The Best Interface Is No Interface (3)

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    Voice recognition are like computer command language - anything you type seems possible, but actually only DIR and other bizarre word will work. Voice input can be a guessing game of a limited set ...
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    The most coveted employee in Silicon Valley today is not a software engineer, it is a mathematician. The mathematician who are trying to tickle your fancy long enough to see one more ad "The l...
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    If we embrace our typical process instead of graphic user interface, we can start to discover elegant solutions. All it takes is a little observation, empathy, and understanding.

Living with Complexity (3)

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    Perceived simplicity is not at all the same as simplicity of usage: operational simplicity. Perceived simplicity decreases with the number of visible controls and displays. Increase the number of visi...
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    A conceptual model resides in people's minds, which is why it is called mental model. Conceptual models help us transform complex physical reality into workable, understandable mental concepts Conc...
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    I find it interesting that we complain when a new technology requires an hour or two of study Yet we do not complain about the huge learning periods required to mater the things we have grown up with...

Interaction Design (9) 更多

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    Models derived from contextual inquiry: Workflow model Culture model Physical model Artifact model Sequence model ------------------------------ Role for consolidating models in a team: In...
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    4 principle of Contextual Inquiry: Context: the importance of going to workplace to see what happens. Partnership: the designer(or developer) collaborate in understanding the work (Understanding i...
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    1) "quick and dirty" evaluations; (informal, short space of time, quick, notes, sketches) (2) usability testing; (laboratory, evaluator controlled, task&performance ) (3) field...
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    1. A focus on user 2. A specified usability criteria and user experience goals 3. Iteration Thoughtful design
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    we choose between alternative designs by letting users and stakeholders interact with them and by discussing their experiences, preferences and suggestions for improvement.
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    Four basic activities in interaction design: 1. Identifying needs and establish requirements (Contextual interview, bodystorming, brainstorming, infinite notes, etc) 2. Developing alternative des...
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    Usability principles: 1. Visibility of system status- always keep users informed about what is going on, through providing appropriate feedback within reasonable time 2. Match between system and t...
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    Usability goals: Effectiveness: Overall goal of how good a system is at doing what it is supposed to do. Efficiency: a way systems support users in carrying out their tasks. (productivity) Utilit... (1回应)

Emotional Design (14) 更多

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    Do not have things in your home that you believe is not useful, or beautiful.
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    To change evil, we must confront it directly. It's a political, social, and human problem, not a technological one. However, technology is not neutral because it was developed by human and can effe...
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    1 Eliza: 1960s, by Researcher at BBN. It only can recognise patterns from human's sentence, and reply with pre-programmed answer. 2 Kismet: by MIT. It can recognise the emotion through one's tone voi...
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    Someone's emotion is sensed by facial expression, body language, etc. Visceral layer works automatically.
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    1A robot has to be able to tell&understand the emotions of his owner 2A robot has to be able to display its emotional state 3A robot should display its real emotions, for it's better for people ...
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    Emotions enable us to translate intelligence into action Without pride in the quality of our actions, why would we endeavor to do better? The positive emotions are of critical importance to learnin...
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    Emotional expressions will let us know their motivations and desires, their accomplishments and frustrations, and thus will increase our satisfaction and understanding of the robots. People will be ab...
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    The human emotional system plays an essential role in survival, social interaction and cooperation, and learning. Machines will need a form of emotion when they must operate continuously without any a...
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    The problem is that the ease of short, brief communication with friends around the world disrupts the normal, everyday social interactions. Two directions this can go: 1 We could all come to accept...
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    If a person or product has an obnoxious personality, at least you know what to expect: you can plan for it. When behavior is inconsistent and erratic, it is difficult to know what to expect, and occas...
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    Self behaviour is beyond culture and related to the situation.
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    Needs: what really need, depends on the task Wants: what a person ask for, depends on cultural, advertising, one's self-image.
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    The visceral design is about the initial impact of a product, about its appearance, touch and feel. The behavioural design is about use, and the experience with product: function(what work it do), ...
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    Everything you do has both cognitive and affective components. Cognitive to assign meaning (logically why), affective to assign value(good or bad).

设计心理学 (37) 更多

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    And enjoy yourself. Walk around the world examing the details of design. Take pride in the little things that help; think kindly of the person who so thoughtfully put them in. Realize that even detail...
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    这里章里面作者谈到的未来智能家居,网络什么的,有一些,现在已经实现了。 在信息社会里面人们对信息获取的途径和手段变得简单,但是人们处理信息的能力并没有增强,这样的事情也总是发生在纸质图书的时代: ...
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    Complexity of appearance seems to be determined by the difficulty of finding the relevant controls(which increases with the number of controls) and difficulty of executing the functions(which may decr...
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    Rules for deliberately making things difficult: Hide critical components: make things invisible Use unnatural mappings for the execution side of the action cycle, so that the relationship of the...
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    Seven principles for transforming difficult tasks into simple ones: Use both knowledge in the world and the knowledge in the head. Simplify the structure of tasks. Make things visible: bridge...
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    Design should: Make it easy to determine what actions are possible at any moment.(Make use of constrains). Make things visible, including the conceptual model of the system, the alternative acti... (1回应)
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    The computer is invisible, hidden beneath the surface; only the task is visible. 赞!
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    电脑系统的三个要求 1让用户知道哪些动作,任务是可以做的 2让用户知道做了这些动作会有哪些影响(反馈) 3容错性(一旦不对可以一步步返回安全状态)
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    The best computer program In fact, the best computer programs are the ones in which the computer itself 'disappears', in which you work directly on the problem without having to be aware of the compu...
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    两种心理和现象: 1 treating featurism 2 the worship of false images 第一种是讲,对一样产品,人们希望它的功能越全越好,面面俱到,无论它是否需要如此之多的功能。 第二种是讲,有些产品被设计得看起来..
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    Creeping featurism is the tendency to add to the number of features that a device can do, often extending the number beyond all reason. There is no way that a program can remain usable and underst...
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    Design for special people. The old, disabled and the children.
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    Once a satisfactory product has been achieved, further change may be counterproductive, especially if the product is successful. You have to know when to stop.
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    "Hill-Climbing" analogous to climbing a hill in the dark: Move your foot in one direction. If it is downhill, try another direction. If the direction is uphill, take one step. Keep doing th...
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    There are lots of ways for a designer to deal with errors. The ccritical thing, however, is to approach the topic with the proper philosophy. The designer shouldn't think of a simple dichotomy between...
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    Designers make the mistake of not taking error into account. What designers should do : 1 Understand the causes of errors and minimize those errors 2 Make it possible to reverse actions- to &...
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    People seems to explain err away.
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    Two things in our memory: Common ones and unique things
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    structures of the tasks: 1 shallow tree 2 narrow tree
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    TYPES OF SLIPS: 1 capture errors 2 description errors 3 data-driven errors 4 associative activation errors 5 loss-of-activation errors 6 mode errors
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    Two main types of err: slip and mistake: Form an appropriate goal but mass up in the performance, and you've made a slip. Slips are almost always small things: a misplaced action, the wrong thing mov...
  • FOUR: Knowing what to do
    1 the constraints physical semantic logical 2 groupings and mappings 3 visibilities and feedbacks
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    If a design depends upon labels, it may be faulty. Labels are important and often necessary, but the appropriate use of natural mappings can minimize the need for them. Wherever labels seem necessary,... (1回应)
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    作者当时对一种移动设备的设想,现在看来很多移动电子终端已经达到了它的要求:好的界面设计,大屏幕显示,和其他电脑,电话等移动设备相连,不同的是,大多数并没有实物的typewriter keyboard。这段现在看来很有趣XD...
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    The power of mental models is that they let you figure out what would happen in novel situations. Or, if you are actually doing the task and there is a problem, they let you figure out what is happeni...
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    Memory for meaningful relationships: Most things in the world have a sensible structure, which tremendously simplifies the memory task. When things make sense, they correspond to knowledge that we ...
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    How people use their memories and how they retrieve information: 1 Memory for arbitrary things. The items to be retrained seem arbitrary, with no meaning and no particular relationship to one...
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    Presice behavior can emerge from imprecise knowledge for four reasons: 1 Information is in the world 2 Great precision is not required 3 Natural constraints are present 4 Cultural constraints ar...
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    Principles of good design *Visibility: By looking, the user can tell the state of the device and the alternatives for action. *A good conceptual model: The designer provides a good conceptual mod...
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    For a surprisingly large number of everyday tasks, the difficulty resides entirely in deriving the relationships between the mental intentions and interpretations and the physical actions and states.
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    Seven stages of people's action 1 Forming the goal 2 Forming the intention 3 Specifying an action 4 Executing the action 5 Perceiving the state of the world 6 Interpreting the state of the wor...
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    It seems natural for people to blame their own misfourtunes on the environment. It seems equally natural to blame other people's misfortunes on their personalities. Just the opposite attribution is ma...
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    everyone forms theories(mental models) to explain what they have ovserved If there are absence of information, people will be free to imagine what it going on depend on what they have perceived.
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    The same technology that simplifies life by providing more functions in each devices also complicates life by making the device harder to learn, harder to use. This is the paradox of technology.
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    Each control is just where it ought to be. There is no difficulty.
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    Visibility act as a good reminder of what can be done and allows the control to specify how the action is to be performed 我的理解就是,在当一个产品的MAPPING(外形和功能一一对应)做得很好的前提下,外..
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    People form mental models through experience, training, and instruction. The mental model of a device is formed largely by interpreting its perceived actions and its visible structure.
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