Design of museum science popularization interactive installation based on embodied cognition theory
Abstract
Combining embodied cognition theory and exploring innovative forms of interaction in the context of smart manufacturing, a Chinese Fan Museum science popularization interactive device was designed to provide an embodied experience. A usability evaluation model is constructed for the interactive device to evaluate the usability of the device, which will help to improve the product in the early and middle stages of its development and identify usability problems. Embodied cognition theory is applied to the interactive design of the museum science popularization information. Kansei Engineering evaluation and fuzzy analytic hierarchy process are used to evaluate and analyze the usability of the product. A usability evaluation system was constructed. The results show that the overall usability of the product is between good and excellent, and is satisfactory to users. It is feasible to explore the design of museum science popularization interaction with embodied cognition theory, and the evaluation system constructed for this product can also provide an accurate evaluation of the usability of the product and provide a reference for product upgrading and innovation.
Keywords: Interactive design, Science popularization interactive device, Kansei Engineering, Fuzzy analytic hierarchy process
DOI: 10.54941/ahfe1001946
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