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1、Toy Design matched with children of target age Weihua Zhang Modem Industrial Design Institute Zhejiang University Hangzhou, China taipingyangOl05@gmail.com Abstract-Analyzing the company's development process and the

2、 real situation, the essay focuses on finding differences between what products offer and what children need. Due to the mismatching of supply and demand, suggestion of product matching age is proposed that preschool chi

3、ldren should be divided into different groups. A series of problems were discovered during the study of recent toy market, including unclear age definition, vague product concept and inappropriate function sets. Th

4、e essay also studies different design methods according to the features of children in different age. Therefore, designers should focus more on children's needs and their unique characteristics when designing prod

5、ucts. Keywords-age position; vague concept; function development; ACD; GDD; content development I. THE INTRODUCTION OF ACTUAL SITUATION In Well-known companies, Product Development is generally required to go through a

6、rigorous process including market research, product orientation, innovative design, user experience design and engineering implementation, in which both market research and user experience design are related to consumer

7、research. Therefore, enterprises always identify the target consumer groups from the perspective of market, establish virtual characters which are based on target consumer's personalities, and explore the characteri

8、stics and needs of consumers through a variety of qualitative and quantitative investigation means in advance, then conduct the design in view of these useful data so as to develop products to meet consumers' univers

9、al demands and personal needs. Thus, this process not only reduces the risk of market, but also promotes the degree of satisfaction of the design valued by consumers. However, certain companies attach less importance on

10、consumer research and undergo this part very superficially. Some unharmonious cases are found during author's actual research process focusing on children (0-2 years old) toy market. For example, a large quantity of

11、children are less interested in electronic and plush toys designed for them, on the contrary, some very simple household items are very attractive to them and are played happily as toys. It is not surprising to found tha

12、t many children-oriented designed toys are cold-shouldered by babies. This situation shows that the so-called target age design for children does not cater to the psychological and physiological needs of the children at

13、 certain age, So there is a serious dislocation between design and real demand. To probe in depth, some toys orient at amore extensive age 978-1-4244-7974-0/10/$26.00 ©201O IEEE 1179 Ren Peng Modem Industrial Design

14、 Institute Zhejiang University Hangzhou, China pengren@zju.edu.cn position for expanding their market. hence the toys' feature may enhance the probability of falling behind the characteristic of children at ta

15、rget age, which means children will be difficult to adapt the toys. Also it is easier to reach the extremes of children's capability - makes children frustrated or make them find the mechanism of the products too sim

16、ple. and then lack of interest. Those toys finally may tend to become superfluous. II. THE ANALYSIS OF DISLOCA nON OF SUPPLY AND DEMAND The first reason leading to this situation is excessive wide orientation. Some e

17、nterprise deliberately expands the applicable age in product information in order to increase sales, giving rise to confusing consumers' knowledge on product actual applicable age. Another cause for the dis

18、location of supply and demand is that design fails to grasp the age and the time feature of children's development. Owing to the improvment of people's living standard and continuous development of social environ

19、ment children's mind and behavior alter quite soon, and their psychological and behavioral traits definitely vary from the past. Consequently, the designers are bound to face more difficulties to devel

20、op suitable plaything for children nowadays, especially, when they just design referring to experience, their own childhood story or past data. Therefore, the development of toys need to, on the one hand, do applica

21、ble age research, on the other hand, study children's lifestyle according to era's development, and apply the results of the investigation to design. This is the only way to design right playthings which fit cont

22、emporary children's needs and help them grow. III. AGE DIVISION Usually the children's age level is divided into the following stages: Birth to 2 years old: Children in this period mainly learn to walk, talk, an

23、d kinds of actions. They usually have a strong desire to explore outside, also like communicating with the elder. So plaything focused on these children should be simple, easy to operate, appropriate to children's

24、interaction with parents. 2 years to 3 years old: At this point they could walk by themselves, act rough and have preliminary identification and awareness of thinking. In addition, intelligence and physical strength begi

25、n to develop dramatically. So their ability of thinking ought to be enhanced on the basis of the initial recognition. their favorite actIvItIes, habitual actions, and specific behaviors such as grasping, throwing,

26、pressing etc. Design is made to fulfill their requirement to do a particular action including those illustrated above. Perhaps what children are fond of is the feel of conducting this motion on products. The key point of

27、 this approach is to dilute products' function and emphasize the operation of children. The function needs of specific product would be affected by different family circumstances, geographic regions and even gene. Di

28、verse backgrounds of life would lead to distinct function demand. While children at this age range have similar activities, most of which are aimed at perceiving the unknown world. Through the means, meeting these demand

29、s that let children act as what they most want, could make product easy to operate and improve their interest of playing toys. The concept of Activity Centered Design developed for some rapid development requirements is

30、widely used now, which is developed for some rapid development requirements, and which makes the life circle much shorter. These features of design are quite useful in the design for children's Figure 3. Behav

31、iour shift Picture illustrated above shows a typical product derived from behavior, the idea comes out from the research in which it is found that children deeply like to press bubbles or capsule holes. This product with

32、out specific function is designed only to meet the need of pressing. What children want is such a movement and feeling on this material. What is done in this product design is only diverting the activity, material proper

33、ty, and style of the toy. Furthermore, it can let children experience from listening and vision through adding music and light elements. 1181 B. Goal Directed Design (GDD) When they are three to five years old, they h

34、ave a certain ability to think, identify, and communicate. Designers and parents can talk with them with little problem and try to find out their needs. So GDD( Goal Directed Design) is adopted in practice. It is a

35、dogma that tackles the product development process by defining specific product requirements and interface behavior based on research and user needs. That means, on the one hand, children's entertainment

36、is expected to be realized, on the other hand, parents' requirements such as study also would be satisfied meanwhile. Figure 4. Combination of entertainment and excercise This is an all-new product which is operated

37、 by children's riding. In past children played racing game by controlling the handle, while parents hope children take more exercise rather than always stay home playing games. The purpose of this concept is to fulfi

38、ll the common demand of both parents and children better, so children can have fun and take exercise together. After physical exertion they would be tired and need rest, which can prevent them from indulging in entertain

39、ment. C. Content Development Generally, children are more mature than past generation at these ages. So elder children nowadays have started enjoying emotional entertainment such as cartoon, electronic games. In th

40、is time the development of toys also need to focus on content selection. Taking Leapfrog“s products as an example, what the company sold to elder children is CDs and other software contents which bundle studying and ente

41、rtainment together. VI. CONCLUSION Anyway, when design toys designers should pay special attention to the characteristics of children at all age under current context and choose flexible design method to correspond to

42、 different needs. These are extremely important not only in commercial interests of enterprise, but also in social significance. Accurate toy concept could be only produced under clear age position, correct und

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