INTERACTION DESIGN
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Interaction Design交互设计,又称互动设计,(英文Interaction Design, 缩写IxD 或者IaD),是定义、设计人造系统的行为的设计领域。
人造物,即人工制成物品,例如,软件、移动设备、人造环境、服务、可佩带装置以及系统的组织结构。
交互设计在于定义人造物的行为方式(the "interaction",即人工制品在特定场景下的反应方式)相关的界面。
交互设计师首先进行用户研究相关领域,以及潜在用户,设计人造物的行为,并从有用性,可用性和情感因素(usefulness, usability and emotional)等方面来评估设计质量。
历史、渊源Bill Moggridge在20世纪80年代后期提出了交互设计的概念。
初始名为"SoftFace",后改名为交互设计。
在1989年,Gillian Crampton-Smith在伦敦的皇家艺术学院创建了交互设计的硕士学位教育(初始名为“计算机相关的设计”,后改名为"交互设计")。
2001年,她在Ivrea创建了交互设计研究所,专门从事交互设计的研究和教育。
目前,全球众多的教育机构已经开展交互设计的教育。
交互设计解决的问题和目前发展状况交互设计在任何的人工物的设计和制作过程里面都是不可以避免的,区别只在于显意识和无意识。
然而,随着产品和用户体验日趋复杂、功能增多,新的人工物不断涌现,给用户造成的认知摩擦日益加剧的情况下,人们对交互设计的需求变得愈来愈显性,从而触发其作为单独的设计学科在理论和实践的呼声变得愈发迫切。
然而,由于交互设计的研究者和实践者来自不同领域,而且这个领域本身尚在创建阶段,因此人们往往对某些问题尚未达成共识,甚至对类似和相同的问题本身的理解以及解决方式也可能有不同方案,且相互矛盾。
比如交互设计的基本元素包含什么,现在也还在讨论中。
但是人们依然形成了一些不相互否认的共识,比如,交互设计是设计人和物的对话(dialog),而交互设计研究和实践的本质可能是隐藏于这个对话中的。
交互设计(Interaction Design)(世毕盟留学)一、交互是个筐,啥都往里装交互(inter-action),从字面上理解,就是 A 和 B 之间的一系列动作和行为。
比如,早上你出门时碰到邻居,冲ta 喊一声“早”,ta 对你点头、微笑,说“早” ——这就是一个完整的互动过程。
当然,互动不仅限于人与人之间,还可以发生在系统和系统之间,比如人和机器,人和环境,机器和环境,等等。
这可是个要命的问题:几乎在同一个次元的人和“物”,都可能发生互动。
当然,我们主要关注发生在对象和人之间,但这个范围仍然过于宽泛。
界面上的一个按钮,是交互;卖披萨不给手套,是交互;想过马路对面却要走几公里穿隧道,是交互……下面这张图能加深大家对这个学科年轻而混乱的印象(交互设计大概在五点钟方向):我所理解的交互设计,扎根于三大领域:①人——心理学②机——计算机/工程③美——设计二、身体跟不上灵魂(或相反?),于是有了交互设计交互设计虽然是个筐,但它的确是应需而生的。
计算机问世以后,如何让它跟人打交道,一直很让人头疼。
虽然Geek 们发明了各种各样的“语言”,让人和计算机有了沟通的渠道,但是当时的机器毕竟能力有限,需要人付出极大的努力才能实现“对话”。
如何让人机交流更自然(当然是偏袒人类的),渐渐形成了一个学科。
而随着计算机能力指数级的增长,计算机承担越来越多,而人需要投入的理解和使用成本则越来越小。
当资源不再匮乏、实现能力极大提升后,对体验的追求渐渐成为人们消费决策的首因。
于是各种各样的产品和服务都开始重视去理解消费者/使用者,努力将产品和服务的体验改进到超出顾客预期。
交互设计在其中便发挥了越来越重要的作用。
时至今日的人机互动领域,随着机器类型和能力的爆炸式增长,技术越来越逆天,人与机器对话的“界面”越来越模糊以及无处不在,交互设计将迎来第三次大发展。
越来越多相互连接的元件和机器,极大拓展了人的感知、采集和控制能力,人与环境互动成为可能。
互动媒体设计知识点汇总在当今数字化时代,互动媒体设计扮演着越来越重要的角色。
无论是网页设计、移动应用开发还是游戏设计,互动媒体设计都是其中的核心要素。
本文将为您汇总关于互动媒体设计的重要知识点,帮助您更好地理解和应用这一领域的技术和理论。
1. 用户体验设计(User Experience Design,简称UXD)用户体验设计是互动媒体设计中至关重要的方面。
它关注用户与产品之间的交互过程,旨在提供愉悦、有效和易用的使用体验。
在用户体验设计中,设计师需要深入了解用户需求,利用信息架构、交互设计和视觉设计等手段,为用户提供优质的界面和操作体验。
2. 信息架构设计(Information Architecture,简称IA)信息架构设计是互动媒体设计中用于组织、结构化和呈现信息的过程。
它通过分类、标签和导航等方式,确保用户可以轻松地找到所需信息。
信息架构设计的目标是使用户感到信息结构清晰、易于理解,并能快速找到想要的内容。
3. 交互设计(Interaction Design,简称ID)交互设计关注用户与产品的交互方式和体验。
它包括设计用户界面、制定交互流程和用户操作行为等方面。
优秀的交互设计能够使用户操作流畅自然,提高用户满意度和产品的易用性。
4. 视觉设计(Visual Design)视觉设计是互动媒体设计中重要的组成部分,强调通过视觉元素来传达信息和情感。
视觉设计包括配色、布局、图标、字体等方面,通过精心的设计创造出美观、易于阅读和吸引用户目光的界面。
5. 响应式设计(Responsive Design)响应式设计是指根据不同设备和屏幕尺寸调整和优化产品的布局和功能。
在互联网普及和移动设备使用日益增长的背景下,响应式设计能够确保产品在各种平台和设备上都能提供一致的用户体验。
6. 动效设计(Motion Design)动效设计通过动画效果为产品增添生动、有趣的元素。
它可以通过过渡效果、载入动画和用户操作反馈等手段,增强用户对产品的参与感和乐趣。
交互设计精髓,英文版The essence of interaction design lies in creating meaningful and engaging experiences for users. It involves understanding the needs and behaviors of the users and designing interfaces and interactions that are intuitive, efficient, and enjoyable. Interaction design encompasses a wide range of disciplines, including psychology, human-computer interaction, and visual design, and it requires a deep understanding of both the technical and human aspects of the design process.At its core, interaction design is about creating a dialogue between the user and the product. This involves not only designing the way the user interacts with the interface, but also considering the overall user experience and how the product fits into the user's broader context. It requires a focus on usability, accessibility, and inclusivity, ensuring that the design is effective for all users, regardless of their abilities or background.In addition to creating a seamless and intuitive user experience, interaction design also involves considering the emotional and psychological impact of the design. This means paying attention to the aesthetics, tone, and personality of the interface, and creating experiences that are not only functional, but also enjoyable and emotionally resonant.Ultimately, the essence of interaction design is about creating products and experiences that are not only usable and efficient, but also meaningful and impactful for the users. It requires a deep understanding of human behavior, a focus on empathy and inclusivity, and a commitment to creating experiences that enrich and enhance the lives of the people who use them.。
交互设计常用中英文专业术语(完整版)时间:2017-05-31 出处:Designer_Oliver 阅读量:1381最近开始整理交互设计师在工作和职场交流中常用的英语词汇,包括了设计方向、设计领域、职业、专业学科、交互设计专用术语、设计方法、界面、ui、布局、控件、手势、产品、商业、技术、用研、数据分析、计费模式、信息可视化、成果、其他20个方面,陆续通过4-5篇文章的形式分享给大家。
设计方向conversation design 对话式设计experience design 经历设计graphic design 平面设计industry design 工业设计information design 信息设计interaction design 交互设计product design 产品设计service design 服务设计ui design 界面设计user experience design 用户体验设计user centered design 以用户为中心的设计visual design 视觉设计设计领域ai_artificial intelligence 人工智能ar_augmented reality 增强现实diet 饮食education 教育finance 金融mobile internet 移动互联网internet 互联网iot_internet of thing 物联网smart home 智能家居shopping 购物traditional industry 传统行业ugv_unmanned ground vehicle 无人驾驶地面车辆vr_virtual reality 虚拟现实wearable device 穿戴式设备职业bd_business development 业务拓展front end 前端,前端工程师interaction designer 交互设计师operation 运维工程师product designer 产品设计师product manager 产品经理project manager 项目经理qa_quality assurance 测试,测试工程师r&d_research&develop 研发,研发工程师ui designer 界面设计师user experience designer 用户体验设计师visual designer 视觉设计师专业与学科computer science and technology 计算机科学与技术ergonomics 人体工程学,人因学ethnology 人种学hci_human computer interaction 人机交互industrial design 工业设计interaction design 交互设计multimedia design and production 多媒体设计与制作psychics 心理学software engineering 软件工程statistics 统计学service design 服务设计visual communication design 视觉传达设计设计专用术语business 业务/商业business requirement 业务需求competitive analysis 竞品分析deepness 深度dimension 维度emotional design 情感化设计flow 流程goal 目标ia_information architecture 信息架构information 信息motivation 动机path 路径range 广度usage scenario 使用场景usability 可用性user behavior 用户行为user requirement 用户需求user study/user research用户调研设计方法与工具brainstorming 头脑风暴card sorting 卡片分类法emotional design 情感化设计fitts' law费茨定律gestalt psychology 格式塔心理学storyboard 故事版storyline 故事大纲user analysis 用户分析ucd user centered design 以用户为中心的设计界面cli_command line interface 命令行界面gui_graphical user interface 图形用户界面nui_natural user interface 自然用户界面vui_voice user interface 语音用户界面布局absolutelayout 绝对布局autolayout 自动布局banner 横幅border 边界线card based design 卡片式设计column 列content 容dashboard 仪表盘framelayout 单帧布局float 悬浮grid 网格horizontal 水平layout 布局linearlayout 线性布局margin 外间距navigation bar 导航栏padding 间距pinterest style layout 瀑布流relativelayout 相对布局row 行tablelayout 表格布局tool bar 工具栏widget 小部件vertical 垂直控件alert 警告anchors 锚点bottom sheet 底部动作条button 按钮canvas 画布card 卡片checkbox 复选框chip 纸片(android material design专有名词)data picker 日期选择器dialog 提示框,对话框divider 分隔线float 悬浮image 图像item 条,项目label 只读文本linklist 列表listview 列表视图loading 加载menu 菜单pagecontrol 多页控件(即小圆点)panel 面板password 密码picker 选择器progress bar 进度条radio 单选框table 表格tile 瓦片(android material design专有名词)time picker 时间选择器title 标题toast toast(无准确翻译,一种会自动消失的轻量提示框)scroll 滚动scroll bar 滚动条scrollview 滚动视图selector 选择器selection control 选择控制器slider 滑块snackbar snackbar(无准确翻译,一种会自动消失,带有操作的轻量提示框)sub header 副标题submit 提交switch 开关tab tab(无准确翻译,更多指导航上的选项)tag 标签textview 文本框toggle 开关tooltips 工具提示webview 网页视图手势click 点击drag 拖曳finger 手指hotspot 热区pinch 捏press 压,按stretch 伸展swipe 滑动tap 轻触zoom in 放大zoom out 缩小成果draft 草稿demo 演示interaction design document 交互文档hi fi prototype_high fidelity prototype 高保真原型lo fi prototype_low fidelity prototype 低保真原型prototype 原型wireframe 线框图ux workflow 交互流程图用户研究a/b test a/b测试expert evaluation 专家评估eye tracking 眼动跟踪focus group 焦点小组heuristic evaluation 启发式评估persona 用户画像questionnaire问卷调研usability testing 可用性测试user interview 用户访谈user experience map 用户体验地图user study/user research 用户调研data analyse 数据分析产品与商业account 账号advertisement 广告as 客户服务aso_app store optimization 应用商店优化business 商业copy 文案cms 容管理系统customer 客户customer service 客服feed 信息流fsd_functional specifications document 功能详细说明function 功能individualization 个性化market 市场mrd_market requirements document 市场需求文档mvp_minimum viable product 最小化可行产品pgc_professionally generated content 专业生产容prd_product requirements document 产品需求文档product design 产品设计process 项目,进度product 产品requirement 需求share 份额stickiness 黏性slogan 口号/标语/广告语strategy 策略user 用户ugc_user generated content 用户原创容uml_unified modeling language 统模语言viral marketing 病毒式营销/病毒性营销uialignment 对齐art 艺术art base 美术/设计出身brand 品牌color 颜色icon 图标flat design 扁平化设计font 字体grid 栅格系统hierarchy 层次kv_key visual 主视觉, 主画面layer 层legibility 可读性logo 商标,徽标material 素材opacity 透明度responsive design 响应式设计resolution 分辨率sans serif typeface 非衬线体scale 比例缩放serif typeface 衬线字体skeuomorphic design 拟物化设计style 样式texture 纹理theme 主题typography 排版visual design 视觉设计技术api 应用程序编程接口/应用程序界面background 后台client 客户端container 容器data 数据database 数据库deep learning 深度学习developer 开发者format 格式化framework 框架machine learning 机器学习library 库optimize 优化performance 性能plug in 插件program 程序script 脚本sdk_software development kit 软件开发工具包seo 搜索引擎优化server 服务器technology 技术type 类型timer 定时器,计时器url 统一资源定位、网址visuality 可视性信息可视化bar chart 柱状图bubble chart 气泡图chart 图表dashboard 仪表盘information visualization 信息可视化line chart 折线图pie chart 饼图radar chart 雷达图scatter chart 散点图tree view树状图广告计费模式cpa_cost per action 每次行动(下载、注册等)成本cpc_cost per click 每次点击成本cpm_cost per mille 每千次展现成本数据acu_average concurrent users 平均同时在线用户数cac_ customer acquisition cost 用户获取成本click_click through 点击量/点击次数cpc 点击成本ctr_click rate_click through rate 点击率dau_daily active user 日活跃用户量dnu_day new user 日新增用户量gmv_gross merchandise volume 商品交易总量kpi_key performance indicator 关键绩效指标mau_monthly active user 月活跃用户量pcu_peak concurrent users 最高在线用户数pv_page view 页面浏览量roi_return on investment 投资回报率uv_unique visitor 独立访客数wau_weekly active users 周活跃用户量其他fyi/fyr 供参考kpi 关键绩效指标manual 手册schedule 工作进度计划表, 日程安排产品与商业account 账号advertisement 广告as 客户服务aso_app store optimization 应用商店优化business 商业copy 文案cms 容管理系统customer 客户customer service 客服feed 信息流fsd_functional specifications document 功能详细说明function 功能individualization 个性化market 市场mrd_market requirements document 市场需求文档mvp_minimum viable product 最小化可行产品pgc_professionally generated content 专业生产容prd_product requirements document 产品需求文档product design 产品设计process 项目,进度product 产品requirement 需求share 份额stickiness 黏性slogan 口号/标语/广告语strategy 策略user 用户ugc_user generated content 用户原创容uml_unified modeling language 统模语言viral marketing 病毒式营销/病毒性营销uialignment 对齐art 艺术art base 美术/设计出身brand 品牌color 颜色icon 图标flat design 扁平化设计font 字体grid 栅格系统hierarchy 层次kv_key visual 主视觉, 主画面layer 层legibility 可读性logo 商标,徽标material 素材opacity 透明度responsive design 响应式设计resolution 分辨率sans serif typeface 非衬线体scale 比例缩放serif typeface 衬线字体skeuomorphic design 拟物化设计style 样式texture 纹理theme 主题typography 排版visual design 视觉设计布局absolutelayout 绝对布局autolayout 自动布局banner 横幅border 边界线card based design 卡片式设计column 列content 容dashboard 仪表盘framelayout 单帧布局float 悬浮grid 网格horizontal 水平layout 布局linearlayout 线性布局margin 外间距navigation bar 导航栏padding 间距pinterest style layout 瀑布流relativelayout 相对布局row 行tablelayout 表格布局tool bar 工具栏widget 小部件vertical 垂直技术api 应用程序编程接口/应用程序界面background 后台client 客户端container 容器data 数据database 数据库deep learning 深度学习developer 开发者format 格式化framework 框架machine learning 机器学习library 库optimize 优化performance 性能plug in 插件program 程序script 脚本sdk_software development kit 软件开发工具包seo 搜索引擎优化server 服务器technology 技术type 类型timer 定时器,计时器url 统一资源定位、网址visuality 可视性UI :用户界面,是英文User和interface的缩写。
图形界面交互设计流程英文回答:Graphical User Interface Interaction Design Process.1. User Research and Requirements Gathering:Conduct user research to understand the target audience, their needs, and goals.Gather requirements from stakeholders and define the scope of the project.2. Concept Design and Prototyping:Generate ideas and create initial sketches and prototypes.Test prototypes with users to refine the design and ensure usability.3. Interface Design and Development:Design the user interface, including layout, colors, typography, and iconography.Develop the interface using appropriate design tools and frameworks.4. User Interface Evaluation and Iterative Design:Conduct usability testing to evaluate the design and identify areas for improvement.Iteratively refine the design based on feedback from user testing and other stakeholders.5. Implementation and Deployment:Implement the final design and deploy the productfor user consumption.Monitor usage and collect feedback to continuously improve the design.中文回答:图形界面交互设计流程。
交互设计常用中英文专业术语(完整版)时间:2017-05-31 出处:Designer_Oliver 阅读量:1381最近开始整理交互设计师在工作和职场交流中常用的英语词汇,包括了设计方向、设计领域、职业、专业学科、交互设计专用术语、设计方法、界面、ui、布局、控件、手势、产品、商业、技术、用研、数据分析、计费模式、信息可视化、成果、其他20个方面,陆续通过4-5篇文章的形式分享给大家。
设计方向conversation design 对话式设计experience design 经历设计graphic design 平面设计industry design 工业设计information design 信息设计interaction design 交互设计product design 产品设计service design 服务设计ui design 界面设计user experience design 用户体验设计user centered design 以用户为中心的设计visual design 视觉设计设计领域ai_artificial intelligence 人工智能ar_augmented reality 增强现实diet 饮食education 教育finance 金融mobile internet 移动互联网internet 互联网iot_internet of thing 物联网smart home 智能家居shopping 购物traditional industry 传统行业ugv_unmanned ground vehicle 无人驾驶地面车辆vr_virtual reality 虚拟现实wearable device 穿戴式设备职业bd_business development 业务拓展front end 前端,前端工程师interaction designer 交互设计师operation 运维工程师product designer 产品设计师product manager 产品经理project manager 项目经理qa_quality assurance 测试,测试工程师r&d_research&develop 研发,研发工程师ui designer 界面设计师user experience designer 用户体验设计师visual designer 视觉设计师专业与学科computer science and technology 计算机科学与技术ergonomics 人体工程学,人因学ethnology 人种学hci_human computer interaction 人机交互industrial design 工业设计interaction design 交互设计multimedia design and production 多媒体设计与制作psychics 心理学software engineering 软件工程statistics 统计学service design 服务设计visual communication design 视觉传达设计设计专用术语business 业务/商业business requirement 业务需求competitive analysis 竞品分析deepness 深度dimension 维度emotional design 情感化设计flow 流程goal 目标ia_information architecture 信息架构information 信息motivation 动机path 路径range 广度usage scenario 使用场景usability 可用性user behavior 用户行为user requirement 用户需求user study/user research用户调研设计方法与工具brainstorming 头脑风暴card sorting 卡片分类法emotional design 情感化设计fitts' law费茨定律gestalt psychology 格式塔心理学storyboard 故事版storyline 故事大纲user analysis 用户分析ucd user centered design 以用户为中心的设计界面cli_command line interface 命令行界面gui_graphical user interface 图形用户界面nui_natural user interface 自然用户界面vui_voice user interface 语音用户界面布局absolutelayout 绝对布局autolayout 自动布局banner 横幅border 边界线card based design 卡片式设计column 列content 内容dashboard 仪表盘framelayout 单帧布局float 悬浮grid 网格horizontal 水平layout 布局linearlayout 线性布局margin 外间距navigation bar 导航栏padding 内间距pinterest style layout 瀑布流relativelayout 相对布局row 行tablelayout 表格布局tool bar 工具栏widget 小部件vertical 垂直控件alert 警告anchors 锚点bottom sheet 底部动作条button 按钮canvas 画布card 卡片checkbox 复选框chip 纸片(android material design专有名词)data picker 日期选择器dialog 提示框,对话框divider 分隔线float 悬浮image 图像item 条,项目label 只读文本link 链接list 列表listview 列表视图loading 加载menu 菜单pagecontrol 多页控件(即小圆点)panel 面板password 密码picker 选择器progress bar 进度条radio 单选框table 表格tile 瓦片(android material design专有名词)time picker 时间选择器title 标题toast toast(无准确翻译,一种会自动消失的轻量提示框)scroll 滚动scroll bar 滚动条scrollview 滚动视图selector 选择器selection control 选择控制器slider 滑块snackbar snackbar(无准确翻译,一种会自动消失,带有操作的轻量提示框)sub header 副标题submit 提交switch 开关tab tab(无准确翻译,更多指导航上的选项)tag 标签textview 文本框toggle 开关tooltips 工具提示webview 网页视图手势click 点击drag 拖曳finger 手指hotspot 热区pinch 捏press 压,按stretch 伸展swipe 滑动tap 轻触zoom in 放大zoom out 缩小成果draft 草稿demo 演示interaction design document 交互文档hi fi prototype_high fidelity prototype 高保真原型lo fi prototype_low fidelity prototype 低保真原型prototype 原型wireframe 线框图ux workflow 交互流程图用户研究a/b test a/b测试expert evaluation 专家评估eye tracking 眼动跟踪focus group 焦点小组heuristic evaluation 启发式评估persona 用户画像questionnaire问卷调研usability testing 可用性测试user interview 用户访谈user experience map 用户体验地图user study/user research 用户调研data analyse 数据分析产品与商业account 账号advertisement 广告as 客户服务aso_app store optimization 应用商店优化business 商业copy 文案cms 内容管理系统customer 客户customer service 客服feed 信息流fsd_functional specifications document 功能详细说明function 功能individualization 个性化market 市场mrd_market requirements document 市场需求文档mvp_minimum viable product 最小化可行产品pgc_professionally generated content 专业生产内容prd_product requirements document 产品需求文档product design 产品设计process 项目,进度product 产品requirement 需求share 份额stickiness 黏性slogan 口号/标语/广告语strategy 策略user 用户ugc_user generated content 用户原创内容uml_unified modeling language 统一建模语言viral marketing 病毒式营销/病毒性营销uialignment 对齐art 艺术art base 美术/设计出身brand 品牌color 颜色icon 图标flat design 扁平化设计font 字体grid 栅格系统hierarchy 层次kv_key visual 主视觉, 主画面layer 层legibility 可读性logo 商标,徽标material 素材opacity 透明度responsive design 响应式设计resolution 分辨率sans serif typeface 非衬线体scale 比例缩放serif typeface 衬线字体skeuomorphic design 拟物化设计style 样式texture 纹理theme 主题typography 排版visual design 视觉设计技术api 应用程序编程接口/应用程序界面background 后台client 客户端container 容器data 数据database 数据库deep learning 深度学习developer 开发者format 格式化framework 框架machine learning 机器学习library 库optimize 优化performance 性能plug in 插件program 程序script 脚本sdk_software development kit 软件开发工具包seo 搜索引擎优化server 服务器technology 技术type 类型timer 定时器,计时器url 统一资源定位、网址visuality 可视性信息可视化bar chart 柱状图bubble chart 气泡图chart 图表dashboard 仪表盘information visualization 信息可视化line chart 折线图pie chart 饼图radar chart 雷达图scatter chart 散点图tree view树状图广告计费模式cpa_cost per action 每次行动(下载、注册等)成本cpc_cost per click 每次点击成本cpm_cost per mille 每千次展现成本数据acu_average concurrent users 平均同时在线用户数cac_ customer acquisition cost 用户获取成本click_click through 点击量/点击次数cpc 点击成本ctr_click rate_click through rate 点击率dau_daily active user 日活跃用户量dnu_day new user 日新增用户量gmv_gross merchandise volume 商品交易总量kpi_key performance indicator 关键绩效指标mau_monthly active user 月活跃用户量pcu_peak concurrent users 最高在线用户数pv_page view 页面浏览量roi_return on investment 投资回报率uv_unique visitor 独立访客数wau_weekly active users 周活跃用户量其他fyi/fyr 供参考kpi 关键绩效指标manual 手册schedule 工作进度计划表, 日程安排产品与商业account 账号advertisement 广告as 客户服务aso_app store optimization 应用商店优化business 商业copy 文案cms 内容管理系统customer 客户customer service 客服feed 信息流fsd_functional specifications document 功能详细说明function 功能individualization 个性化market 市场mrd_market requirements document 市场需求文档mvp_minimum viable product 最小化可行产品pgc_professionally generated content 专业生产内容prd_product requirements document 产品需求文档product design 产品设计process 项目,进度product 产品requirement 需求share 份额stickiness 黏性slogan 口号/标语/广告语strategy 策略user 用户ugc_user generated content 用户原创内容uml_unified modeling language 统一建模语言viral marketing 病毒式营销/病毒性营销uialignment 对齐art 艺术art base 美术/设计出身brand 品牌color 颜色icon 图标flat design 扁平化设计font 字体grid 栅格系统hierarchy 层次kv_key visual 主视觉, 主画面layer 层legibility 可读性logo 商标,徽标material 素材opacity 透明度responsive design 响应式设计resolution 分辨率sans serif typeface 非衬线体scale 比例缩放serif typeface 衬线字体skeuomorphic design 拟物化设计style 样式texture 纹理theme 主题typography 排版visual design 视觉设计布局absolutelayout 绝对布局autolayout 自动布局banner 横幅border 边界线card based design 卡片式设计column 列content 内容dashboard 仪表盘framelayout 单帧布局float 悬浮grid 网格horizontal 水平layout 布局linearlayout 线性布局margin 外间距navigation bar 导航栏padding 内间距pinterest style layout 瀑布流relativelayout 相对布局row 行tablelayout 表格布局tool bar 工具栏widget 小部件vertical 垂直技术api 应用程序编程接口/应用程序界面background 后台client 客户端container 容器data 数据database 数据库deep learning 深度学习developer 开发者format 格式化framework 框架machine learning 机器学习library 库optimize 优化performance 性能plug in 插件program 程序script 脚本sdk_software development kit 软件开发工具包seo 搜索引擎优化server 服务器technology 技术type 类型timer 定时器,计时器url 统一资源定位、网址visuality 可视性UI :用户界面,是英文User和interface的缩写。
Interaction DesignBy Jonas Lowgren“Interaction Design”refers to the shaping of interactive products and services with a specific focus on their use.Broadly speaking, there are two main senses of the concept, coming out of different intellectual traditions but increasingly converging in practice and research.Interaction Design as a Design DisciplineOne interpretation is to view interaction design as a design discipline, distinguished by its focus on the digital design materials: software, electronics and telecommunications.As a design discipline, it is more closely affiliated with industrial design and architecture than with engineering and behavioral science. The “shaping of interactive products and services”is an instance of design work, which broadly shares the following characteristics across design discipline.●Design work is about exploring possible futures, starting from asituation at hand. It intends to change the situation for thebetter by developing and deploying some sort of product orservice, i.e. , the concrete outcome of the design process.●It considers instrumental and technical as well as aesthetic andethical qualities throughout the design process.●Design work involves developing an understanding of thetask—the “problem”, or the goal of the design work—in parallelwith an understanding of the space of possible solutions.Finally, it entails thinking by sketching, building models, and expressing potential ideas in other tangible forms.This interpretation of interaction design tends to combine two main strands of intellectual traditions, one involving design disciplines such as industrial design, graphic design and architectural design gradually acknowledging the influence of digital technology and media on their own core materials and practices. The other main ancestor is the Scandinavian school of systems development with its long-standing ideological and methodological aims for user participation and co-determination.Prominent examples of viewing interaction design as a design discipline within academia are found in conferences such as DIS (Design Interactive Systems), DUX (Designing the User Experience), PDC (Participatory Design Conference) and lesser conference series such as DPPI (Designing Pleasurable Products and Interfaces). Some cornerstone books include the prescient collection Bringing Design to Software and, more recently, Designing Interaction and Sketching User Experiences. Influential proponents of this perspective in academia include people like Brenda Laurel, Terry Winograd, Bill Buxton and Pelle Ehn.Interaction Design as an Extension of HCIThe other interpretation of interaction design is to see it as an extension of human-computer interaction (HCI), a field originating in experimental psychology and computer science and tracing its roots to the 1970s. The main concern in HCI was always to assert instrumental qualities such as usability and usefulness of digital products and services, predominantly in work-related or task-oriented use situations and typically with a focus on an individual user and his/her goals.HCI was originally oriented mainly towards field studies (of, e.g., existing user populations, their cognitive traits and currentpractices) and evaluation (of, e.g., an existing product or aproposed product concept). However, it was found that theimpact on the resulting products and ultimately on the benefitsfor the users would be greater if HCI practitioners andresearchers would engage in the design rather than merelypointing out usability problems after the face. Hence, the HCIpalette of methods, tools and responsibilities was extended toencompass more creative and generative activities.The key academic venues for interaction-design-oriented HCI include the HCI conference (Human Factors in Computing Systems) and many other regional or second-tier conferences, as well as a broad range of journals including the prestigious TOCHI (ACM Transactions on Computer-Human Interaction). A typical book reflecting thereorientation of the HCI field towards interaction design is Interaction Design: Beyond Human-Computer Interaction, and characteristic examples are found in the works of researchers like Ben Shneiderman, Donald Norman, Stuart Card and Jenny Preece.The Two Perspectives ConvergeThe use of digital products and services (i.e., the subject matter of HCI) in society transformed radically from the early 1990s and onwards with the proliferation of the Internet, mobile connectivity, digital consumer products and games towards a dominance of discretionary use for fun, pleasure and recreation over instrumentally motivated use for solving work-related tasks. Consequently, instrumental quality concepts such as usability and usefulness lost in relative importance to experiential concepts addressing the non-instrumental qualities of use (including aesthetic, ludic and social qualities). As mentioned above, the more mature design disciplines underlying the first interpretation of interaction design always addressed non-instrumental and instrumental qualities in equal measures.The increasing amount of design activities and the increasing focus on what HCI calls user experience are the two main factorsmotivating the growing tendency for HCI to adopt interactiondesign as a more appropriate label for the field. They alsobroadly explain the apparent tendency for the twointerpretations to converge, as witnessed in hiring policies andwork practices in professional interaction design contexts as wellas in the increasing amount of cross-disciplinary research wheredesigners collaborate with scholars from an HCI background.Looking back, the most significant differences between the two interpretations of interaction design used to be the degree of interest in aesthetic and qualities, the nature of understanding the goal (growing throughout the process versus aiming at goal specification in upstream phases), and the importance ascribed to the work of making ideas explicit throughout the process. As the two interpretations converge, the differences tend to diminish accordingly.Interaction Design and Digital MaterialsThe recommended use of the term interaction design is limited to products and services which more or less rely on digitalmaterials for their realization. This is due to the significance for adesign discipline of knowing its respective design materials. It isimpossible to design interaction per se, even though the termunfortunately implies otherwise, but what interaction designersdo is to create conditions for interaction. It is possible to makesome things more likely to happen, other less likely, and the wayin which this is accomplished is by shaping the digital materialinto tools, props and media for others to appropriate and use.The digital materials of software, electronics andtelecommunications have specific properties that interactiondesigners need to understand well in order to increase thelikelihood of achieving intended outcomes in use. For instance,designing a multiplayer online game is quite different fromdesigning a (non-digital) broad game. The digital-materialproperty most significantly determining the difference in thiscase is the possibility for asynchronous and quasi-anonymous,many-to-many communication over a distance. There is also apragmatical argument for coupling interaction design withdigital materials. Both of the main interpretations above havestrong roots in fields concerned exclusively with the digital,which ought to carry more weight than any fine semantic pointsabout what interaction “actually” means.This is not to say that interaction design concerns itself only with purely digital products and services. For instance, it is rapidly becoming impossible to separate interaction design from industrial design in digital consumer products (even though some developers of consumer products still try). Moreover, several emerging fields in interaction design research, including tangible interaction, mixed-reality interfaces and pervasive computing, address physical form and materials as inevitably integrated with virtual form and digital materials. The point is merelythat the digital materials have specific properties which greatly influence the use of products and services built form them, and the knowledge of those materials and properties form part of the core of knowledge defining the interaction design community.Other Ways of Slicing the FieldThe choice of the two interpretations (design-discipline versus extension-of-HCI) is by no means the only possible way tostructure a presentation of the interaction design field, eventhough it tends to explain the historical development ofmultidisciplinarity in the field rather well. Another approachwhich seems quite established in the community is to divide thefield according to the main technologies involved in creating theuse situation. For instance, academic subcommunities with theirown conferences and journals have emerged in areas like mobileservices, ubiquitous computing, web services, adaptive systems,and tangible interaction.Other attempts to slice the field of interaction design include dividing by use genre (productivity, play, communication, entertainment, and so on) or by market structures and development-process organization (bespoke development, in-house development, product development, end-user development, etc.)。
现代设计方法知识点现代设计方法是指应用于各种设计领域的一系列技术和策略。
它们旨在提高设计效率、创造力和用户体验。
以下是一些关键的现代设计方法知识点,可供设计师参考和应用于实际项目中。
1. 用户研究(User Research)用户研究是现代设计方法中至关重要的一环。
通过直接观察用户行为、开展调查问卷、进行面对面访谈等方式,设计师能够深入了解目标用户的需求、偏好和行为模式。
这有助于设计师在项目早期阶段就能够准确把握用户群体,并根据用户反馈进行相应的调整。
2. 设计思维(Design Thinking)设计思维是一种以用户为中心的创新方法。
它强调观察、理解、定义问题,并在解决问题的过程中进行迭代。
通过采用开放的、探索性的方式,设计师可以提供独特的见解和解决方案,从而满足用户的需求。
3. 原型制作(Prototyping)原型制作是现代设计方法中的重要环节。
通过快速制作可视化的原型,设计师可以验证和测试不同的设计概念。
原型可以是纸质的或数字化的,可以是低保真度的或高保真度的。
通过与用户进行互动,设计师能够及早发现和解决潜在的问题,并提升设计方案的可行性。
4. 用户界面设计(User Interface Design)用户界面设计关注的是如何使用户与产品或服务进行有效交互。
在现代设计方法中,用户界面设计强调简洁、直观和易用性。
通过运用合适的色彩、排版和互动元素,设计师可以创造出具有吸引力和良好用户体验的界面。
5. 响应式设计(Responsive Design)随着移动设备的普及,响应式设计已经成为现代设计方法中不可或缺的一部分。
响应式设计使得网页和应用程序能够适应不同屏幕尺寸和设备类型。
通过使用弹性布局、媒体查询和视口标签等技术,设计师可以确保用户无论使用手机、平板还是桌面电脑都能够获得良好的视觉和操作体验。
6. 交互设计(Interaction Design)交互设计关注的是用户与产品或服务之间的交互过程。
交互设计原则英文版Interaction Design Principles.1. Visibility: The interface should make all relevant options and features visible to the user, ensuring that they are aware of the available actions and can easily find what they need.2. Feedback: The system should provide immediate and clear feedback to the user after each action, informing them of the result of their interaction and guiding them on the next steps.3. Consistency: The design should maintain consistency in terms of layout, terminology, and functionality throughout the interface, creating a sense ofpredictability and familiarity for the user.4. Simplicity: The interaction should be kept simple and intuitive, minimizing the cognitive load on the userand allowing them to accomplish tasks with ease.5. User Control: Users should feel in control of the interaction, with the ability to easily navigate, undo actions, and customize their experience according to their preferences.6. Accessibility: The design should be inclusive and accessible to users of all abilities, ensuring that everyone can interact with the interface effectively.7. Error Prevention and Recovery: The system should be designed to prevent errors as much as possible, and in cases where errors do occur, provide clear guidance on how to recover from them.8. Flexibility: The interface should be flexible enough to accommodate a range of user behaviors and preferences, allowing for personalization and adaptation to different usage scenarios.These principles guide the design of interactivesystems, ensuring that they are user-friendly, efficient, and effective in facilitating user interactions.。
INTERACTION DESIGN:Industrial Design in the Information AgeElaine AnnDirector,Kaizor InnovationAbstract:This paper introduces a newly developed discipline in the U.S.and Europe:Interaction Design.As we enter the Information Age,products are no longer only electrical and mechanical,but also include computing and networked capability.Designing products highly interactive in nature becomes much more complex than before going beyond the traditional realmof Industrial Design.Moreover,the fundamental definition of"a product"is being challenged andrequires a fundamental shift in thinking as well as new work methods.How people interact with products,systems or environments and its social and cultural impact is what Interaction Design is concerned about.Keywords:Interaction design,user experience,networked products,interdisciplinary,industrial design.1IntroductionTraditional products are mechanical and electrical like toasters,shavers,walkmans etc.Withtoday's increased computing power,miniaturized chips and the advent of the Internet,thisdrastically alters the meaning of traditional products.Industrial Design has always dealt with howpeople interact with things,designing for a product's form factor,ergonomics,psychonomics etc. Computing and networked products introduces a new dimension of interactivity beyond with itsphysical form,but extends to the digital arena.Now that most products are embedded computingwith complex interaction,what should industrial designers design in the information and digitalage?How should industrial designers innovate for these new breeds of products?2Product nature redefined in the Information Age2.1Products are software drivenTraditional products are mainly physical in nature and design constrains are governed byprinciples of physics and mechanics.Today,many products are in fact microcomputers indisguise with computing capability storing more than40GBs of digital information and everincreasing processing speed.Products become hybrid in nature with both hardware andsoftware components.For example:traditional walkmans have evolved into digital MP3musicplayers,mechanical cameras into digital cameras,cordless phones into cellular phones etc.What defines a product is not so much dependent on the hardware when a products'functionresides more in its software capability.(Figure1)2.2Products are networkedMoreover,with the advent of the Internet,products can be networked and digital information stored in products can be transferred and shared.Examples of such are sending SMS messages between cellular phones,syncing contact information from a PDA to the desktop computer and downloading music from the web to an MP3player.Products are no longer standalone objects but systems of highly dependent interacting components.As one of the prominent industrial design events in the U.S.IDSA DesignAbout:Interactive Edges summarizes:"We can no longer think about products as isolated objects that are designed,produced and inserted into people's lives,nor can we think about products consisting of hardware design and software design. Hardware and software need to become one,and products need to be thought of as part of a bigger system of objects and spaces."[1]3What is Interaction Design?The field of Interaction Design is at its early infancy and has only been around for the past decade or so.Since the birth of computing,designing computing systems has mainly been the role of software engineers.Parallel to the field of architecture,civil engineers focus on designing the structure of the building while architects design how people live within that structure;in the world of computing,software engineers ensures the robustness of the software while interaction designers design how people interact with computing systems and products,The concept of computers used to be desktop computing,however as technology advances, computers evolve beyond the desktop PC and permeates into every aspect of our lives. Computers take the shape and form of everyday consumer electronic appliances such as MP3 players,car navigation systems to internet fridges.Thus the notion of designing for computer screen"interfaces"is no longer adequate.This is where Interaction Design crosses over to the field of Industrial Design.The term"Interaction"was originally coined by Bill Morridge,founder of IDEO and it describes the design of the behavior of products,its task flow and structure of information,making technology usable,understandable and pleasant for people to use.As Irene McAra-McWilliam,a forerunner of the interaction design field describes,"Interaction designers have to understand people,how they experience things,how they themselves interact,and how they learn."[2]4Relationship between Industrial Design and Interaction DesignAs products nature evolves,so does the role of its creators.Industrial designers'role in product development has been designing the form factor and ergonomics of objects.A design project usually starts with a design brief of mechanisms and electronics required of the product design. And the industrial designer generates different physical form factors and styles suitable for the user and target market.Much of this is changing with the emerging new types of hybrid-networked products.First,with software as an integral part of the products'user experience,industrial designers can no longer design the hardware independent of the software experience.A button pushed on the hardware can trigger a screen display and without close integration between hardware and software design, the user's experience will be a frustrating one.Secondly,skills required of designers today are beyond form making.The challenge that many corporations are facing is not what technology cando,but what technology should do.Designers'creativity can be expanded to more strategic roles in redefining what these new product typologies should be and envision how people should experience them.A well illustrated example that Industrial Designers cannot design a product separately from its interface and context of use is the public kiosks at the Amsterdam Airport(Figure2).The kiosk allows travelers at the airport to write email as well as access Internet information.It is composed of two parts,a touch screen input interface at waist level and a large public screen above the head.Such design did not consider the privacy aspect of the email activity as information entered on the small screen also projects to the public on the large screen above.A touch screen interface for entering email is also very cumbersome as the screen calibration of the virtual keyboard misaligns and allows for errors in typing.5New Ways of Thinking and WorkingA paradigm shift of product nature requires new ways of thinking and working.Software driven and networked products adds complexity to product development and the old way of assigning software functions to hard buttons after a product's physical form is complete will guarantee an incoherent experience.Industrial designers need to consider the user experience as a whole beyond a product's physical form.In addition,industrial designers also need to think beyond designing standalone objects and consider systems of interdependent products.To innovate for new products,Industrial Designers need to consider shifting the focus of designing aesthetically pleasing objects to first understanding people's behaviors and needs.By adopting a designer-researcher role to uncovering these latent needs can designers be inspired to innovate based on experiences with real people.With added complexity to products,it is necessary for industrial designers to break away from the traditional notion of designing for hardware products and cross boundaries to work with interdisciplinary teams of interaction designers,software engineers etc.This can help ensure a more coherent user experience integrating hardware,software and distributed systems design..。