how these qualities can be understood and favored by design activities, as well as the limits of this design intervention. Martin Buber’s conceptual framework is presented as the main interpretative basis. Buber describes two ways of interacting (“I-Thou” and “I-It”). Relational services are those most favoring “I-Thou” interpersonal encounters.
Ezio ManziniEmail:
  相似文献   
102.
Background  In the last 30 years, there has been little innovation in workstations. The desktop metaphor has become the standard user interface, with its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context awareness). Objectives  In this paper, we present itsme, an Italian initiative to design the next-generation workstation. Interaction design is the basis of the project, as well as the involvement of a wide community of contributing users. Results  The early design phases of the project led to the definition of a new metaphor for personal computing, based on stories and venues. The metaphor is being adopted for the development of a novel front-end for the Linux operating system, aimed at fulfilling the needs and desires of knowledge workers.
Claudio ModeriniEmail: URL: http://www.itsme.it
  相似文献   
103.
Unmanned systems in military applications will often play a role in determining the success or failure of combat missions and thus in determining who lives and dies in times of war. Designers of UMS must therefore consider ethical, as well as operational, requirements and limits when developing UMS. I group the ethical issues involved in UMS design under two broad headings, Building Safe Systems and Designing for the Law of Armed Conflict, and identify and discuss a number of issues under each of these headings. As well as identifying issues, I offer some analysis of their implications and how they might be addressed.
Robert SparrowEmail:
  相似文献   
104.
The current paper explores choice among alternatives that can be classified into distinct classes. All the members of a particular class were ‘replicated alternatives’: they promised the same payoff distribution. Information to decision makers was limited to feedback concerning the realized (obtained and foregone) payoffs. Experiment 1 demonstrates that increasing the number of replicated alternatives creates confusion (which facilitates random choice) and changes the implications of the tendency to chase recent returns (i.e., select the alternative with the best recent outcomes). This effect, termed ‘confused chasing,’ facilitates risk seeking even when this behavior impairs expected earnings. Experiment 2 reveals that increasing the number of replicated alternatives can reduce (but does not eliminate) the tendency to underweight rare events. Experiment 3 shows that the relative importance of chasing and confusion is sensitive to the likelihood of realizing lower payoffs than the forgone payoffs. The main results are summarized with a simple model assuming that payoff sensitivity decreases with experienced regret. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   
105.
Human–computer interaction (HCI) is the discipline concerned with the design, evaluation, and implementation of interactive computing systems. Unlike many empirical sciences, HCI researchers do not typically solely study existing technologies, styles of interaction, or interface solutions. On the contrary, one of the core activities in contemporary HCI is to design new technologies – in the form of software and hardware prototypes – that act as vehicles through which HCI researchers’ ideas materialize and take on concrete form. Despite this situation, there is a very modest discussion in the discipline on the role of design as an activity in the research process; whether or not HCI could in fact be better understood as a design discipline than as an empirical science; and if, and if so how, the design element in HCI goes with its empirical claims. This paper is specifically about the element of design as currently manifest in HCI research. We dig deeper into HCI as a design discipline by suggesting, analyzing, and discussing what appear to be tensions between two competing traditions in the relationship between design and research.  相似文献   
106.
Design explanation: determining the constraints on what can be alive   总被引:1,自引:0,他引:1  
This paper is concerned with reasonings that purport to explain why certain organisms have certain traits by showing that their actual design is better than contrasting designs. Biologists call such reasonings ‘functional explanations’. To avoid confusion with other uses of that phrase, I call them ‘design explanations’. This paper discusses the structure of design explanations and how they contribute to scientific understanding. Design explanations are contrastive and often compare real organisms to hypothetical organisms that cannot possibly exist. They are not causal but appeal to functional dependencies between an organism’s different traits. These explanations point out that because an organism has certain traits (e.g., it lives on land), it cannot be alive if the trait to be explained (e.g., having lungs) were replaced by a specified alternative (e.g., having gills). They can be understood from a mechanistic point of view as revealing the constraints on what mechanisms can be alive.
Arno G. WoutersEmail:
  相似文献   
107.
108.
As a byproduct of solving the surprise-exam paradox, Saul Kripke formulates a “dogmatism paradox” which seems to show that knowledge entails dogmatism. In this paper, the author analyzes the nature of the dogmatism paradox from a logical dynamical perspective. The author suggests that the dogmatism paradox is better understood as a paradox of knowledge attribution rather than of knowledge. Therefore, the dogmatism paradox could be solved without sacrificing the principle of epistemic closure. Based on a famous version of relevant alternatives theory, the author formalizes a logic of knowledge attribution in the style of logical dynamics, namely, public retraction logic, and analyzes how knowledge attributions are retracted with the expansion of relevant alternatives.  相似文献   
109.
Drawing on recent work in emotional and cultural geography, the author brings Derrida's concept of hauntology into communication with thinking about atmospheres. The research deployed a mixed-method approach including audio documentation, observation, focus groups and interviews to look at the use of spectrality in the making of atmospheres associated with A Knight's Peril, an interactive game played at Bodiam Castle in the South East of England. The paper argues that the figure of the ghost is a useful heuristic towards understanding how designers conjure and exploit the emotional and affective power of atmospheres. At Bodiam, these techniques are deployed in an attempt to facilitate new understandings of the past.  相似文献   
110.
After making a difficult choice, the preference rating of a chosen alternative tends to increase, and the rating of the rejected one tends to decrease. Such a change of preference is called spreading of alternatives. It is unclear whether it is the choice itself, or the choice one believes one has made that leads to preference change. Using a facial attractiveness task, we addressed this question by setting up an experiment to measure how the actual choice and perceived choice changed the preference. In the current study, participants first rated the attractiveness of female faces, and then made a choice between two faces that they had rated the same, after which, they re‐rated the female faces. Notably, in the re‐rating session, participants were given either veridical, false, or no feedback about their prior choice. This way, we were able to measure the functions of actual choice and perceived choice in rating changes. Results showed that both actual action and perceived action exert significant influence in shaping preference. The veridical feedback enhanced the spreading of alternatives effect whereas the false feedback weakened this effect, indicating that preference can be modulated by explicit manipulation. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号