# Different from PCs or web

  • Immediate requests
    立即要求
  • Short interactions, frequently interrupted
    互动简短,经常被打断
  • Public use
    公共用途
  • Fashion statement
    时尚宣言
    • Less business-oriented
      较少以业务为导向
    • More value to design
      更具设计价值
  • Little engagement
    很少参与
  • Must always be able to answer the phone
    必须始终能够接听电话

# Mobile first

Consultants recommend web sites designed for mobile first
建议为移动设备优先设计的网站

  • Understand users' most important tasks
    了解用户最重要的任务
  • Focus on key elements
    专注于关键要素
  • Harder to get a good user experience
    难以获得良好的用户体验
  • Easier to spread out and add menu items, etc. versus removing them
    与删除菜单项相比,更易于展开和添加菜单项等
  • More demands on responsiveness
    对响应能力的更多要求
  • Interaction limitations –no hover capability
    互动限制 - 不要悬停功能

# Focus on navigation or content

# Responsive Design 响应式设计

  • Web sites adjust themselves based on size of screen
    网站会根据屏幕大小自行调整
  • Programmed into the html of each page
    编程到每个页面的 html 中
    • Mobile vs. desktop versions
      移动版与台式机版
    • Vs. providing different pages based on browser/device request
      Vs. 根据浏览器 / 设备请求提供不同的页面
  • Html and CSS have built-in features
    HTML 和 CSS 内置有响应式功能
  • Dreamweaver, etc. let you design for different ranges of sizes
    Dreamweaver 等可让您设计不同的尺寸范围
  • Fewer options & elements (faster downloading)
    更少的选项和元素(更快的下载)
  • Designed for smaller screen
    专为较小的屏幕而设计
  • Responsive design works better for search-engine optimization (SEO)
    自适应设计更适合搜索引擎优化(SEO)
    pc 版和移动版可以使用同一个 URL 地址

# Human abilities

Human considered to be a…
人类被认为是……

  1. Sensory processor
    感官处理器

    • Experimental psych, sensory psych
      实验心理,感觉心理
    • e.g. Model--Human Processor (Card, Moran & Newell)
      模型 - 人为处理器
  2. Interpreter/Predictor
    解释器 / 预测器

    • Cognitive psych, AI
      认知心理,人工智能
    • e.g. Distributed cognition (Hutchins)
      分布式认知
  3. Actor in environment
    环境中的活动者

    • Activity theory, ethnography
      活动理论,人种志
    • e.g. Situated action (Suchman)
      情景动作
    • e.g. Activity theory (Vygotsky, Nardi)
      活动理论

# What makes a system usable

Human Considered to be a ..
人类被认为是...

Usability results when the system ..
系统的可用性结果...

Evaluation methods..
评价方法

Sensory Processor
感官处理器

Fits within human limits
符合人类限制

Quantitative Experiments
定量试验

Interpretor/Predictor
解释器 / 预测器

Fits with knowledge
符合认知

Task Analysis,Contextual Inquiry
任务分析,情境调查

Actor in environment
环境中的活动者

Fits with task and social context
适合任务和社交环境

Ethnographic field work, Participatory design
人种学领域工作,参与式设计

# Two views of interaction

互动的两种观点

  • Interaction with
    • Software system is a tool or machine
      软件系统是工具还是机器
    • Interface is a usability--engineered membrane
      界面是易用性 - 工程膜
    • Human as processor and Interpreter models
      人作为处理器和解释器模型
  • Interaction through
    通过互动
    • Software as a medium used to interact with task object and other people
      软件作为媒介,与任务对象及其他人进行互动
    • Interface plays a role in social context
      界面在社交环境中发挥作用
    • Human as interpreter and actor
      人作为解释器和活动者

# Human capabilities

Senses
感官

Information Processing
信息处理

Motor Systems
电机系统

VisionPerceptualPhysical abilities
HearingCognitiveReach
TouchMemorySpeed
Smell-Short Term
Taste-Medium Term
-Long Term
Processes
-Selective attention
-Learning
-Problem Solving
-Language

# Senses

  • Sight, Hearing, Touch important for current HCI.
    视觉,听觉,触觉对于当前的人机交互非常重要。
    • Smell, Taste ???
      闻起来,味道???
  • Abilities and limitations affect design
    能力和局限性影响设计

Key concepts of senses:
感官的关键概念

  • Just noticeable differences
    只是明显的差异
    • How much of a change in stimulus is needed before it can be sensed
      需要多少刺激才能感测到
    • Tends to be logarithmic – Weber's law
      倾向于对数 - 韦伯定律
  • Magnitude of physical stimulus vs perceived magnitude
    物理刺激的幅度与感知的幅度
    • Doubling number of photons does not double perceived intensity
      光子数量加倍不会使感知强度加倍

# Weber's law

Video: Weber's law and thresholds

# Vision

  • Visual System
    视觉系统
    • Eye 眼睛
    • Retina 视网膜
    • Neural Pathway 神经通路
  • About 180º of arc 约 180º 弧度
  • Light reception happens in retina (back of eye)
    光接收发生在视网膜(眼后)
  • Fovea (highest-resolution area)
    中央凹(最高分辨率区域)
  • Just 2º of arc
    仅 2º 弧度
  • 75% of visual operations
    视觉操作的 75%
  • Not like a camera; doesn’t take the whole picture at once
    不像照相机; 不能一次拍摄全部照片

# Visual abilities

  • Sensitivity 灵敏度

    • Luminance 10 –107 ml (miliambert)
      亮度 10 –107 毫升
  • Acuity 敏锐度

    • Detection, Alignment, Recognition
      检测,对准,识别
    • Retinal position –Fovea has best acuity
      视网膜位置–视力最强
  • Movement 运动

    • Tracking, Reading, Vibrations
      跟踪,阅读,振动
  • Implications 含义

    • Font size and location depend on task
      字体大小和位置取决于任务
    • Much done by context and grouping
      通过情景和分组来完成很多工作
  • Retina has 视网膜有

    • 6.5 M cones (color vision), mostly at the fovea
      6.5 M 视锥细胞(彩色视觉),主要在中央凹处
    • About 150,000 cones per square millimeter
      每平方毫米约 150,000 个圆锥
    • Fewer blue sensing cones than red and green at the fovea
      中央凹处的蓝色感应锥体比红色和绿色少
    • 100 M rods (night vision), spread over the retina –none at the fovea
      100 M 杆(夜视),散布在视网膜上–中央凹处无
  • Adaptation 适应

  • Switching between dark and light causes fatigue
    在黑暗和明亮之间切换会导致疲劳

# Color vision

  • Color and the retina
    • 380nm (blue) ~ 770nm (red)
    • Problems with cones or ganglion cells causes problems with color perception
    • (Not really "color blindness")
    • 8% males, 0.5% females
  • Implications 含义
    • Avoid saturated colors 避免色彩饱和
    • Color coding should be redundant when possible 颜色编码应尽可能冗余

# Paul Morris Fitts's Law

  • The bigger an object and the closer it is to us, the easier it is to move to.
    物体越大,离我们越近,移动起来就越容易。
    • Fitts's law can be used as an aid to make educated decisions on the size and placement of user interface elements.
      菲茨定律可以帮助做出有关用户界面元素的大小和位置的明智决定。
  • Fitts's law is centered around a mathematical equation that is used to illustrate the time it takes to reach a target object.
    菲茨定律以数学方程式为中心,该数学方程式用于说明到达目标物体所需的时间。

T=a+blog2(2DW)T = a + b \log_{2} \Biggl( 2 \ast \frac{D}{W} \Biggr)

  • T Time is the amount of time required to complete the movement
    是完成移动所需的时间
  • a is the human reaction time and b is the time needed by human nervous system to process a bit of information
    a 是人类的反应时间,而 b 是人类神经系统处理一些信息所需的时间
  • D Distance is a measurement from the starting point to the end point (target object)
    距离是从起点到终点(目标对象)的量度
  • W Width is the width of the target object
    是目标对象的宽度

# Memory

How We Make Memories: Crash Course Psychology #13

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