《无界面交互》的原文摘录

  • 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. (查看原文)
    然. 2015-05-21 19:10:01
    —— 引自第104页
  • 在接下来的100年里,计算最大的限制是隐喻。snapchat CEO (查看原文)
    我是盐 2019-11-11 21:08:46
    —— 引自章节:序
  • 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 (查看原文)
    然. 2015-05-25 17:24:03
    —— 引自第168页
  • While there are great executives and visionary corporate presidents, sometimes smart people with amazing accomplishments are at the whim of leaders who have unwarranted power to make decisions distant from actual operations, and an ocean away from understanding real customers and what they need Tech workers aren't fired for being safe; but while remaining safe, tech companies die (查看原文)
    然. 2015-05-25 17:24:03
    —— 引自第168页
  • Voice input can be a guessing game of a limited set of possibilities with a powerful machine, not knowing what will do next. (查看原文)
    然. 2015-05-25 18:00:19
    —— 引自第174页
  • There's less time than ever for unplanned interaction. Spiegel: "The biggest constraint of the next 100 years of computing is the idea of metaphors. For Sanpchat, the closer we can get to 'I want to talk to you' - that emotion of wanting to see you and then seeing you - the better and better our product and our view of the world will be." For the tools we use every day, people are always going to take the path of least resistance and choose utility and pragmatism above all else. (查看原文)
    slumberland 2017-02-19 12:58:24
    —— 引自章节:Foreword
  • We applied the first principle of the best interface is no interface, entirely avoid using a screen, and embraced our typical processes. Edward Tufte: "Overload, clutter, and confusion are not attributes of information, they are failures of design. Embracing a typical process means you can do what you normally do. Avoiding a digital interface means you don't waste time learning, troubleshooting, and using a screen you don't need to be using anyway. That's good design thinking, especially when designing around common tasks. (查看原文)
    slumberland 2017-02-19 13:04:42
    —— 引自章节:2. Screen-based Thinking
  • I'm a user experience (UX) designer. That means my job is to understand your common, everyday problems and to use technology to solve them. Many brilliant thinkers, dreamers, desingers, engineers, developers, and enterpreneurs have made and will continue to make great strides enriching the human experience through technology in many of these locations. But in an ultracompetitive global market where fast and lean are more valued than deep thinking or original solutions, many of us - including myself - have been caught up in reactionary rectangles, thoughtless habits, and the self-delusion that the way things have gone the past few years is the way we should keep going forever. (查看原文)
    slumberland 2017-02-19 13:16:03
    —— 引自章节:3. Slap an Interface on It!
  • When we saw problems, we slapped an interface on it. UX stopped being about people, and started being about rounded rectangles and parallax animations. The best minds of my generation are thinking about how to make people click ads. That sucks. (查看原文)
    slumberland 2017-02-19 13:35:47
    —— 引自章节:4. UX ≠ UI
  • being unable to motivate customers with an immediate need to pay, creating a valuable service in a business sector that has traditionally been ree, or making an effort to massively and rapidly grow the size and impact of technological products. (查看原文)
    slumberland 2017-02-19 14:24:23
    —— 引自章节:5. Addiction UX
  • get people to go brain-dead staring at a screen for as long as often as possible. (查看原文)
    slumberland 2017-02-19 14:24:23
    —— 引自章节:5. Addiction UX
  • The general goal is to do whatever possible to keep more and more of us logged in and wired, dragging us back for more interface time because the more eyeballs, the more money thay can sell their ads for; and the happier their shareholders, the longer their doors stay open. Solving user problems more effeciently is not a core part of the agenda. Addiction is. (查看原文)
    slumberland 2017-02-19 14:24:23
    —— 引自章节:5. Addiction UX
  • The ad-based interface is often measured on Wall Street like a drug - addiction good, moderation bad - but not in terms of human healthiness, happiness, or goals achieved. (查看原文)
    slumberland 2017-02-19 14:24:23
    —— 引自章节:5. Addiction UX
  • I believe our job as designers is to give you what you need as quickly and as elegantly as we can. Our job as designers is to take you away from technology. Our job as designers is to make you smile. To make a profit by providing you something that enhances your life in the most seamless and wonderful way possible. (查看原文)
    slumberland 2017-02-19 14:24:23
    —— 引自章节:5. Addiction UX
  • Let's prioitize personal goals over addiction. Let's get our lives and our health back in balance by interacting with the real world instead of staring into a light, checking new notifications. Let's think beyond screen. The best result for any technology is to solve meaningful problems in impactful ways. The best design reduces work. The best computer is unseen. The best interface is natural. The best interface is no interface. (查看原文)
    slumberland 2017-02-26 12:55:58
    —— 引自章节:8. The Screenless Office
  • The most profound technologies are those that disappear. The Active Badge: easily accessable, they seamlessly and continuously received one kind of information. Instead of relying on painful user input like form fields and website navigation, the computer system used automatic, sensory, signal-based machine input." (查看原文)
    slumberland 2017-03-23 10:38:36
    —— 引自章节:12. Machine Input
  • Struggling with choice is actually a basic and observed part of human psychology that's an understood element in good design thinking. The burden and anxiety caused by the need to make choices has been confirmed time and time again. These are digitla chores. The maintenance of our digital lives. In this digital errrand world of operating system settings, folders, badges, and notification centers, one of the absurdities of the job is that the more digital chores you do, the more new digital chores may arise. By taking advantage of things like an API that allows software to talk to software, or by embracing a simple type of machine input - such as Wi-Fi or Bluetooth radio - some designers and engineers are rethinking software in NoUI ways. "Subscription-based applications" (查看原文)
    slumberland 2017-03-23 10:42:52
    —— 引自章节:13. Analog and Digital Chores
  • Fact: despite the millions of mobile apps available, a tiny percentage (only about 500 if them) account for more than 80 percent of all downloads. Making one digital interface that will satisfy an average is very hard, and in the end, interfaces are aften representative of no one. Andrew Ng: "Sometimes I actually think that machine learning is not only the most exciting thing in computer science, but the most exciting thing in all of human endeavor. "The latest the greatest" is tech's biggest lie. But what if there were no wall? What if we shifted the primary experience from the concrete to the abstract? What if instead of spending all that money and time on a static interface that will look outdated in a year, we spend the resources on a learning algorithm that can adapt a sevice in any w... (查看原文)
    slumberland 2017-03-23 10:49:42
    —— 引自章节:14. Computing for One
  • Everyone is different. You have your favorite way of getting things done. Your own approach to things. And a world of NoUI can embrace that reality. We can transform your primary experiences with comptuters from reactive interfaces to proactive solutions. (查看原文)
    slumberland 2017-03-23 10:59:52
    —— 引自章节:15. Proactive Computing
  • Examining that fear of failure - a consideration of edge cases - can be limiting and often unproductive during early production ideation, but it is essential to consider when putting together the final stages of anything. I personally root for sensors and predictive systems to help solve failure. (查看原文)
    slumberland 2017-03-23 11:02:54
    —— 引自章节:19. Failure
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