Behaviour Pattern When Designers Have Difficulties

Design efficiency can be improved by timely pushing knowledge. Knowledge is needed when designer meets difficulty. If the features that reflect a designer encounters difficulty are captured and identified, a time slot can be decided to push related knowledge. The behaviour pattern when designer encounters difficulty is thus investigated, which will facilitate identifying whether designer meets difficulty or not. First, design behaviour and behaviour rules are acquired through behaviour observation experiment. And then in order to systematically describe behaviour, Behaviour hierarchy model is proposed based on elements and rules of behaviour. Finally, based on high-level behaviour of hierarchy model, behaviour pattern with emotion-state as label is summarized and verified by experiment data. The work results describe behaviour formally and provide behaviour pattern as a basis for identifying whether designers meet with difficulty.

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