還差很多
看看需要學的…還太多
Interaction design is design for human use. It involves answering three questions:
How do you do? What sort of ways do you affect the world: poke it, manipulate it, sit on it?
設計者所提供的設計物, 有明顯的 affordance, 讓使用者能夠知道如何互動. 這個領域包含, 工業設計, 介面設計等等
How do you feel? What do you sense of the world and what are the sensory qualities that shape media?
透過設計, 讓使用者感受到一種 emotion, 或是情感上的認同, 情感的刺激等等. 這個領域包含, 藝術 (fine art), 美學, 心理學, 創作 等等.
How do you know? What are the ways that you learn and plan (or perhapse, how we want you to think)?
使用者在互動過程中, 漸漸明白系統的運作機制(mechanism), 以及 how it works. 這個領域包含, 工程, 邏輯, 運算, 等等.
One of the important choices for "How do you do"; is between HANDLES and BUTTONS.
- Handles are better for continuous control (e.g. trombone)
Buttons are better for discrete control (e.g. piano keyboard)
Handles(控制桿?)對於持續性的操作比較合適,按鈕則適合不連續的操作
Handles leave you in control (e.g. opening a car door).
Buttons are more likely to trigger something automatic (e.g. opening an elevator door).
Handles方案傾向讓使用者去控制,而按鈕類別則趨於下指令交由機器完成任務
- Hot media like print are more authoritative and exact.
Cool media like cartoons and television are fuzzy and incomplete they invite more participation.
感覺方面是舉媒體的例子,一種是比較直斷的說出「就是這樣」,而有些媒體則比較隱晦的表達,或是開放的內容交由觀眾來解釋,後者是需要更多的投注才能得到回饋的
- Paths are good for beginners just tell me step by step what to do.
Maps are good for understanding alternatives they take longer to learn but are more robust.
Paths are good for expert skill; they can be very efficient.
如何了解有兩種類別,地圖與路徑~這個我有個好例子,路徑就像是Solidworks的線上學習單元,一步步詳細的指引,對於入門來說非常好用,而MAPS就像是Rhinoceros的說明檔,詳細說明每項指令的意義,同樣的目的有多種達成方式,卻也代表不同意義,我想對於複雜系統來說MAPS是比較完整的解決方案,雖然這樣的學習曲線是很陡的,不過可以到達比較高的位階
Which do you prefer?
Which is better for the vendor?
Which is faster?
What are the failure and recovery possibilities?
小問題~用販賣機舉例,WOW~販賣機曾經短暫出現在我的畢設題目清單中說,不過一切都已過去~問說要用路徑解決方案還是地圖方案?
我個人是偏好地圖類~不過目前的好像都是混合型?對於販售者來說應該是地圖類好作吧?對熟手來說地圖型的較快,這點看ATM就很清楚…大多時間花在等候處理中...然後錯誤修復能力應該也是地圖型的好一點,路徑的要回去重跑比較麻煩,不過這個販賣機算是比較容易的所以還好,要是是賣比較複雜的東西有是在客人重複拜訪率低的地方擺設,那路徑式或許好點,或是說混和的比例要調整
What is a computer? Various metaphors have organized entire careers.
靠…這段超越我英文能力了…也許是說要用很多譬喻才可以框出電腦這個觀念吧?
Such powerful metaphors are called "paradigms". They motivate the central questions asked. They help us understand the STYLE of interaction. Understanding competing paradigms helps us understand what various people consider a "good" interaction design.
這段也是一樣……該死的洋文
猜猜看應該是說這些譬喻可以叫做「範例」,他們可以讓我們更清楚理解這個互動的形式,了解一個好的例子可以幫助我們去猜到不同人對於好的互動設計的定義。
At least eight distinct phases can be identified in the interaction design process. They range from the concrete instance (path-like) to the general overview (map-like) and from invention to presentation.
應該是說設計時可以選明確即時的到模糊大概的當中各種層級,還有對於型態的創新或是表現方式改變的評估
英文好難……不過總之我還是覺得那三個問題很重要,算是對於學習的一個方向吧!應該是要一個team包含三種人才,彼此間有交集可以溝通~才能夠完成這個艱鉅的任務,不知道老師有沒有與其他系的合作計畫,不然要在現有的分系方式中去尋找人實在難~這就是三個臭皮匠勝過一個諸葛亮的實做吧!XD
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好羨慕英文好的人阿~現在要找資料看文章都深覺英文差,像是看Löwgren寫在IJDesign上面那篇“Fluency as an Experiential Quality in Augmented Spaces”~
這是怎樣~三行一小卡,三段一大卡~我知道Fluency很重要阿~因為我在讀文過程就感受到了XD,裡面說那個Ambient Orb很酷!
看完真的覺得~
還差很多,太多太多…
IJDesign一本就夠看的,更別說EBSCO,ISI上那一狗票的相關文章跟為數驚人的圖書館雜誌
符號學、地理符號學、直接操作、實體互動、擴增實境、情境覺知、城市運算、遍佈運算.........
明天再來研究一下譬喻跟形式的使用好了~
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