设计移动和具体化交互系统的隐喻、能指、启示和模式

Jingoog Kim, M. Maher
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引用次数: 2

摘要

人机交互中的隐喻可以帮助用户通过参考熟悉的对象来理解不熟悉的系统,也可以帮助设计师在设计过程中形成和探索类比概念。我们认为,新的隐喻可以帮助用户和设计师形成一个共同的心理模型,并可以支持设计师创造新的交互体验。我们提出了3个隐喻概念作为表征交互设计的基础:设备、机器人和朋友。我们着重于识别能指,以及与这些隐喻相关的启示。我们进行了一项研究,在这项研究中,参与者确定了三种隐喻的共同设计元素以及影响新设计采用隐喻的因素。结果表明,人们对每一个隐喻都有不同的能指和启示,并且对每一个隐喻都有不同的互动方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Metaphors, Signifiers, Affordances, and Modalities for Designing Mobile and Embodied Interactive Systems
Metaphor in human-computer interaction (HCI) can support users in understanding an unfamiliar system with references to familiar objects, and also can support designers in forming and exploring analogical concepts during the process of designing. We posit that new metaphors can assist in forming a common mental model for users and designers, and can support designers in creating novel interaction experiences. We present 3 metaphorical concepts as a basis for characterizing interactive designs: device, robot, and friend. We focus on identifying the signifiers, and affordances associated with these metaphors. We performed a study in which participants identify common design elements for the 3 metaphors and the factors that influence adopting the metaphors for new designs. The results show that people associate distinct signifiers and affordances for each of the 3 metaphors and associate different interaction modalities with each metaphor.
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