Interface Design: More Craft than Science?

Matthew Chalmers
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引用次数: 4

Abstract

Interface design can overwhelm the effects of better or worse database engines. Progressively more systems use graphical interfaces but as with any new technologically–driven medium it takes time for notions of ‘good’ design to form and disseminate. Nowhere is this more obvious than in the nascent field of 3D interfaces where — much as in the days of font overkill which followed the introduction of laserwriters — 3D is often used for its own sake. This leads to designs that may initially be eye–catching but later turn out to be cluttered and difficult to work with. I will discuss some issues that make the design and evaluation of information visualisation systems complex such as numerical metrics for interface assessment, the use (and abuse) of metaphor, taking advantage of 3D perception, and shared information environments. This discussion will draw upon images and experiences from the Bead system in order to examine the discipline we are involved in: is it more craft than science?
界面设计:更多的是工艺而不是科学?
界面设计可以掩盖或好或坏数据库引擎的影响。越来越多的系统使用图形界面,但与任何新技术驱动的媒体一样,“好”设计的概念需要时间来形成和传播。这一点在新兴的3D界面领域表现得最为明显,就像在激光打印机问世后字体泛滥的日子里一样,3D常常是为了自己而使用的。这导致设计最初可能是引人注目的,但后来却变得混乱和难以处理。我将讨论一些使信息可视化系统的设计和评估变得复杂的问题,如界面评估的数值指标、隐喻的使用(和滥用)、利用3D感知和共享信息环境。本次讨论将借鉴来自head系统的图像和经验,以检验我们所涉及的学科:它是否更像是工艺而不是科学?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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