运用演绎法分析幼儿绘画应用中的交互设计模式

D. D. Pangestuti, M. K. Sabariah, D. S. Kusumo
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引用次数: 0

摘要

4至6岁儿童的成长是由儿童最喜欢的活动支持的,其中一项活动是绘画活动。绘画活动是一种帮助儿童进行大运动和精细运动训练的活动,使儿童的生长发育速度良好。采用演绎法的方法描述思维导图与用户界面的交互作用,使用户可以建立一个原型来确定交互设计模式。基于用户体验,通过对受访者的观察和访谈获得。从交互数据的存在作为确定适合儿童的设计模式的指导,研究人员采用演绎方法来识别儿童使用绘图应用程序的交互模式。研究者使用了两个绘图应用程序即绘图应用程序。通过可用性测试的测试结果,中高用户角色给出了97%的百分比,而中低用户角色给出了90%的百分比。用户与绘图上的应用程序原型设计模式的交互对绘图中4至6岁幼儿发展的成就水平有很好的效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis interaction design patterns in drawing application for early childhood using deductive method approach
The growth of children ages 4 to 6 years is supported by children's favorite activities in which one of activity is a drawing activity. Drawing activity is an activity that helps children in gross motor and fine motor train which give the rate of growth and development of children is good. Deductive method approach is applied to describe the interaction of mind mapping to the user interface so that users can build a prototype to determine the interaction design pattern. Based on the user experience, gained from observation and interview to the interviewees in question. From the existence of interaction data as a guide in determining the appropriate design pattern for children, researcher did a deductive approach to identify patterns of interaction in children used a drawing application. Researcher used two drawing applications ie drawing applications. The results of testing by usability testing, that the High-Medium User Personas gave a percentage of 97%, while Medium-Low User Personas gave a percentage of 90%. User interaction with the application prototype design pattern on the drawing gave good results for the level of achievement of early childhood development at ages 4 to 6 years in a drawing.
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