工业产品设计外文翻译参考文献

工业产品设计外文翻译参考文献
工业产品设计外文翻译参考文献

工业产品设计外文翻译参考文献(文档含中英文对照即英文原文和中文翻译)

Design Without Designers

I will always remember my first introduction to the power of good product design.

I was newly arrived at Apple, still learning the ways of business, when I was visited by a member of Apple's Industrial Design team. He showed me a foam mockup of a proposed product. "Wow," I said, "I want one! What is it?"

That experience brought home the power of design: I was excited and enthusiastic even before I knew what it was. This type of visceral "wow" response requires creative designers. It is subjective, personal. Uh oh, this is not what engineers like to hear. If you can't put a number to it, it's not important. As a result, there is a trend to eliminate designers. Who needs them when we can simply test our way to success? The excitement of powerful, captivating design is defined as irrelevant. Worse, the nature of design is in danger.

Don't believe me? Consider Google. In a well-publicized move, a senior designer at Google recently quit, stating that Google had no interest in or understanding of design. Google, it seems, relies primarily upon test results, not human skill or judgment. Want to know whether a design is effective? Try it out. Google can quickly submit samples to millions of people in well-controlled trials, pitting one design against another, selecting the winner based upon number of clicks, or sales, or whatever objective measure they wish. Which color of blue is best? Test. Item placement? Test. Web page layout? Test.

This procedure is hardly unique to Google. https://www.360docs.net/doc/f11636438.html, has long followed this practice. Years ago I was proudly informed that they no longer have debates about which design is best: they simply test them and use the data to decide. And this, of course, is the approach used by the human-centered iterative design approach: prototype, test, revise.

Is this the future of design? Certainly there are many who believe so. This is a hot topic on the talk and seminar circuit. After all, the proponents ask reasonably, who could object to making decisions based upon data?

Two Types of Innovation: Incremental Improvements and New Concepts

In design—and almost all innovation, for that matter—there are at least two distinct forms. One is incremental improvement. In the manufacturing of products, companies assume that unit costs will continually decrease through continual, incremental improvements. A steady chain of incremental innovation enhances operations, the sourcing of parts and supply-chain management. The product design is continually tinkered with, adjusting the interface, adding new features, changing small things here and there. New products are announced yearly that are simply small modifications to the existing platform by a different constellation of features. Sometimes features are removed to enable a new, low-cost line. Sometimes features are enhanced or added. In incremental improvement, the basic platform is unchanged. Incremental design and innovation is less glamorous than the development of new concepts and ideas, but it is both far more frequent and far more important. Most of these innovations are small, but most are quite successful. This is what companies call "their cash cow": a product line that requires very little new development cost while being profitable year after year.

The second form of design is what is generally taught in design, engineering and MBA courses on "breakthrough product innovation." Here is where new concepts get invented, new products defined, and new businesses formed. This is the fun part of innovation. As a result, it is the arena that most designers and inventors wish to inhabit. But the risks are great: most new innovations fail. Successful innovations can take decades to become accepted. As a result, the people who create the innovation are not necessarily the people who profit from it.

In my Apple example, the designers were devising a new conception. In the case of Google and Amazon, the companies are practicing incremental enhancement. They are two different activities. Note that the Apple product, like most new innovations, failed. Why? I return to this example later.

Both forms of innovation are necessary. The fight over data-driven design is misleading in that it uses the power of one method to deny the importance of the second. Data-driven design through testing is indeed effective at improving existing products. But where did the idea for the product come from in the first place? From someone's creative mind. Testing is effective at enhancing an idea, but creative designers and inventors are required to come up with the idea.

Why Testing Is Both Essential and Incomplete

Data-driven design is "hill-climbing," a well-known algorithm for optimization. Imagine standing in the dark in an unknown, hilly terrain. How do you get to the top of the hill when you can't see? Test the immediate surroundings to determine which direction goes up the most steeply and take a step that way. Repeat until every direction leads to a lower level.

But what if the terrain has many hills? How would you know whether you are on the highest? Answer: you can't know. This is called the "local maximum" problem: you can't tell if you are on highest hill (a global maximum) or just at the top of a small one.

When a computer does hill climbing on a mathematical space, it tries to avoid the problem of local maxima by initiating climbs from numerous, different parts of the space being explored, selecting the highest of the separate attempts. This doesn't guarantee the very highest peak, but it can avoid being stuck on a low-ranking one. This strategy is seldom available to a designer: it is difficult enough to come up with a single starting point, let alone multiple, different ones. So, refinement through testing in the world of design is usually only capable of reaching the local maximum. Is there a far better solution (that is, is there a different hill which yields far superior results)? Testing will never tell us.

Here is where creative people come in. Breakthroughs occur when a person restructures the problem, thereby recognizing that one is exploring the wrong space. This is the creative side of design and invention. Incremental enhancements will not get us there.

Barriers to Great Innovation

Dramatic new innovation has some fundamental characteristics that make it inappropriate for judgment through testing. People resist novelty. Behavior tends to be conservative. New technologies and new methods of doing things usually take decades to be accepted - sometimes multiple decades. But the testing methods all

assume that one can make a change, try it out, and immediately determine if it is better than what is currently available.

There is no known way to tell if a radical new idea will eventually be successful. Here is where great leadership and courage is required. History tells us of many people who persevered for long periods in the face of repeated rejection before their idea was accepted, often to the point that after success, people could not imagine how they got along without it before. History also tells us of many people who persevered yet never were able to succeed. It is proper to be skeptical of radical new ideas.

In the early years of an idea, it might not be accepted because the technology isn't ready, or because there is a lot more optimization still to be done, or because the audience isn't ready. Or because it is a bad idea. It is difficult to determine which of those reasons dominates. The task only becomes easy in hindsight, long after it becomes established.

These long periods between formation and initial implementation of a novel idea and its eventual determination of success or failure in the marketplace is what defeats those who wish to use evidence as a decision criterion for following a new direction. Even if a superior way of doing something has been found, the automated test process will probably reject it, not because the idea is inferior, but because it cannot wait decades for the answer. Those who look only at test results will miss the large payoff.

Of course there are sound business reasons why ignoring potentially superior approaches might be a wise decision. After all, if the audience is not ready for the new approach, it would initially fail in the marketplace. That is true, in the short run. But to prosper in the future, the best approach would be to develop and commercialize the new idea to get marketplace experience, to begin the optimization process, and to develop the customer base. At the same time one is preparing the company for the day when the method takes off. Sure, keep doing the old, but get ready for the new. If the company fails to recognize the newly emerging method, its competitors will take over. Quite often these competitors will be a startup that existing companies ignored because what they were doing was not well accepted, and in any event did not appear to challenge the existing business: see "The innovator's dilemma."

Gestural, multi-touch interfaces for screen-driven devices and computer games are good examples. Are these a brilliant new innovation? Brilliant? Yes. New? Absolutely not. Multi-touch devices were in research labs for almost three decades before the first successful mass-produced products. I saw gestures demonstrated over two decades ago. New ideas take considerable time to reach success in the marketplace. If an idea is commercialized too soon, the result is usually failure (and a large loss of money).

This is precisely what the Apple designer of my opening paragraph had done. What I was shown was a portable computer designed for schoolchildren with a form factor unlike anything I had ever seen before. It was wonderful, and even to my normally critical eye, it looked like a perfect fit for the purpose and audience. Alas, the product got caught in a political fight between warring Apple divisions. Although it was eventually released into the marketplace, the fight crippled its integrity and it was badly executed, badly supported, and badly marketed.

The resistance of a company to new innovations is well founded. It is expensive to develop a new product line with unknown profitability. Moreover, existing product divisions will be concerned that the new product will disrupt existing sales (this is called "cannibalization"). These fears are often correct. This is a classic case of what is good for the company being bad for an existing division, which means bad for the promotion and reward opportunities for the existing division. Is it a wonder companies resist? The data clearly show that although a few new innovations are dramatically successful, most fail, often at great expense. It is no wonder that companies are hesitant - resistant - to innovation no matter what their press releases and annual reports claim. To be conservative is to be sensible.

The Future

Automated data-driven processes will slowly make more and more inroads into the space now occupied by human designers. New approaches to computer-generated creativity such as genetic algorithms, knowledge-intensive systems, and others will start taking over the creative aspect of design. This is happening in many other fields, whether it be medical diagnosis or engineering design.

We will get more design without designers, but primarily of the enhancement, refinement, and optimization of existing concepts. Even where new creative artificial systems are developed, whether by neural networks, genetic algorithms, or some yet undiscovered method, any new concept will still face the hurdle of overcoming the slow adoption rate of people and of overcoming the complex psychological, social, and political needs of people. To do this, we need creative designers, creative business people, and risk takers willing to push the boundaries. New ideas will be resisted. Great innovations will come at the cost of multiple great failures.

Design without designers? Those who dislike the ambiguity and uncertainty of human judgments, with its uncertain track record and contradictory statements will try to abolish the human element in favor of the certainty that numbers and data appear to offer. But those who want the big gains that creative judgment can produce will follow their own judgment. The first case will bring about the small, continual improvements that have contributed greatly to the increased productivity and lowering of costs of our technologies. The second case will be rewarded with great

failures and occasional great success. But those great successes will transform the world.

不需要设计师的设计

唐·诺曼

我永远也不会忘记我第一次向人们介绍优秀产品设计的魅力的经历,那时候我刚刚到苹果公司,还在逐渐的学习工作上的事务。有一个苹果工业设计小组的成员来我这里,向我展示了一个即将推出的产品的泡沫模型,“喔!”我说,“这是什么?我也想要个!”

那次经历让我体验到了设计的原始力量:当我还不知道他具体是什么之前我就已经兴奋不已,充满热情了。这种发自肺腑的回应离不开很有创意的设计师。这种想法很主观,也很有个人感情色彩。哦,不过工程师们可不愿意听到这些。如果你不能提供和它有关的数据,它就没什么了不起。这样的结果是有一种不再需要设计师的趋势。当我们可以简单的测试我们的成功之路时,谁还需要设计师呢?令人充满激情兴奋无比的设计被看得无足轻重。更严重的是设计的初衷也岌岌可危了。

不相信吧?看看谷歌。最近谷歌的一位高级设计师有一次在公开场合宣称,他们对设计不感兴趣也不懂设计。据说,谷歌依靠最原始的测试结果而不是人类技巧和判断。怎么知道一个设计是否成功呢?测试一下就可以了。谷歌会迅速地把样品发送给对照试验中数以万计的用户,与其他的设计做个对比,然后选出优胜者。他们可以靠点击量,销售量以及其他任何他们想要采用的客观依据。什么颜色的制服最好?测试一下;哪种项目布置最合理?测试一下;哪种网页排版最好呢?测试一下。

这可不是谷歌的专利,亚马逊早就也这么做了。几年前我很荣幸的被告知它们不再为哪个设计最好而争论不休了,他们会测试一下然后用数据来决定。当然,这个也是以人为本的迭代设计法采用的途径:原型,试验和修改。

这是设计的未来吗?有很多人会真么认为。这是一个人们谈论和研究交流的热门话题,毕竟,支持者也有理有据:谁不想靠数据来做

决定?

两种类型的创新:不断改善和全新的概念

在设计和几乎所有改革中,其实都至少有两种不同的类型。第一种是持续改进现有产品,在产品制造业中企业认为通过不断地改善和优化单位成本也会持续的降低。不断改善的带来稳定的利益链条又强化了操作,资源部门和产业链管理。产品的设计并没有停止,改变一下外表,增加一些新的功能,不时的做些小的改动。新的产品都是对现有平台很小的改动,每年都宣称有了与众不同的特征。有时候一些功能被去掉以用来支持一条新的,低成本的生产线,有时候很多功能又被组合或被添加上。产品不断地改善,但基础的平台一直没有改变。持续的设计和改进可没有开发新概念或新理念那样的引人瞩目,但是它们很常见也很重要。很多这样的创新都是小规模的,但大多数都很成功。这就是企业们所说的“摇钱树”:一条只需要很小改进的生产线,但是却可以年复一年的有利可图。

第二种类型的设计就是在设计,工程和MBA课程中经常谈论到的“有突破性的创新设计”。这里提出了全新的概念,新颖的产品定义和新型的商业模式,而且这些正是设计的乐趣所在。因此,这也是大多数的设计师和发明家乐意为之的地方。但是风险也很大:绝大多数的新发明都以失败告终。那些成功的设计发明往往需要数十年才得到了人们的认可,这样的后果就是发明者不一定就是以它们获利的人。

在我刚才提到的苹果公司的例子中,设计者正在开发一种新概念产品。在谷歌和亚马逊的例子中,这些公司在不断地实践着不断的优化。它们是两种不同的行为,看看苹果的产品,像大多数的新发明设

计一样失败了。为什么呢?我一会儿再回到这个案例中。

这两种设计都是很有必要的。对数据主导型设计的激烈争论误导了人们,我们用前者的力量否定了后者的重要性。通过测试数据主导型设计对改进现有的产品很有效果。但是新产品最初的观念有从何而来?一些人创造性的想法。测试可以高效的优化一个想法,但是创造性的设计者和发明家却需要有自己的想法。

为什么说测试既很有必要又不太完美

数据主导型的设计就是“爬山策略”,我们熟知的一种追求最优化的算法。假设你在黑夜里站在一个连绵起伏的山坡上,你什么也看不到,你怎么知道你就站在山坡的最高处?检验一下你周围的环境,判断哪个方向最陡峭,然后向这个方向迈进。这样不断的重复而知道每个方向就找到了最低的地方。

但是如果山坡上有很多的山峰又该怎么做呢?你怎么知道你是否已经在最高的地方了?答案是你会不知道。这就是所谓的“局部最大值”问题:你不能区分你是在最高处呢还是只在一个小山坡的最高点。

当计算机在数学空间里攀登时,它可以通过无数次的尝试来探索不同的空间以避免局部最大化的难题。虽然这不能保证可以找到真正的最高点,但至少可以避免掉入低层次的行列中。对设计师来说这种战略几乎毫无用处。解决一个单一的起点就够困难了,更不用说错综复杂的问题了。通过测试了改良设计通常能够达到局部的最大利益。还有更好的解决办法吗(就是说,有没有受益大于测试结果的情况)?测试不能告诉我们。

这时候就得靠有创意的人了,他对问题的重新组合,于是就决定去看似错误的地方探索一下,新的突破就是这样产生的。这正是设计发明创造性的一面,不断地改良和完善不能让我们拥有这样的效果。伟大发明的障碍

激动人心的新发明往往有一些基本的特点让它们不适应由测试所做出的判断。人们往往也不太喜欢猎奇,行动也很保守。新的科技发明和方法往往经过数十年或者更长才逐渐被人们认可接受。但是测试的法子都是假设某个东西很有前途值得一试,并来判断它是否比正在使用的更好。我们没有现成的方法判断一个十分新奇的想法会获得成功,这就需要出色的领导和鼓励。历史告诉我们很多在他们的想法被认可以前面临长期不断的抨击的人们获得成功以后就是这样,没有它以前,人们不知道是怎么如何度过的。历史同样也告诉我们还有很多人坚持不懈最终也没有成功。对疯狂想法的怀疑是可以理解的。在一个想法的最初阶段它没有被人们接受很可能是因为技术还不太成熟,还需要很多的改善优化也可能是因为消费者还没有准备好。或者说它本来就是个坏主意,很难确定这是哪种原因决定的。在它实现很长时间以后,这才会变得可以预见。

一个想法最初形成实施到最终在商业上的成败之间的漫长时间被当做是战胜那些想把其作为展开新方向研究判断标准的人的武器。即使做某件事比较好的方法已经找到了,自动测试程序也会拒绝它,不是因为它不好,而是我们不能为了这个答案等数十年。那些只看测试结果的人们将会失去丰厚的回报。当然,这也有为什么忽略潜在的新做法也可能是很明智的决定的合理商业因素。毕竟如果受众还没有为

产品设计中英文文献

中文译文 产品设计,语义和情绪反应 摘要 本文探讨了人体工程学理论与语义和情感容的设计问题。其目的是要找到以下问题的答案:如何设计产品引发人心中的幸福;怎样的产品属性能够帮助你们沟通积极的情绪,最后,如何通过产品唤起某种情绪。换言之,这是对“意义”——可以成为一个产品,旨在与用户在情感层面上进行“沟通”的调查。 1、介绍 当代生活是促进社会和技术变革的代名词。同样,产品设计通过材料技术,生产技术,信息处理技术等工序的发展而正在迅速转变。在技术方面正在发生变化的速度和规模超出任何期望。数字革命的对象是逐步转向与我们互动成更小,更聪明的黑盒子,使我们很难理解这一机制或工作方法(博尔茨2000年)。 因此,在设计时比以前不同的框架,参照社会变革,资源和能源节约,新出现的环境问题,以及客户导向的趋势(大平1995年,琼斯1997年)。因此,无论是通过广告和营销推动战略,或潮流,时尚和社会活动,从消费产品的用户的期望也已改变。功能性,吸引力,易于被使用中,可负担性,可回收性和安全性,预计所有已经存在于一个产品属性。用户希望有更多的日常用品。最近设计的趋势表明了用户对激励对象的倾向,提高他们的生活,帮助触发情绪,甚至唤起梦想(詹森1999年,阿莱西2000年)。詹森预计,梦会快到了,下面的数据为基础的社会,所谓的信息社会(1999年)。他还说,作为信息和智力正成为电脑和高科技,社会领域将放在一个人的能力还没有被自动然而新的价值:情绪。功能是越来越多的产品中理所当然的,同时用户也可以实现在寻找一个完全不同的欣赏水平。想象,神话和仪式(即情感的语言)会对我们的行为产生影响,从我们的购买决定,我们与他人(詹森1999年)的沟通。此外,哈立德(2001:196)指出这是决定购买,可瞬间的,因此客户的需求可以被创建,速度非常快,而其他需要长期建立了'。 因此,情感和'影响'一般,都收到了最后一个(Velásquez1998)几年越来越多的关注。'影响'是指消费者的心理反应产品的符号学的容。情绪和影响途径,可以研究在许多不同的层次,都提供不同的见解。正如Velásquez指出,一些模型已经被提出来的领域和多种环境。一些例子,他给包括情绪来创建逼真的品质和性格(贝茨1994年,克莱恩和布隆伯格1999年,埃利奥特1992年,赖利1996)系统合成剂,大约在叙事情感(艾略特等人在Velásquez1998年)。原因,在情绪处理系统,依靠调解社会互动(Breazeal 在Velásquez1998年),该模型和体系结构,行为和学习情绪的影响(Ca?mero1997年,

工业设计专业英语英文翻译

工业设计原著选读 优秀的产品设计 第一个拨号电话1897年由卡罗耳Gantz 第一个拨号电话在1897年被自动电器公司引入,成立于1891年布朗强,一名勘萨斯州承担者。在1889年,相信铃声“中央交换”将转移来电给竞争对手,强发明了被拨号系统控制的自动交换机系统。这个系统在1892年第一次在拉波特完成史端乔系统中被安装。1897年,强的模型电话,然而模型扶轮拨条的位置没有类似于轮齿约170度,以及边缘拨阀瓣。电话,当然是被亚历山大格雷厄姆贝尔(1847—1922)在1876年发明的。第一个商业交换始建于1878(12个使用者),在1879年,多交换机系统由工程师勒罗伊B 菲尔曼发明,使电话取得商业成功,用户在1890年达到250000。 直到1894年,贝尔原批专利过期,贝尔电话公司在市场上有一个虚拟的垄断。他们已经成功侵权投诉反对至少600竞争者。该公司曾在1896年,刚刚在中央交易所推出了电源的“普通电池”制度。在那之前,一个人有手摇电话以提供足够的电力呼叫。一个连接可能仍然只能在给予该人的名义下提出要求达到一个电话接线员。这是强改变的原因。 强很快成为贝尔的强大竞争者。他在1901年引进了一个桌面拨号模型,这个模型在设计方面比贝尔的模型更加清晰。在1902年,他引进了一个带有磁盘拨号的墙面电话,这次与实际指孔,仍然只有170度左右在磁盘周围。到1905年,一个“长距离”手指孔已经被增加了。最后一个强的知名模型是在1907年。强的专利大概过期于1914年,之后他或他的公司再也没有听到过。直到1919年贝尔引进了拨号系统。当他们这样做,在拨号盘的周围手指孔被充分扩展了。 强发明的拨号系统直到1922年进入像纽约一样的大城市才成为主流。但是一旦作为规规范被确立,直到70年代它仍然是主要的电话技术。后按键式拨号在1963年被推出之后,强发明的最初的手指拨号系统作为“旋转的拨号系统”而知名。这是强怎样“让你的手指拨号”的。 埃姆斯椅LCW和DCW 1947 这些带有复合曲线座位,靠背和橡胶防震装置的成型胶合板椅是由查尔斯埃姆斯设计,在赫曼米勒家具公司生产的。 这个原始的概念是被查尔斯埃姆斯(1907—1978)和埃罗沙里宁(1910—1961)在1940年合作构想出来的。在1937年,埃姆斯成为克兰布鲁克学院实验设计部门的领头人,和沙里宁一起工作调查材料和家具。在这些努力下,埃姆斯发明了分成薄片和成型胶合板夹板,被称作埃姆斯夹板,在1941年收到了来自美国海军5000人的订单。查尔斯和他的妻子雷在他们威尼斯,钙的工作室及工厂和埃文斯产品公司的生产厂家一起生产了这批订单。 在1941年现代艺术博物馆,艾略特诺伊斯组织了一场比赛用以发现对现代生活富有想象力的设计师。奖项颁发给了埃姆斯和沙里宁他们的椅子和存储碎片,由包括埃德加考夫曼,大都会艺术博物馆的阿尔弗雷德,艾略特诺伊斯,马尔塞布鲁尔,弗兰克帕里什和建筑师爱德华达雷尔斯通的陪审团裁决。 这些椅子在1946年的现代艺术展览博物馆被展出,查尔斯埃姆斯设计的新的家具。当时,椅子只有三条腿,稳定性问题气馁了大规模生产。 早期的LCW(低木椅)和DWC(就餐木椅)设计有四条木腿在1946年第一次被埃文斯产品公司(埃姆斯的战时雇主)生产出来,被赫曼米勒家具公司分配。这些工具1946年被乔治纳尔逊为赫曼米勒购买,在1949年接手制造权。后来金属脚的愿景在1951年制作,包括LCW(低金属椅)和DWC(就餐金属椅)模型。配套的餐饮和咖啡桌也产生。这条线一直

建筑结构设计中英文对照外文翻译文献

中英文对照外文翻译 (文档含英文原文和中文翻译) Create and comprehensive technology in the structure global design of the building The 21st century will be the era that many kinds of disciplines technology coexists , it will form the enormous motive force of promoting the development of building , the building is more and more important too in global design, the architect must seize the opportunity , give full play to the architect's leading role, preside over every building engineering design well. Building there is the global design concept not new of architectural design,characteristic of it for in an all-round way each element not correlated with building- there aren't external environment condition, building , technical equipment,etc. work in coordination with, and create the premium building with the comprehensive new technology to combine together. The premium building is created, must consider sustainable development , namely future requirement , in other words, how save natural resources as much as possible, how about protect the environment that the mankind depends on for existence, how construct through high-quality between architectural design and building, in order to reduce building equipment use quantity and

毕业设计外文翻译资料

外文出处: 《Exploiting Software How to Break Code》By Greg Hoglund, Gary McGraw Publisher : Addison Wesley Pub Date : February 17, 2004 ISBN : 0-201-78695-8 译文标题: JDBC接口技术 译文: JDBC是一种可用于执行SQL语句的JavaAPI(ApplicationProgrammingInterface应用程序设计接口)。它由一些Java语言编写的类和界面组成。JDBC为数据库应用开发人员、数据库前台工具开发人员提供了一种标准的应用程序设计接口,使开发人员可以用纯Java语言编写完整的数据库应用程序。 一、ODBC到JDBC的发展历程 说到JDBC,很容易让人联想到另一个十分熟悉的字眼“ODBC”。它们之间有没有联系呢?如果有,那么它们之间又是怎样的关系呢? ODBC是OpenDatabaseConnectivity的英文简写。它是一种用来在相关或不相关的数据库管理系统(DBMS)中存取数据的,用C语言实现的,标准应用程序数据接口。通过ODBCAPI,应用程序可以存取保存在多种不同数据库管理系统(DBMS)中的数据,而不论每个DBMS使用了何种数据存储格式和编程接口。 1.ODBC的结构模型 ODBC的结构包括四个主要部分:应用程序接口、驱动器管理器、数据库驱动器和数据源。应用程序接口:屏蔽不同的ODBC数据库驱动器之间函数调用的差别,为用户提供统一的SQL编程接口。 驱动器管理器:为应用程序装载数据库驱动器。 数据库驱动器:实现ODBC的函数调用,提供对特定数据源的SQL请求。如果需要,数据库驱动器将修改应用程序的请求,使得请求符合相关的DBMS所支持的文法。 数据源:由用户想要存取的数据以及与它相关的操作系统、DBMS和用于访问DBMS的网络平台组成。 虽然ODBC驱动器管理器的主要目的是加载数据库驱动器,以便ODBC函数调用,但是数据库驱动器本身也执行ODBC函数调用,并与数据库相互配合。因此当应用系统发出调用与数据源进行连接时,数据库驱动器能管理通信协议。当建立起与数据源的连接时,数据库驱动器便能处理应用系统向DBMS发出的请求,对分析或发自数据源的设计进行必要的翻译,并将结果返回给应用系统。 2.JDBC的诞生 自从Java语言于1995年5月正式公布以来,Java风靡全球。出现大量的用java语言编写的程序,其中也包括数据库应用程序。由于没有一个Java语言的API,编程人员不得不在Java程序中加入C语言的ODBC函数调用。这就使很多Java的优秀特性无法充分发挥,比如平台无关性、面向对象特性等。随着越来越多的编程人员对Java语言的日益喜爱,越来越多的公司在Java程序开发上投入的精力日益增加,对java语言接口的访问数据库的API 的要求越来越强烈。也由于ODBC的有其不足之处,比如它并不容易使用,没有面向对象的特性等等,SUN公司决定开发一Java语言为接口的数据库应用程序开发接口。在JDK1.x 版本中,JDBC只是一个可选部件,到了JDK1.1公布时,SQL类包(也就是JDBCAPI)

包装设计外文翻译文献

包装设计外文翻译文献(文档含中英文对照即英文原文和中文翻译)

包装对食品发展的影响 消费者对某个产品的第一印象来说包装是至关重要的,包括沟通的可取性,可接受性,健康饮食形象等。食品能够提供广泛的产品和包装组合,传达自己加工的形象感知给消费者,例如新鲜包装/准备,冷藏,冷冻,超高温无菌,消毒(灭菌),烘干产品。 食物的最重要的质量属性之一,是它的味道,其影响人类的感官知觉,即味觉和嗅觉。味道可以很大程度作退化的处理和/或扩展存储。其他质量属性,也可能受到影响,包括颜色,质地和营养成分。食品质量不仅取决于原材料,添加剂,加工和包装的方法,而且其预期的货架寿命(保质期)过程中遇到的运输和储存条件的质量。越来越多的竞争当中,食品生产商,零售商和供应商;和质量审核供应商有着显著的提高食品质量以及急剧增加包装食品的选择。这些改进也得益于严格的冷藏链中的温度控制和越来越挑剔的消费者。 保质期的一个定义是:在规定的贮存温度条件下产品保持其质量和安全性的时间。在保质期内,产品的生产企业对该产品质量符合有关标准或明示担保的质量条件负责,销售者可以放心销售这些产品,消费者可以安全使用。 保质期不是识别食物等产品是否变质的唯一标准,可能由于存放方式,环境等变化物质的过早变质。所以食物等尽量在保质期未到期就及时食用。包装产品的质量和保质期的主题是在第3章中详细讨论。

包装为消费者提供有关产品的重要信息,在许多情况下,使用的包装和/或产品,包括事实信息如重量,体积,配料,制造商的细节,营养价值,烹饪和开放的指示,除了法律准则的最小尺寸的文字和数字,有定义的各类产品。消费者寻求更详细的产品信息,同时,许多标签已经成为多语种。标签的可读性会是视觉发现的一个问题,这很可能成为一个对越来越多的老年人口越来越重要的问题。 食物的选择和包装创新的一个主要驱动力是为了方便消费者的需求。这里有许多方便的现代包装所提供的属性,这些措施包括易于接入和开放,处置和处理,产品的知名度,再密封性能,微波加热性,延长保质期等。在英国和其他发达经济体显示出生率下降和快速增长的一个相对富裕的老人人口趋势,伴随着更加苛刻的年轻消费者,他们将要求和期望改进包装的功能,如方便包开启(百货配送研究所,IGD)。 对零售商而言存在有一个高的成本,供应和服务的货架体系。没有储备足够的产品品种或及时补充库存,特别是副食品,如鲜牛奶,可能导致客户不满和流失到竞争对手的商店,这正需要保证产品供应。现代化的配送和包装系统,允许消费者在购买食品时,他们希望在他们想任何时间地点都能享用。近几年消费者的选择已在急剧扩大。例如在英国,20世纪60年代和90年代之间在一般超市的产品线的数量从2000年左右上升到超过18000人(INCPEN)。 自20世纪70年代以来,食品卫生和安全问题已成为日益重要的关注和选择食物的驱动力。媒体所关注的一系列问题,如使用化学添

工业设计外文翻译

Interaction design Moggridge Bill Interaction design,Page 1-15 USA Art Press, 2008 Interaction design (IxD) is the study of devices with which a user can interact, in particular computer users. The practice typically centers on "embedding information technology into the ambient social complexities of the physical world."[1] It can also apply to other types of non-electronic products and services, and even organizations. Interaction design defines the behavior (the "interaction") of an artifact or system in response to its users. Malcolm McCullough has written, "As a consequence of pervasive computing, interaction design is poised to become one of the main liberal arts of the twenty-first century." Certain basic principles of cognitive psychology provide grounding for interaction design. These include mental models, mapping, interface metaphors, and affordances. Many of these are laid out in Donald Norman's influential book The Psychology of Everyday Things. As technologies are often overly complex for their intended target audience, interaction design aims to minimize the learning curve and to increase accuracy and efficiency of a task without diminishing usefulness. The objective is to reduce frustration and increase user productivity and satisfaction. Interaction design attempts to improve the usability and experience of the product, by first researching and understanding certain users' needs and then designing to meet and exceed them. (Figuring out who needs to use it, and how those people would like to use it.) Only by involving users who will use a product or system on a regular basis will designers be able to properly tailor and maximize usability. Involving real users, designers gain the ability to better understand user goals and experiences. (see also: User-centered design) There are also positive side effects which include enhanced system capability awareness and user ownership. It is important that the user be aware of system capabilities from an early stage so that expectations regarding functionality are both realistic and properly understood. Also, users who have been active participants in a product's development are more likely to feel a sense of ownership, thus increasing overall satisfa. Instructional design is a goal-oriented, user-centric approach to creating training and education software or written materials. Interaction design and instructional design both rely on cognitive psychology theories to focus on how users will interact with software. They both take an in-depth approach to analyzing the user's needs and goals. A needs analysis is often performed in both disciplines. Both, approach the design from the user's perspective. Both, involve gathering feedback from users, and making revisions until the product or service has been found to be effective. (Summative / formative evaluations) In many ways, instructional

土木工程外文文献翻译

专业资料 学院: 专业:土木工程 姓名: 学号: 外文出处:Structural Systems to resist (用外文写) Lateral loads 附件:1.外文资料翻译译文;2.外文原文。

附件1:外文资料翻译译文 抗侧向荷载的结构体系 常用的结构体系 若已测出荷载量达数千万磅重,那么在高层建筑设计中就没有多少可以进行极其复杂的构思余地了。确实,较好的高层建筑普遍具有构思简单、表现明晰的特点。 这并不是说没有进行宏观构思的余地。实际上,正是因为有了这种宏观的构思,新奇的高层建筑体系才得以发展,可能更重要的是:几年以前才出现的一些新概念在今天的技术中已经变得平常了。 如果忽略一些与建筑材料密切相关的概念不谈,高层建筑里最为常用的结构体系便可分为如下几类: 1.抗弯矩框架。 2.支撑框架,包括偏心支撑框架。 3.剪力墙,包括钢板剪力墙。 4.筒中框架。 5.筒中筒结构。 6.核心交互结构。 7. 框格体系或束筒体系。 特别是由于最近趋向于更复杂的建筑形式,同时也需要增加刚度以抵抗几力和地震力,大多数高层建筑都具有由框架、支撑构架、剪力墙和相关体系相结合而构成的体系。而且,就较高的建筑物而言,大多数都是由交互式构件组成三维陈列。 将这些构件结合起来的方法正是高层建筑设计方法的本质。其结合方式需要在考虑环境、功能和费用后再发展,以便提供促使建筑发展达到新高度的有效结构。这并

不是说富于想象力的结构设计就能够创造出伟大建筑。正相反,有许多例优美的建筑仅得到结构工程师适当的支持就被创造出来了,然而,如果没有天赋甚厚的建筑师的创造力的指导,那么,得以发展的就只能是好的结构,并非是伟大的建筑。无论如何,要想创造出高层建筑真正非凡的设计,两者都需要最好的。 虽然在文献中通常可以见到有关这七种体系的全面性讨论,但是在这里还值得进一步讨论。设计方法的本质贯穿于整个讨论。设计方法的本质贯穿于整个讨论中。 抗弯矩框架 抗弯矩框架也许是低,中高度的建筑中常用的体系,它具有线性水平构件和垂直构件在接头处基本刚接之特点。这种框架用作独立的体系,或者和其他体系结合起来使用,以便提供所需要水平荷载抵抗力。对于较高的高层建筑,可能会发现该本系不宜作为独立体系,这是因为在侧向力的作用下难以调动足够的刚度。 我们可以利用STRESS,STRUDL 或者其他大量合适的计算机程序进行结构分析。所谓的门架法分析或悬臂法分析在当今的技术中无一席之地,由于柱梁节点固有柔性,并且由于初步设计应该力求突出体系的弱点,所以在初析中使用框架的中心距尺寸设计是司空惯的。当然,在设计的后期阶段,实际地评价结点的变形很有必要。 支撑框架 支撑框架实际上刚度比抗弯矩框架强,在高层建筑中也得到更广泛的应用。这种体系以其结点处铰接或则接的线性水平构件、垂直构件和斜撑构件而具特色,它通常与其他体系共同用于较高的建筑,并且作为一种独立的体系用在低、中高度的建筑中。

毕业设计外文翻译附原文

外文翻译 专业机械设计制造及其自动化学生姓名刘链柱 班级机制111 学号1110101102 指导教师葛友华

外文资料名称: Design and performance evaluation of vacuum cleaners using cyclone technology 外文资料出处:Korean J. Chem. Eng., 23(6), (用外文写) 925-930 (2006) 附件: 1.外文资料翻译译文 2.外文原文

应用旋风技术真空吸尘器的设计和性能介绍 吉尔泰金,洪城铱昌,宰瑾李, 刘链柱译 摘要:旋风型分离器技术用于真空吸尘器 - 轴向进流旋风和切向进气道流旋风有效地收集粉尘和降低压力降已被实验研究。优化设计等因素作为集尘效率,压降,并切成尺寸被粒度对应于分级收集的50%的效率进行了研究。颗粒切成大小降低入口面积,体直径,减小涡取景器直径的旋风。切向入口的双流量气旋具有良好的性能考虑的350毫米汞柱的低压降和为1.5μm的质量中位直径在1米3的流量的截止尺寸。一使用切向入口的双流量旋风吸尘器示出了势是一种有效的方法,用于收集在家庭中产生的粉尘。 摘要及关键词:吸尘器; 粉尘; 旋风分离器 引言 我们这个时代的很大一部分都花在了房子,工作场所,或其他建筑,因此,室内空间应该是既舒适情绪和卫生。但室内空气中含有超过室外空气因气密性的二次污染物,毒物,食品气味。这是通过使用产生在建筑中的新材料和设备。真空吸尘器为代表的家电去除有害物质从地板到地毯所用的商用真空吸尘器房子由纸过滤,预过滤器和排气过滤器通过洁净的空气排放到大气中。虽然真空吸尘器是方便在使用中,吸入压力下降说唱空转成比例地清洗的时间,以及纸过滤器也应定期更换,由于压力下降,气味和细菌通过纸过滤器内的残留粉尘。 图1示出了大气气溶胶的粒度分布通常是双峰形,在粗颗粒(>2.0微米)模式为主要的外部来源,如风吹尘,海盐喷雾,火山,从工厂直接排放和车辆废气排放,以及那些在细颗粒模式包括燃烧或光化学反应。表1显示模式,典型的大气航空的直径和质量浓度溶胶被许多研究者测量。精细模式在0.18?0.36 在5.7到25微米尺寸范围微米尺寸范围。质量浓度为2?205微克,可直接在大气气溶胶和 3.85至36.3μg/m3柴油气溶胶。

产品设计外文文献及翻译

英文原文 Modern product design ---Foreign language translation original text With the growing of economices and the developing of technologies, the essential definition of Industral Design has been deepening while its extension meaning enlarging,which resulted in the transformation and renovation of some original design theories and concepts. In the new IT epoch, the contents, methodologies, concepts etc. of design have taken a great change from what they were before.However,the method of comparison and analysis is always playing a plvotal role, during the whole process of maintaining the traditional quintessence and innovating novel conceptions. 1.1 Traditional Design Traditional industrial design and product development mainly involved to three fields,vis.Art, Engineering and Marketing. The designers, who worked in the art field, always had outstanding basic art skills and visual sketching expression capacity as well as plentiful knowledge on ergonomics and aesthetics . So they could easily solve the problems of products about art . Works in the area of the project engineer with strong technical background, they used the method of logical analysis, you can design a detailed, in line with the requirements of the drawings of a total production, manufacture use. They can you good solution to the technical aspects of products. However, they often overlook the aesthetics of products that do not pay attention to fashion and cost-effective products in the market. In the field of commercial marketing staff proficient in the knowledge economy, will use marketing theory to predict customer behavior, they focus on products in the market development trends, but do not understand aesthetic and technical aspects of the problem. In a traditional industrial product design process, the three areas of general staff in their respective areas of independent work. Product engineers solve the technical problems so that products with the necessary functional and capable of producing manufactured, the product is "useful." Designers are using aesthetics,

工业设计产品设计中英文对照外文翻译文献

(文档含英文原文和中文翻译) 中英文翻译原文:

DESIGN and ENVIRONMENT Product design is the principal part and kernel of industrial design. Product design gives uses pleasure. A good design can bring hope and create new lifestyle to human. In spscificity,products are only outcomes of factory such as mechanical and electrical products,costume and so on.In generality,anything,whatever it is tangibile or intangible,that can be provided for a market,can be weighed with value by customers, and can satisfy a need or desire,can be entiled as products. Innovative design has come into human life. It makes product looking brand-new and brings new aesthetic feeling and attraction that are different from traditional products. Enterprose tend to renovate idea of product design because of change of consumer's lifestyle , emphasis on individuation and self-expression,market competition and requirement of individuation of product. Product design includes factors of society ,economy, techology and leterae humaniores. Tasks of product design includes styling, color, face processing and selection of material and optimization of human-machine interface. Design is a kind of thinking of lifestyle.Product and design conception can guide human lifestyle . In reverse , lifestyle also manipulates orientation and development of product from thinking layer.

框架结构设计外文翻译

毕业设计(论文)外文资料翻译 系:机械工程系 专业:土木工程 姓名: 学号: 外文出处:Design of prestressed (用外文写) concrete structures 附件: 1.外文资料翻译译文;2.外文原文。

附件1:外文资料翻译译文 8-2简支梁布局 一个简单的预应力混凝土梁由两个危险截面控制:最大弯矩截面和端截面。这两部分设计好之后,中间截面一定要单独检查,必要时其他部位也要单独调查。最大弯矩截面在以下两种荷载阶段为控制情况,即传递时梁受最小弯矩M G的初始阶段和最大设计弯矩M T时的工作荷载阶段。而端截面则由抗剪强度、支承垫板、锚头间距和千斤顶净空所需要的面积来决定。所有的中间截面是由一个或多个上述要求,根它们与上述两种危险截面的距离来控制。对于后张构件的一种常见的布置方式是在最大弯矩截面采用诸如I形或T形的截面,而在接近梁端处逐渐过渡到简单的矩形截面。这就是人们通常所说的后张构件的端块。对于用长线法生产的先张构件,为了便于生产,全部只用一种等截面,其截面形状则可以为I形、双T形或空心的。在第5 、 6 和7章节中已经阐明了个别截面的设计,下面论述简支梁钢索的总布置。 梁的布置可以用变化混凝土和钢筋的办法来调整。混凝土的截面在高度、宽度、形状和梁底面或者顶面的曲率方面都可以有变化。而钢筋只在面积方面有所变化,不过在相对于混凝土重心轴线的位置方面却多半可以有变化。通过调整这些变化因素,布置方案可能有许多组合,以适应不同的荷载情况。这一点是与钢筋混凝土梁是完全不同的,在钢筋混凝土梁的通常布置中,不是一个统一的矩形截面便是一个统一的T形,而钢筋的位置总是布置得尽量靠底面纤维。 首先考虑先张梁,如图 8-7,这里最好采用直线钢索,因为它们在两个台座之间加力比较容易。我们先从图(a)的等截面直梁的直线钢索开始讨论。这样的布置都很简单,但这样一来,就不是很经济的设计了,因为跨中和梁端的要求会产生冲突。通常发生在跨度中央的最大弯矩截面中的钢索,最好尽量放低,以便尽可能提供最大力臂而提供最大的内部抵制力矩。当跨度中央的梁自重弯矩M G相当大时,就可以把c.g.s布置在截面核心范围以下很远的地方,而不致在传递时在顶部纤维中引起拉应力。然而对于梁端截面却有一套完全不同的要求。由于在梁端没有外力矩,因为在最后的时刻,安排钢索要以c.g.s与 c.g.c在结束区段一致,如此同样地获得克服压力分配的方法。无论如何,如果张应力在最后不能承受,放置 c.g.s.

毕业设计外文翻译

毕业设计(论文) 外文翻译 题目西安市水源工程中的 水电站设计 专业水利水电工程 班级 学生 指导教师 2016年

研究钢弧形闸门的动态稳定性 牛志国 河海大学水利水电工程学院,中国南京,邮编210098 nzg_197901@https://www.360docs.net/doc/f11636438.html,,niuzhiguo@https://www.360docs.net/doc/f11636438.html, 李同春 河海大学水利水电工程学院,中国南京,邮编210098 ltchhu@https://www.360docs.net/doc/f11636438.html, 摘要 由于钢弧形闸门的结构特征和弹力,调查对参数共振的弧形闸门的臂一直是研究领域的热点话题弧形弧形闸门的动力稳定性。在这个论文中,简化空间框架作为分析模型,根据弹性体薄壁结构的扰动方程和梁单元模型和薄壁结构的梁单元模型,动态不稳定区域的弧形闸门可以通过有限元的方法,应用有限元的方法计算动态不稳定性的主要区域的弧形弧形闸门工作。此外,结合物理和数值模型,对识别新方法的参数共振钢弧形闸门提出了调查,本文不仅是重要的改进弧形闸门的参数振动的计算方法,但也为进一步研究弧形弧形闸门结构的动态稳定性打下了坚实的基础。 简介 低举升力,没有门槽,好流型,和操作方便等优点,使钢弧形闸门已经广泛应用于水工建筑物。弧形闸门的结构特点是液压完全作用于弧形闸门,通过门叶和主大梁,所以弧形闸门臂是主要的组件确保弧形闸门安全操作。如果周期性轴向载荷作用于手臂,手臂的不稳定是在一定条件下可能发生。调查指出:在弧形闸门的20次事故中,除了极特殊的破坏情况下,弧形闸门的破坏的原因是弧形闸门臂的不稳定;此外,明显的动态作用下发生破坏。例如:张山闸,位于中国的江苏省,包括36个弧形闸门。当一个弧形闸门打开放水时,门被破坏了,而其他弧形闸门则关闭,受到静态静水压力仍然是一样的,很明显,一个动态的加载是造成的弧形闸门破坏一个主要因素。因此弧形闸门臂的动态不稳定是造成弧形闸门(特别是低水头的弧形闸门)破坏的主要原是毫无疑问。

机械设计外文翻译(中英文)

机械设计理论 机械设计是一门通过设计新产品或者改进老产品来满足人类需求的应用技术科学。它涉及工程技术的各个领域,主要研究产品的尺寸、形状和详细结构的基本构思,还要研究产品在制造、销售和使用等方面的问题。 进行各种机械设计工作的人员通常被称为设计人员或者机械设计工程师。机械设计是一项创造性的工作。设计工程师不仅在工作上要有创造性,还必须在机械制图、运动学、工程材料、材料力学和机械制造工艺学等方面具有深厚的基础知识。如前所诉,机械设计的目的是生产能够满足人类需求的产品。发明、发现和科技知识本身并不一定能给人类带来好处,只有当它们被应用在产品上才能产生效益。因而,应该认识到在一个特定的产品进行设计之前,必须先确定人们是否需要这种产品。 应当把机械设计看成是机械设计人员运用创造性的才能进行产品设计、系统分析和制定产品的制造工艺学的一个良机。掌握工程基础知识要比熟记一些数据和公式更为重要。仅仅使用数据和公式是不足以在一个好的设计中做出所需的全部决定的。另一方面,应该认真精确的进行所有运算。例如,即使将一个小数点的位置放错,也会使正确的设计变成错误的。 一个好的设计人员应该勇于提出新的想法,而且愿意承担一定的风险,当新的方法不适用时,就使用原来的方法。因此,设计人员必须要有耐心,因为所花费的时间和努力并不能保证带来成功。一个全新的设计,要求屏弃许多陈旧的,为人们所熟知的方法。由于许多人墨守成规,这样做并不是一件容易的事。一位机械设计师应该不断地探索改进现有的产品的方法,在此过程中应该认真选择原有的、经过验证的设计原理,将其与未经过验证的新观念结合起来。 新设计本身会有许多缺陷和未能预料的问题发生,只有当这些缺陷和问题被解决之后,才能体现出新产品的优越性。因此,一个性能优越的产品诞生的同时,也伴随着较高的风险。应该强调的是,如果设计本身不要求采用全新的方法,就没有必要仅仅为了变革的目的而采用新方法。 在设计的初始阶段,应该允许设计人员充分发挥创造性,不受各种约束。即使产生了许多不切实际的想法,也会在设计的早期,即绘制图纸之前被改正掉。只有这样,才不致于堵塞创新的思路。通常,要提出几套设计方案,然后加以比较。很有可能在最后选定的方案中,采用了某些未被接受的方案中的一些想法。

工业设计外文翻译---不需要设计师的设计

Design Without Designers 网站截图: https://www.360docs.net/doc/f11636438.html,/baidu?word=%B9%A4%D2%B5%C9%E8%BC%C6%D3%A2%CE%C4%CE%C4%CF%D 7&tn=sogouie_1_dg 原文: Design Without Designers I will always remember my first introduction to the power of good product design. I was newly arrived at Apple, still learning the ways of business, when I was visited by a member of Apple's Industrial Design team. He showed me a foam mockup of a proposed product. "Wow," I said, "I want one! What is it?" That experience brought home the power of design: I was excited and enthusiastic even before I knew what it was. This type of visceral "wow" response requires creative designers. It is subjective, personal. Uh oh, this is not what engineers like to hear. If you can't put a number to it, it's not important. As a result, there is a trend to eliminate designers. Who needs them when we can simply test our way to success? The excitement of powerful, captivating design is defined as irrelevant. Worse, the nature of design is in danger. Don't believe me? Consider Google. In a well-publicized move, a senior designer at Google recently quit, stating that Google had no interest in or understanding of design. Google, it seems, relies primarily upon test results, not human skill or judgment. Want to know whether a design is effective? Try it out. Google can quickly submit samples to millions of people in well-controlled trials, pitting one design against another, selecting the winner based upon number of clicks, or sales, or whatever objective measure they wish. Which color of blue is best? Test. Item placement? Test. Web page layout? Test. This procedure is hardly unique to Google. https://www.360docs.net/doc/f11636438.html, has long followed this practice. Years ago I was proudly informed that they no longer have debates about which design is best: they simply test them and use the data to decide. And this, of course, is the approach used by the human-centered iterative design approach: prototype, test, revise. Is this the future of design? Certainly there are many who believe so. This is a hot topic on the talk and seminar circuit. After all, the proponents ask reasonably, who could object to making decisions based upon data? Two Types of Innovation: Incremental Improvements and New Concepts In design—and almost all innovation, for that matter—there are at least two distinct forms. One is

相关文档
最新文档