Abstract

With the great progress of product development technology, product forms have been greatly enriched by cognitive differences; users and designers have formed a “cognitive friction” phenomenon in the product evaluation process, which results in designers being unable to grasp user emotions accurately and risks of product development failure. This paper aims to balance the cognitive differences between cognitive subjects (users and designers) and evaluates the product image form. First, image entropy is used to evaluate and extract the weight of the product target image. Second, fuzzy Theil entropy is used to evaluate the cognitive friction between cognitive subjects, and its existence and size are visually presented. Then, a cognitive friction balance model is built by combining game theory, the comprehensive evaluation weight between cognitive subjects is obtained, and the product image form is ranked and optimized. Finally, all the research steps are described in the form of a household hair dryer. The results show that fuzzy Theil entropy and game theory have significant advantages in the evaluation and balance of cognitive friction in product design. Thus, the cognitive friction evaluation and balance model constructed from the fuzzy Theil entropy and game theory do not only enable different cognitive subjects to achieve cognitive symmetry, but also screen out product forms that meet the cognitive needs of users. This finding provides the theoretical basis and practical significance for the establishment of a closed-loop model in cognitive friction balance and the reduction of cognitive differences between cognitive subjects in the entire process of product design. It also introduces new ways of thinking and methods for cognitive science research.

Highlights

  • With the great advancement of product development technology, designers and engineers have faced difficulty achieving differentiation in implementing the functional characteristics of products.It is becoming increasingly important to design products that meet user needs and emotional experiences [1,2]

  • The existing literature [9,10,49] only quotes the concept of cognitive friction (CF), and the actual research is still on cognitive asymmetry, which is not expressed at a quantitative level, so the assessment of CF remains at a qualitative level

  • This research is a further study of CF, using fuzzy Theil entropy to quantitatively calculate the size of CF, so the cognitive subject can intuitively feel the asymmetry, and it can provide theoretical guidance for designers in the product design process

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Summary

Introduction

With the great advancement of product development technology, designers and engineers have faced difficulty achieving differentiation in implementing the functional characteristics of products.It is becoming increasingly important to design products that meet user needs and emotional experiences [1,2]. Because there is widespread user cognitive information dissipation in the actual evaluation process, users cannot accurately find the solutions they need among a large number of similar solutions after computer screening; the efficiency and quality of product development is seriously affected. Most designers produce products by using design tools to carry out conceptual plans They focus on a certain stage of the design activity, and consider the systemic nature of the entire process [8]. Emotion is injected into the entire process of product design, so that the product can be satisfied from the functional level to the user’s emotional level [9], and a solution that meets the user’s emotional needs can be selected for optimal design and output, which makes it important to accurately grasp the emotional needs of users. Due to the differences in the mental models and professional backgrounds of users and designers, users are significantly different from designers in terms of their understanding, perception, and expression of perceptible product features, which leads to an asymmetry of cognitive information in the process of expressing needs and evaluating products

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