出版社: John Wiley & Sons
副标题: The Essentials of Interaction Design
出版年: 2007-5-15
页数: 648
定价: GBP 28.99
装帧: Paperback
ISBN: 9780470084113
内容简介 · · · · · ·
* The return of the authoritative bestseller includes all new content relevant to the popularization of how About Face maintains its relevance to new Web technologies such as AJAX and mobile platforms such as the iPod
* Addresses the continuation of a general shift in emphasis from Windows desktop software to other platforms and domains including appliances, Web applications, c...
* The return of the authoritative bestseller includes all new content relevant to the popularization of how About Face maintains its relevance to new Web technologies such as AJAX and mobile platforms such as the iPod
* Addresses the continuation of a general shift in emphasis from Windows desktop software to other platforms and domains including appliances, Web applications, consumer electronics, and mobile devices
* Features updated examples to reflect current state-of-the-art interfaces and additional case studies where appropriate
* Contains updated graphics, icons, and layouts; a new approach to Cooper's immensely popular Goal-Directed Design methodology; and coverage of the new thinking in interface, interaction, and product design methods
喜欢读"About Face 3"的人也喜欢的电子书 · · · · · ·
喜欢读"About Face 3"的人也喜欢 · · · · · ·
About Face 3的话题 · · · · · · ( 全部 条 )



About Face 3的书评 · · · · · · ( 全部 58 条 )



> 更多书评58篇
-
霏昀 (忽然想通了)
Chapter 2 Implementation Models and Mental Models 实现模型指系统内部实现(每秒24格画面)。心智模型指用户看待系统的方式(图像在屏幕上移动)。 按:心智模型应该是心理学的一个术语,不清楚此处的应用是否准确。 实现模型和心智模型存在鸿沟。因此需要Represented模型,即(在数字产品中)设计师选择将程序功能暴露给用户的方式。 好的Represented模型更接近的心智模型(画面加速、减速),而开发人员进行设计的... (1回应)2011-08-22 14:16
Chapter 2 Implementation Models and Mental Models实现模型指系统内部实现(每秒24格画面)。心智模型指用户看待系统的方式(图像在屏幕上移动)。按:心智模型应该是心理学的一个术语,不清楚此处的应用是否准确。实现模型和心智模型存在鸿沟。因此需要Represented模型,即(在数字产品中)设计师选择将程序功能暴露给用户的方式。好的Represented模型更接近的心智模型(画面加速、减速),而开发人员进行设计的缺陷在于其设计结果常常更接近实现模型(每秒格数更多更少)。机械时代和信息时代需要不同的Represented模型。使用机械产品模型作为信息系统的隐喻,往往会限制信息系统的设计。好的设计需要信息时代的思维模式。---------------------------------Chapter 3 Beginners, Experts, and Intermediates设计的一个难题是如何在统一的设计中兼顾初学者和专家。然而大部分用户既不是初学者也不是专家,而是中等用户(Intermediates)。实际上,大部分初学者会很快变成中等用户,但是他们永远也不会变为专家。开发人员设计的交互往往更适合专家(比如,列出所有可能的操作,不区分操作的优先级);市场人员则需要更适合初学者的交互(方便推广)。设计需要为中等用户进行优化,这包括三方面内容: 1. 初学者成为中等用户的学习曲线低——想象初学者聪明并且忙碌; 2. 希望成为专家的用户不会遭遇障碍——专家积极地寻找并学习产品可能实现他们需求的方式; 3. 永久性的中等用户(perpetual intermediates)能对产品保持满意——中等用户会使用手册;他们会很快区分出(对他们来说的)常用功能和不常用功能;他们通常知道高级功能的存在,虽然他们可能不知道如何使用高级功能。1回应 2011-08-22 14:16 -
霏昀 (忽然想通了)
Modeling Users: Personas and Goals 角色模型(Personas)是作为研究结果的行为模式、心智模型以及用户目标的形式化。角色模型可以帮助设计师对用户分类,确定不同用户的需求,进而确定目标用户的类型——包含所有可能特性的产品,不能取悦任何人(a product with every possible feature pleases nobody)。 角色模型可以帮助设计师避免产品设计中一些常见的问题: * 弹性(elastic)用户:每个设计师都对用户需求..2011-08-26 11:53 2人喜欢
Modeling Users: Personas and Goals角色模型(Personas)是作为研究结果的行为模式、心智模型以及用户目标的形式化。角色模型可以帮助设计师对用户分类,确定不同用户的需求,进而确定目标用户的类型——包含所有可能特性的产品,不能取悦任何人(a product with every possible feature pleases nobody)。角色模型可以帮助设计师避免产品设计中一些常见的问题: * 弹性(elastic)用户:每个设计师都对用户需求有不同的理解。最终用户需求成为所有人需求的并集; * 主观设计:设计师按自己的目标、动机、心智模型来设计产品; * 边缘情况:关注那些可能发生但不是目标用户需求的情况。角色模型的一些基本要点: * 基于用户研究结果; * 每个用户模型被描述为一个人,但代表一组用户; * 包含一组行为; * 具备自身的动机; * 除用户外,也可能是客户(customer personas)或者被服务者(served personas)——例如医疗设备的病人。与传统软工方法中的用户角色(Role)相比,角色模型(personas)更关注用户的目标,更倾向用描述性的话语来表达自身。Personas可能是多个具有同样行为和目标的Role;也可能是对具有不同目标的同一Role的细分。按:我在原书上标注了这段话,但现在看意义有限。因为书中并没有定义Role获取方法,所以没法精确说明Personas和Role的区别。当不能通过研究获得严格的角色模型时,也可以使用靠猜想获得的临时角色模型(Provisional Personas)。但使用临时角色模型具有以下风险: * 关注于错误的设计目标; * 即使关注了正确的目标,也可能错失重要的行为; * 难以容易说服不认同你观点的人; * 错误的使用,可能导致他人不认同角色模型。目标(Goals)对于角色模型至关重要。目标是用户行为的动机,其必须由研究数据中获得。每个目标需要能够用一句简单的句子来描述。Norman提出了三个层次的认知加工(Cognitive Processing): * 本能的(Visceral):及时的,在进一步交互之前,在视觉或其他感觉方面的反应; * 行为的(Behavioral):简单的,日常的行为——这是人类最主要的活动; * 反射的(Reflection):基于以前的经验,有意识的行为;基于以上三个层次的认知,存在三种类型的用户目标(User Goals): * 体验目标(Experience Goal): * 与本能认知相关——用户想感受什么; * 用户希望在使用产品时希望获得的感受。这类目标关注于,视听特征、交互感受(动画的流畅度、按钮“硬度”)、物理设计; * 交互、视觉、工业设计师需要将这类目标转化为具备恰当感觉、情绪、音调的形式、行为、手势等; * 面向本能的设计意味着在深入使用之前,对产品的第一感觉进行设计。 * 最终目标(End Goal): * 与行为认知相关——用户想做什么; * 用户使用产品完成功能的动机。这类目标关注于,产品交互设计、信息架构、功能方面的工业设计; * 交互设计师需要以最终目标为基础设计产品的行为、任务、外观、感受; * 面向行为的设计使产品的行为符合用户的行为、隐含假设以及心智模型。 * 生活目标(Life Goal): * 与反射认知相关——用户想成为谁; * 用户长期的期望、动机以及自我实现愿景。这类目标关注于,产品的总体设计、策略以及品牌; * 交互设计师需要将生活目标转化为high-level的系统能力、设计概念以及品牌策略。生活目标很少直接指导具体细节的设计,但是这类目标必须时刻保持在脑海里; * 面向反射的设计使产品与用户建立长期的联系。除了用户目标外,设计还需关注客户目标(Customer goals)、商业与组织的目标(Business and organization goals)、技术目标(Technical goals)。“好的设计”只有在用户为了某种目标使用产品时才有意义。成功的产品首先满足用户目标。构造角色模型的步骤: 1. 从访谈中辨识行为变量(behavioral variables),最常见的行为变量包括: * 活动(Activities):用户做什么,以及频率和数量 * 态度(Attitudes):用户对产品领域和技术的看法如何 * 能力倾向(Aptitudes):用户的教育程度、受过何种训练、学习能力如何 * 动机(Motivations):用户为什么对产品领域感兴趣 * 技能(Skills):用户在产品领域技术方面的能力 2. 通过访谈对象与行为标量进行映射,将访谈对象分组 3. 通过分组辨识行为模式(behavior pattern),作为角色模型的基础 4. 综合特征与目标:针对每个行为模式,参考访谈细节给出: * 角色模型潜在的使用环境、典型使用场景、现有解决方案及其不足。 * 角色模型需要一个有意义的名字,以及一些简单的人物描述。 * 目标是角色模型定义中最重要的工作,其中最终目标(end goals)对设计用处最大。 * 一般来讲,一个角色模型会包含0-2个体验目标、3-5个最终目标、0-1个生活目标。 5. 检查完备与冗余 6. 扩展角色属性和行为的描述:描述应该是对角色模型日常生活的结论性概括,但不构成一个Short Story 7. 指定角色的类型: * 首要(Primary)角色:产品的每个界面对应一个首要角色;当没有唯一清晰的首要角色时,意味着:要么产品需存在多个首要角色,需要为每个首要角色进行单独设计;要么产品想做的事情太多了。 * 次要(Secondary)角色:次要角色的大部分需求可以被为首要角色设计的界面满足,但是他们还包含一些额外的,可以在不扰乱首要角色功能的情况下,被满足的需求。当存在多余3-4个次要角色时,可能意味着产品的边界不明。 * 补充(Supplemental)角色:潜在的,或者源于Stakeholder假设的角色。 * 客户(Customer)角色 * 被服务(Served)角色:不直接使用产品,但被产品直接影响的角色——例如医疗设备产品的病人。 * 无关(Negative)角色在用户建模阶段,除角色模型外,还可以获得一些辅助的模型: * 工作流(Workflow)模型:可能是角色模型级别的个人工作流,也可能是商业、组织级别的协同工作流。 * 制品(Artifact)模型:用户完成工作需要用到的或者产出的制品。 * 物理(Physical)模型:用户活动的物理环境。简单的物理环境可以直接在角色模型中说明,复杂的则需要单独的物理模型。回应 2011-08-26 11:53 -
The key to this approach is first to choose the right individuals to design for — those users whose needs best represent the needs of a larger set of key constituents (see Figure 5-2) — and then to prioritize these individuals so that the needs of the most important users are met without compromising our ability to meet the needs of secondary users. 找到核心的用户,满足他们的需求 Personas...
2014-03-30 15:46
The key to this approach is first to choose the right individuals to design for — those users whose needs best represent the needs of a larger set of key constituents (see Figure 5-2) — and then to prioritize these individuals so that the needs of the most important users are met without compromising our ability to meet the needs of secondary users. 找到核心的用户,满足他们的需求Personas provide a powerful tool for communicating about different types of users and their needs, then deciding which users are the most important to target in the design of form and behavior.回应 2014-03-30 15:46 -
Models are used extensively in design, development, and the sciences. They are powerful tools for representing **complex structures** and **relationships** for the purpose of better understanding, discussing, or visualizing them. Without models, we are left to make sense of unstructured, raw data, without the benefit of any organizing principle. Good models emphasize the salient features of th...
2014-03-30 15:41
Models are used extensively in design, development, and the sciences. They are powerful tools for representing **complex structures** and **relationships** for the purpose of better understanding, discussing, or visualizing them. Without models, we are left to make sense of unstructured, raw data, without the benefit of any organizing principle. Good models emphasize the salient features of the structures and relationships they represent and de-emphasize the less significant details.模型其实就是每次只关注复杂系统的一个点(重要的部分)回应 2014-03-30 15:41
-
Design of behavior is a different kind of problem that requires greater knowledge of context, not just rules of visual composition and brand. Design of behavior requires an understanding of the user’s relationship with the product from before purchase to end-of-life(从购买到寿终正寝). Most important of all is the understanding of how the user wishes to use the product, in what ways, and to what e...
2014-03-26 11:17
Design of behavior is a different kind of problem that requires greater knowledge of context, not just rules of visual composition and brand. Design of behavior requires an understanding of the user’s relationship with the product from before purchase to end-of-life(从购买到寿终正寝). Most important of all is the understanding of how the user wishes to use the product, in what ways, and to what ends.回应 2014-03-26 11:17 -
Many developers and usability professionals still approach the design of interfaces by asking,"What are the tasks?" Although this may get the job down, it won't produce much more than an incremental improvement: It won't provide a solution that differentiates your product in the market, and very often won't really satisfy the user.that's what I am doing. I'm using the task method. Askin...
2012-05-23 22:22
that's what I am doing. I'm using the task method.Many developers and usability professionals still approach the design of interfaces by asking,"What are the tasks?" Although this may get the job down, it won't produce much more than an incremental improvement: It won't provide a solution that differentiates your product in the market, and very often won't really satisfy the user.
Asking,"what are the use's goals?" lets you understand the meaning of activeties of you users, and then create more appropriate and satisfactory designs.
回应 2012-05-23 22:22 -
“任务”和“活动”取决于所使用技术的形式 Design of behavior is a different kind of problem that requires greater knowledge of context, not just rules of visual composition and brand. Design of behavior requires an understanding of the user’s relationship with the product from before purchase to end-of-life. Most important of all is the understanding of how the user wishes to use the product, i...
2014-03-26 12:31
“任务”和“活动”取决于所使用技术的形式Design of behavior is a different kind of problem that requires greater knowledge of context, not just rules of visual composition and brand. Design of behavior requires an understanding of the user’s relationship with the product from before purchase to end-of-life. Most important of all is the understanding of how the user wishes to use the product, in what ways, and to what ends.回应 2014-03-26 12:31 -
design both identifies user requirments and defines a detailed plan for the behavior and appearence of products. In other words, design provides true product definition, based on goals of users, needs of business, and constraints of technology.
2012-05-24 20:05
-
The key to this approach is first to choose the right individuals to design for — those users whose needs best represent the needs of a larger set of key constituents (see Figure 5-2) — and then to prioritize these individuals so that the needs of the most important users are met without compromising our ability to meet the needs of secondary users. 找到核心的用户,满足他们的需求 Personas...
2014-03-30 15:46
The key to this approach is first to choose the right individuals to design for — those users whose needs best represent the needs of a larger set of key constituents (see Figure 5-2) — and then to prioritize these individuals so that the needs of the most important users are met without compromising our ability to meet the needs of secondary users. 找到核心的用户,满足他们的需求Personas provide a powerful tool for communicating about different types of users and their needs, then deciding which users are the most important to target in the design of form and behavior.回应 2014-03-30 15:46 -
Models are used extensively in design, development, and the sciences. They are powerful tools for representing **complex structures** and **relationships** for the purpose of better understanding, discussing, or visualizing them. Without models, we are left to make sense of unstructured, raw data, without the benefit of any organizing principle. Good models emphasize the salient features of th...
2014-03-30 15:41
Models are used extensively in design, development, and the sciences. They are powerful tools for representing **complex structures** and **relationships** for the purpose of better understanding, discussing, or visualizing them. Without models, we are left to make sense of unstructured, raw data, without the benefit of any organizing principle. Good models emphasize the salient features of the structures and relationships they represent and de-emphasize the less significant details.模型其实就是每次只关注复杂系统的一个点(重要的部分)回应 2014-03-30 15:41 -
As Donald Schön so aptly puts it, “design is a conversation with materials”1 This means that for a designer to craft an appropriate solution, he must understand the **capabilities** and **limitations** of the “materials” that will be used to construct the product, whether they be lines of code or extruded plastic.
2014-03-29 15:14
As Donald Schön so aptly puts it, “design is a conversation with materials”1 This means that for a designer to craft an appropriate solution, he must understand the **capabilities** and **limitations** of the “materials” that will be used to construct the product, whether they be lines of code or extruded plastic.回应 2014-03-29 15:14
这本书的其他版本 · · · · · · ( 全部7 )
以下豆列推荐 · · · · · · ( 全部 )
- 交互设计,并不仅仅是设计⋯⋯ (Roger)
- UCDChina.com 设计类书库 (UCDChina)
- Web交互设计师 修行书目 (微.)
- Books of Usability/Accessibiligy/UI/UE (EN/CN) (zonovo)
- 互联网设计阅读推荐 (千鸟)
谁读这本书?
二手市场
订阅关于About Face 3的评论:
feed: rss 2.0
1 有用 刘莉莉 2014-09-19
相见恨晚,粗读一遍,受益匪浅,以后放在手边当工具书看。
0 有用 静静生活 2013-01-22
关于交互设计的流程写得非常细致,设计课的课本之一
0 有用 RokeyHu 2013-03-01
以目标为导向的设计和设计框架
0 有用 夏希 2012-07-13
my bible.
0 有用 泼泼特 2010-09-01
归类为专业字典书籍,写report装逼必备
0 有用 MOrELIvECaT 2016-06-30
= =
0 有用 非正常儿童 2015-10-04
特别好的一本书,正在阅读中简直欲罢不能。因为传说翻译本巨烂,读的英文版。 简直是交互设计的红宝书,无论是设计新手还是老手,都会在阅读中了解到新的知识和以前没注意到的点。 语言通俗易懂,其实没有太多的难度,英语一般的人也能读懂,思路又清晰,很方便做笔记。
0 有用 [已注销] 2014-12-04
读起来比较无趣,留着以后慢慢再读一遍吧
0 有用 朱俊 2014-11-14
不是简单的说教,难得的一本可以启迪思想的书。
0 有用 青菜肉丝 2014-10-17
集大成者,理论,实践,方法,细节一应俱全,可以用来自学,也能做参考书