图书简介:
第1 章什么是人机交互技术············································································(1)
1.1 人机交互技术····································································································· (1)
1.1.1 人机交互技术的发展史················································································ (2)
1.1.2 人机交互技术的发展方向············································································· (3)
1.1.3 相关概念的理解························································································· (4)
1.2 交互设计与用户体验···························································································· (6)
1.2.1 拙劣的设计······························································································· (7)
1.2.2 为体验而设计···························································································· (8)
1.2.3 用户体验·································································································· (9)
1.2.4 用户体验的实现方法:UCD·········································································· (9)
1.2.5 以用户为中心的设计的要点········································································ (10)
1.3 交互设计目标··································································································· (11)
1.3.1 可用性目标····························································································· (12)
1.3.2 用户体验目标·························································································· (12)
1.4 交互设计的方法································································································ (13)
1.4.1 以人为本的设计理念················································································· (14)
1.4.2 以活动为中心的设计················································································· (15)
1.4.3 任务、活动和目标的区别··········································································· (15)
1.4.4 以目标为导向的设计················································································· (16)
1.5 交互设计过程概览····························································································· (16)
1.5.1 需求分析阶段·························································································· (17)
1.5.2 框架定义阶段·························································································· (18)
1.5.3 开发支持阶段·························································································· (18)
1.5.4 测试与优化阶段······················································································· (18)
第 2 章交互设计理论基础············································································· (20)
2.1 涉及的相关学科································································································ (20)
2.1.1 心理学··································································································· (21)
2.1.2 人体工程学····························································································· (26)
2.1.3 计算机科学····························································································· (27)
2.1.4 社会学··································································································· (28)
·VI·
2.1.5 美学······································································································ (29)
2.2 交互设计中的认知因素······················································································· (30)
2.2.1 感知因素································································································ (30)
2.2.2 视觉因素································································································ (31)
2.2.3 注意因素································································································ (33)
2.2.4 记忆因素································································································ (34)
2.2.5 思维因素································································································ (34)
2.3 交互设计中的情感因素······················································································· (35)
2.3.1 用户与情感的多样性················································································· (35)
2.3.2 界面(表现力)与情感·············································································· (36)
2.3.3 情感化设计····························································································· (37)
2.4 系统模型和用户模型·························································································· (40)
2.4.1 用户心理模型·························································································· (40)
2.4.2 系统实现模型·························································································· (40)
2.4.3 设计师模型····························································································· (41)
2.4.4 分级设计································································································ (42)
第 3 章用户研究························································································· (44)
3.1 研究用户的目的································································································ (44)
3.1.1 三种用户································································································ (45)
3.1.2 用户特征································································································ (46)
3.2 需求收集和需求分析·························································································· (46)
3.2.1 对需求的理解·························································································· (47)
3.2.2 需求活动过程·························································································· (48)
3.2.3 需求收集:用户试验················································································· (48)
3.2.4 需求的优先权分析···················································································· (49)
3.3 目标分析········································································································· (50)
3.3.1 三种用户目标·························································································· (50)
3.3.2 其他类别的目标······················································································· (51)
3.3.3 系统设计目标·························································································· (53)
第 4 章用户研究方法··················································································· (55)
4.1 用户访谈········································································································· (55)
4.1.1 设计问题和计划访谈················································································· (55)
4.1.2 非结构化访谈·························································································· (56)
4.1.3 结构化访谈····························································································· (57)
4.1.4 半结构化访谈·························································································· (57)
·VII·
4.1.5 集体访谈································································································ (57)
4.1.6 其他形式的访谈······················································································· (58)
4.2 用户观察········································································································· (59)
4.2.1 目标、问题····························································································· (59)
4.2.2 观察什么、何时观察················································································· (60)
4.2.3 观察方法································································································ (61)
4.2.4 如何观察································································································ (62)
4.2.5 间接观察:追踪用户的活动········································································ (69)
4.2.6 分析、解释和表示数据·············································································· (71)
4.3 其他类型的研究································································································ (73)
4.3.1 焦点小组································································································ (74)
4.3.2 市场统计和市场划分················································································· (74)
4.3.3 卡片分类································································································ (75)
4.3.4 任务分析································································································ (75)
第 5 章人物角色的创建与运用······································································· (77)
5.1 人物角色········································································································· (77)
5.1.1 人物角色不是什么···················································································· (77)
5.1.2 使用人物角色的目的················································································· (78)
5.1.3 人物角色的好处······················································································· (79)
5.2 人物角色的创建································································································ (80)
5.2.1 创建人物角色的方法················································································· (80)
5.2.2 人物角色组成元素···················································································· (83)
5.2.3 确定人物角色的优先级别··········································································· (84)
5.2.4 人物角色设计的评价标准··········································································· (86)
5.2.5 如何应用人物角色···················································································· (86)
5.3 场景剧本········································································································· (87)
5.3.1 情境场景剧本·························································································· (87)
5.3.2 场景剧本的经典元素················································································· (89)
第 6 章从需求到设计··················································································· (90)
6.1 定义功能和数据元素·························································································· (90)
6.1.1 什么是功能和数据···················································································· (90)
6.1.2 发散和收敛的过程···················································································· (91)
6.1.3 10 加10:收敛设计漏斗············································································· (92)
6.2 交互设计原则··································································································· (93)
6.2.1 设计价值································································································ (93)
·VIII·
6.2.2 用户体验设计原则···················································································· (95)
6.2.3 好的交互设计评价标准原则········································································ (97)
6.3 交互设计模式··································································································· (99)
6.3.1 什么是交互设计模式················································································· (99)
6.3.2 交互设计模式的类型················································································ (100)
6.3.3 交互设计模式的应用注意·········································································· (101)
第 7 章信息架构 ····················································································· (102)
7.1 初识信息架构·································································································· (102)
7.1.1 架构原则与结构······················································································ (102)
7.1.2 什么是信息架构······················································································ (103)
7.1.3 信息架构梳理························································································· (104)
7.2 信息架构设计方法:卡片分类法·········································································· (104)
7.2.1 层次结构的设计······················································································ (105)
7.2.2 封闭式卡片分类法··················································································· (106)
7.2.3 开放式卡片分类法··················································································· (107)
7.2.4 Delphi 卡片分类法··················································································· (107)
7.3 好的信息架构设计应具备的特点·········································································· (108)
7.3.1 与“产品目标”和“用户需求”相对应························································ (108)
7.3.2 具有一定的延展性··················································································· (108)
7.3.3 保证分类标准的一致性、相关性和独立性····················································· (109)
7.3.4 有效平衡信息架构的“广度”和“深度” ····················································· (109)
7.3.5 使用“用户语言”,同时需避免“语义歧义或不解” ······································ (110)
第 8 章界面设计························································································ (111)
8.1 视觉界面设计概述···························································································· (111)
8.1.1 视觉设计过程························································································· (111)
8.1.2 视觉界面设计的组成要素·········································································· (112)
8.2 交互界面的设计原则························································································· (114)
8.2.1 对齐····································································································· (114)
8.2.2 一致性·································································································· (116)
8.2.3 强调····································································································· (118)
8.2.4 重复····································································································· (120)
8.2.5 映射····································································································· (122)
8.2.6 沉浸····································································································· (123)
8.2.7 功能可见性···························································································· (124)
8.2.8 条件反射······························································································· (125)
·IX·
8.2.9 干扰效应······························································································· (127)
8.2.10 容易识别······························································································ (128)
8.2.11 容易使用······························································································ (130)
8.2.12 美观实用效应························································································ (132)
8.2.13 图像符号······························································································ (134)
8.2.14 图形-背景关系······················································································· (137)
8.2.15 色彩原理······························································································ (139)
8.3 视觉界面设计实践原则······················································································ (142)
8.3.1 模拟····································································································· (142)
8.3.2 80/20 法则······························································································ (143)
8.3.3 费茨定律······························································································· (145)
8.3.4 席克定律······························································································· (146)
8.3.5 神奇数字7±2 法则··················································································· (147)
8.3.6 接近法则······························································································· (147)
8.3.7 泰思勒定律···························································································· (148)
8.3.8 新乡重夫:防错原则················································································ (149)
8.3.9 奥卡姆剃刀···························································································· (149)
8.3.10 图片优势······························································································ (150)
8.3.11 大草原偏爱··························································································· (151)
8.3.12 由上而下光源偏爱·················································································· (152)
8.4 三大设计风格·································································································· (154)
8.4.1 拟物化设计···························································································· (154)
8.4.2 扁平化设计···························································································· (155)
8.4.3 卡片式设计···························································································· (158)
第 9 章设计与制作原型··············································································· (160)
9.1 概念模型········································································································ (161)
9.1.1 基于活动的概念模型················································································ (162)
9.1.2 基于对象的概念模型················································································ (163)
9.1.3 界面比拟······························································································· (164)
9.2 原型·············································································································· (165)
9.2.1 原型的作用和好处··················································································· (166)
9.2.2 低保真与高保真······················································································ (166)
9.3 原型的制作方法······························································································· (167)
9.3.1 草图设计······························································································· (168)
9.3.2 用PPT 设计草图····················································································· (169)
9.4 线框图··········································································································· (169)
·X·
9.4.1 什么是线框图························································································· (169)
9.4.2 为何要用线框图······················································································ (170)
9.4.3 线框图类型···························································································· (170)
9.4.4 线框图、原型和视觉稿的区别···································································· (171)
9.5 Axure RP 介绍·································································································· (172)
9.5.1 Axure RP ······························································································· (172)
9.5.2 Axure 的工作环境···················································································· (173)
9.5.3 初级互动设计························································································· (174)
9.5.4 使用Master 模块····················································································· (176)
9.5.5 输出网站/AP 原型···················································································· (177)
9.5.6 输出规格文件(Word) ············································································ (178)
第 10 章可用性评估··················································································· (179)
10.1 可用性·········································································································· (179)
10.1.1 可用性的定义························································································ (179)
10.1.2 产品失败的原因····················································································· (180)
10.1.3 产品使用背景························································································ (180)
10.1.4 为体验而设计:使用第一········································································· (180)
10.2 可用性评估···································································································· (181)
10.2.1 形成性评估和总结性评估········································································· (181)
10.2.2 分析法和实验法····················································································· (181)
10.3 启发评估法···································································································· (182)
10.3.1 启发式评估十原则·················································································· (182)
10.3.2 启发式评估法的实施步骤········································································· (184)
10.3.3 启发式评估法的局限性············································································ (186)
10.4 用户测试······································································································· (187)
10.4.1 用户测试的基础理论··············································································· (187)
10.4.2 具有代表性的测试方法············································································ (188)
10.4.3 用户测试的实践基础··············································································· (190)
第 11 章实践中的交互设计·········································································· (192)
11.1 敏捷设计:注重协作与交互··············································································· (192)
11.1.1 传统交互设计流程·················································································· (192)
11.1.2 敏捷UX 简史························································································ (193)
11.1.3 敏捷UX 的理论基础··············································································· (193)
11.1.4 敏捷UX 的基本原则··············································································· (194)
11.1.5 敏捷UX 与传统交互设计的区别································································ (195)
·XI·
11.2 精益设计:做事比分析更重要············································································ (195)
11.2.1 精益设计的三大基础··············································································· (195)
11.2.2 精益设计的基本理念··············································································· (197)
11.2.3 实例···································································································· (198)
11.3 通用设计······································································································· (199)
11.3.1 什么是通用设计····················································································· (199)
11.3.2 通用设计的发展过程··············································································· (200)
11.3.3 通用设计的原则····················································································· (200)
11.3.4 作为适配性界面设计的通用设计································································ (201)
11.3.5 未来的交互界面····················································································· (202)
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随着以计算机为主的现代机器的飞速发展,以及用户对机器(本书主要是指计算机)的
使用体验要求越来越高,对人机交互技术以及设计的研究得到了广泛关注。人机交互设计努
力去创造和建立的是人与产品及服务之间有意义的关系,以“在充满社会复杂性的物质世界
中嵌入信息技术”为中心,从“可用性”和“用户体验”两个层面上进行分析,关注以人为
本的用户需求。其涉及众多学科,学习者不仅要有扎实的理论知识,而且需要够硬的技术能
力,与此同时还需要很好的审美水平和人文社会学知识。本书尝试着将如此复杂的人机交互
技术与设计用浅显易懂的方式(如实例分析、实践操作等)展示出来,使得关于人机交互的
教学变得更加形象生动、简单易懂。
为了让读者能够更加清楚地了解人机交互技术与设计的知识结构,本书从人机交互的基
本概念入手,以交互设计流程为依据,详细介绍了需求分析、架构设计、开发支持和测试优
化过程等方面的知识。本书主要适用于交互设计从业人员、交互设计方向的大学生、对交互
设计感兴趣的工作人员以及任何想要了解并学习人机交互技术与设计的学习者。
人机交互的基本概念部分(第 1、第2 章)使读者了解什么是人机交互,人机交互的目
标、方法、一般过程、相关学科,人机交互中的认知情感因素,相关模型等基本知识。
用户研究部分(第 3、第4、第5 章)从用户角度出发,介绍了研究用户的目的、方法,
用户需求的收集、分析以及交互设计过程中的人物创建、场景设计。
交互设计具体过程部分(第6、第7、第8、第9 章)详细介绍了交互设计过程中涉及的
从需求到设计、信息架构、界面设计、设计与制作原型的具体原则与方法。
评估与实施部分(第10、第11 章)从实践的角度分析了可用性评估方法以及实践中的交
互设计方式。
本书在章节的安排与重难点的处理上,充分考虑了教学的需求,内容安排松紧适度,重
点突出,对于抽象、难以把握的知识点用大家日常生活所接触的案例进行说明,使得读者可
以更好地把握知识点,理解难点。
本书由单美贤主编,邢晓俊、范泽宇、蔡滢赟参与编写,具体分工为:第 2 章、8.1 节、
8.3 节由邢晓俊编写;第4 章、3.3 节、8.2 节由范泽宇编写;1.1 节、8.4 节由蔡滢赟编写;其
余章节单美贤编写。
由于编者学识有限,加之时间较仓促,书中不妥之处在所难免,敬请读者批评指正。
编 者
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