互动性、连续性、素描和体验:(主题摘要)

K. Nakakoji
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引用次数: 1

摘要

软件系统的设计和开发涉及制作和使用两个方面。制造的世界与造型、构造和建筑有关。使用世界关注的是参与、体验和互动。这两个世界通过软件在结构上、语义上和时间上交织在一起。设计使用世界需要付出艰苦的努力,在所有可能的上下文中,在不同的时间和情景粒度级别上,为所有可能的用户类型设想所有可能的使用情况,以创建连贯和愉快的用户体验。要构建这个使用世界,仅仅确定典型的使用场景或描述关键使用情况的快照是不够的。在构建使用世界的过程中,通过动态的用户粘性和体验,对长时间内可能的交互流进行深入分析是必不可少的。通过描述我们在设计和开发创造性知识活动的研究原型工具,观察和分析交互设计过程以及指导消费者产品的用户体验设计团队方面的工作,本次演讲将从交互性,连续性,草图和体验的角度讨论使用世界设计的表达,表示,沟通和评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactivity, continuity, sketching, and experience: (keynote abstract)
The design and development of a software system deals with both the world of making and that of using. The world of making is concerned with molding, constructing and building. The world of using is concerned with engaging, experiencing, and interacting-with. The two worlds are structurally, semantically, and temporally intertwined through software. Designing the world of using requires painstaking effort to envision all the possible situations of use for all the possible types of users in all the possible contexts, in various temporal and situational levels of granularity, to create a coherent and convivial user experience. To frame this world of using, it is not sufficient to identify typical use scenarios or depict snapshots of crucial usage situations. Thorough analyses of the possible flows of interactions over a long period of time through the dynamism of user engagement and experience are essential in framing the world of using. Through the delineation of our work on designing and developing research prototype tools for creative knowledge activities, observing and analyzing interaction design processes, and directing user experience design teams for consumer products, this talk will address the expression, representation, communication, and assessment of the design of the world of using from the perspectives of interactivity, continuity, sketching and experience.
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