人機互動設計

人機互動設計

《人機互動設計》是2016年9月電子工業出版社出版的圖書,作者是單美賢。

基本介紹

  • 書名:人機互動設計
  • 作者:單美賢
  • ISBN:9787121298479
  • 頁數:216頁
  • 定價:35元
  • 出版社:電子工業出版社
  • 出版時間:2016年9月
  • 開本:16開
內容簡介,圖書目錄,

內容簡介

以計算機為主的現代技術之飛速發展,為用戶提供了豐富多樣譽汽催的體驗,人機互動設計的研究得到了廣泛的關注。本書從人機互動的基本概念入手,以互動設計流程為依據,詳細介紹了需求分析、架構設計、開發支持和測試最佳化過程等方面的知辨閥騙識。狼頌祖騙本書關注充去以人為本的用戶需求,從可用性和用戶體驗兩個層面上進行分析,引導讀者關注互動設計原則、建立以用戶為中心的設計理念。

圖書目錄

第1 章什麼是人機互動技術············································································(1)
1.1 人機互動技術····································································································· (1)
1.1.1 人機互動技術的發展白拜狼棵史················································································ (2)
1.1.2 人機互動技術嘗酷元的發展方向············································································· (3)
1.1.3 相關概念的理解························································································· (4)
1.2 互動設計與用戶體驗···························································································· (6)
1.2.1 拙劣的設計······························································································· (7)
1.2.2 為體驗而設計···························································································· (8)
1.2.3 用戶體驗·································································································· (9)
1.2.4 用戶仔試邀體驗的實現方法:UCD·········································································· (9)
1.2.5 以用戶為中心的設計的要點········································································ (10)
1.3 互動設計目標··································································································· (11)
1.3.1 可用性目標····························································································· (12)
1.3.2 用戶體驗目標·························································································· (12)
1.4 互動設計的方法································································································ (13)
1.4.1 以人為本的設計理念················································································· (14)
1.4.2 以活動為中心的設計················································································· (15)
1.4.3 任務、活動和目標的區別··········································································· (15)
1.4.4 以目標為導向的設計················································································· (16)
1.5 互動設計過程概覽····························································································· (16)
1.5.1 需求分析階段·························································································· (17)
1.5.2 框架定義階段·························································································· (18)
1.5.3 開發支持階段·························································································· (18)
1.5.4 測試與最佳化階段······················································································· (18)
第 2 章互動設計理論基礎············································································· (20)
2.1 涉及的相關學科································································································ (20)
2.1.1 心理學··································································································· (21)
2.1.2 人體工程學····························································································· (26)
2.1.3 計算機科學····························································································· (27)
2.1.4 社會學··································································································· (28)
·VI·
2.1.5 美學······································································································ (29)
2.2 互動設計中的認知因素······················································································· (30)
2.2.1 感知因素································································································ (30)
2.2.2 視覺因素································································································ (31)
2.2.3 注意因素································································································ (33)
2.2.4 記憶因素································································································ (34)
2.2.5 思維因素································································································ (34)
2.3 互動設計中的情感因素······················································································· (35)
2.3.1 用戶與情感的多樣性················································································· (35)
2.3.2 界面(表現力)與情感·············································································· (36)
2.3.3 情感化設計····························································································· (37)
2.4 系統模型和用戶模型·························································································· (40)
2.4.1 用戶心理模型·························································································· (40)
2.4.2 系統實現模型·························································································· (40)
2.4.3 設計師模型····························································································· (41)
2.4.4 分級設計································································································ (42)
第 3 章用戶研究························································································· (44)
3.1 研究用戶的目的································································································ (44)
3.1.1 三種用戶································································································ (45)
3.1.2 用戶特徵································································································ (46)
3.2 需求收集和需求分析·························································································· (46)
3.2.1 對需求的理解·························································································· (47)
3.2.2 需求活動過程·························································································· (48)
3.2.3 需求收集:用戶試驗················································································· (48)
3.2.4 需求的優先權分析···················································································· (49)
3.3 目標分析········································································································· (50)
3.3.1 三種用戶目標·························································································· (50)
3.3.2 其他類別的目標······················································································· (51)
3.3.3 系統設計目標·························································································· (53)
第 4 章用戶研究方法··················································································· (55)
4.1 用戶訪談········································································································· (55)
4.1.1 設計問題和計畫訪談················································································· (55)
4.1.2 非結構化訪談·························································································· (56)
4.1.3 結構化訪談····························································································· (57)
4.1.4 半結構化訪談·························································································· (57)
·VII·
4.1.5 集體訪談································································································ (57)
4.1.6 其他形式的訪談······················································································· (58)
4.2 用戶觀察········································································································· (59)
4.2.1 目標、問題····························································································· (59)
4.2.2 觀察什麼、何時觀察················································································· (60)
4.2.3 觀察方法································································································ (61)
4.2.4 如何觀察································································································ (62)
4.2.5 間接觀察:追蹤用戶的活動········································································ (69)
4.2.6 分析、解釋和表示數據·············································································· (71)
4.3 其他類型的研究································································································ (73)
4.3.1 焦點小組································································································ (74)
4.3.2 市場統計和市場劃分················································································· (74)
4.3.3 卡片分類································································································ (75)
4.3.4 任務分析································································································ (75)
第 5 章人物角色的創建與運用······································································· (77)
5.1 人物角色········································································································· (77)
5.1.1 人物角色不是什麼···················································································· (77)
5.1.2 使用人物角色的目的················································································· (78)
5.1.3 人物角色的好處······················································································· (79)
5.2 人物角色的創建································································································ (80)
5.2.1 創建人物角色的方法················································································· (80)
5.2.2 人物角色組成元素···················································································· (83)
5.2.3 確定人物角色的優先權別··········································································· (84)
5.2.4 人物角色設計的評價標準··········································································· (86)
5.2.5 如何套用人物角色···················································································· (86)
5.3 場景劇本········································································································· (87)
5.3.1 情境場景劇本·························································································· (87)
5.3.2 場景劇本的經典元素················································································· (89)
第 6 章從需求到設計··················································································· (90)
6.1 定義功能和數據元素·························································································· (90)
6.1.1 什麼是功能和數據···················································································· (90)
6.1.2 發散和收斂的過程···················································································· (91)
6.1.3 10 加10:收斂設計漏斗············································································· (92)
6.2 互動設計原則··································································································· (93)
6.2.1 設計價值································································································ (93)
·VIII·
6.2.2 用戶體驗設計原則···················································································· (95)
6.2.3 好的互動設計評價標準原則········································································ (97)
6.3 互動設計模式··································································································· (99)
6.3.1 什麼是互動設計模式················································································· (99)
6.3.2 互動設計模式的類型················································································ (100)
6.3.3 互動設計模式的套用注意·········································································· (101)
第 7 章信息架構 ····················································································· (102)
7.1 初識信息架構·································································································· (102)
7.1.1 架構原則與結構······················································································ (102)
7.1.2 什麼是信息架構······················································································ (103)
7.1.3 信息架構梳理························································································· (104)
7.2 信息架構設計方法:卡片分類法·········································································· (104)
7.2.1 層次結構的設計······················································································ (105)
7.2.2 封閉式卡片分類法··················································································· (106)
7.2.3 開放式卡片分類法··················································································· (107)
7.2.4 Delphi 卡片分類法··················································································· (107)
7.3 好的信息架構設計應具備的特點·········································································· (108)
7.3.1 與“產品目標”和“用戶需求”相對應························································ (108)
7.3.2 具有一定的延展性··················································································· (108)
7.3.3 保證分類標準的一致性、相關性和獨立性····················································· (109)
7.3.4 有效平衡信息架構的“廣度”和“深度” ····················································· (109)
7.3.5 使用“用戶語言”,同時需避免“語義歧義或不解” ······································ (110)
第 8 章界面設計························································································ (111)
8.1 視覺界面設計概述···························································································· (111)
8.1.1 視覺設計過程························································································· (111)
8.1.2 視覺界面設計的組成要素·········································································· (112)
8.2 互動界面的設計原則························································································· (114)
8.2.1 對齊····································································································· (114)
8.2.2 一致性·································································································· (116)
8.2.3 強調····································································································· (118)
8.2.4 重複····································································································· (120)
8.2.5 映射····································································································· (122)
8.2.6 沉浸····································································································· (123)
8.2.7 功能可見性···························································································· (124)
8.2.8 條件反射······························································································· (125)
·IX·
8.2.9 干擾效應······························································································· (127)
8.2.10 容易識別······························································································ (128)
8.2.11 容易使用······························································································ (130)
8.2.12 美觀實用效應························································································ (132)
8.2.13 圖像符號······························································································ (134)
8.2.14 圖形-背景關係······················································································· (137)
8.2.15 色彩原理······························································································ (139)
8.3 視覺界面設計實踐原則······················································································ (142)
8.3.1 模擬····································································································· (142)
8.3.2 80/20 法則······························································································ (143)
8.3.3 費茨定律······························································································· (145)
8.3.4 席克定律······························································································· (146)
8.3.5 神奇數字7±2 法則··················································································· (147)
8.3.6 接近法則······························································································· (147)
8.3.7 泰思勒定律···························································································· (148)
8.3.8 新鄉重夫:防錯原則················································································ (149)
8.3.9 奧卡姆剃刀···························································································· (149)
8.3.10 圖片優勢······························································································ (150)
8.3.11 大草原偏愛··························································································· (151)
8.3.12 由上而下光源偏愛·················································································· (152)
8.4 三大設計風格·································································································· (154)
8.4.1 擬物化設計···························································································· (154)
8.4.2 扁平化設計···························································································· (155)
8.4.3 卡片式設計···························································································· (158)
第 9 章設計與製作原型··············································································· (160)
9.1 概念模型········································································································ (161)
9.1.1 基於活動的概念模型················································································ (162)
9.1.2 基於對象的概念模型················································································ (163)
9.1.3 界面比擬······························································································· (164)
9.2 原型·············································································································· (165)
9.2.1 原型的作用和好處··················································································· (166)
9.2.2 低保真與高保真······················································································ (166)
9.3 原型的製作方法······························································································· (167)
9.3.1 草圖設計······························································································· (168)
9.3.2 用PPT 設計草圖····················································································· (169)
9.4 線框圖··········································································································· (169)
·X·
9.4.1 什麼是線框圖························································································· (169)
9.4.2 為何要用線框圖······················································································ (170)
9.4.3 線框圖類型···························································································· (170)
9.4.4 線框圖、原型和視覺稿的區別···································································· (171)
9.5 Axure RP 介紹·································································································· (172)
9.5.1 Axure RP ······························································································· (172)
9.5.2 Axure 的工作環境···················································································· (173)
9.5.3 初級互動設計························································································· (174)
9.5.4 使用Master 模組····················································································· (176)
9.5.5 輸出網站/AP 原型···················································································· (177)
9.5.6 輸出規格檔案(Word) ············································································ (178)
第 10 章可用性評估··················································································· (179)
10.1 可用性·········································································································· (179)
10.1.1 可用性的定義························································································ (179)
10.1.2 產品失敗的原因····················································································· (180)
10.1.3 產品使用背景························································································ (180)
10.1.4 為體驗而設計:使用第一········································································· (180)
10.2 可用性評估···································································································· (181)
10.2.1 形成性評估和總結性評估········································································· (181)
10.2.2 分析法和實驗法····················································································· (181)
10.3 啟發評估法···································································································· (182)
10.3.1 啟發式評估十原則·················································································· (182)
10.3.2 啟發式評估法的實施步驟········································································· (184)
10.3.3 啟發式評估法的局限性············································································ (186)
10.4 用戶測試······································································································· (187)
10.4.1 用戶測試的基礎理論··············································································· (187)
10.4.2 具有代表性的測試方法············································································ (188)
10.4.3 用戶測試的實踐基礎··············································································· (190)
第 11 章實踐中的互動設計·········································································· (192)
11.1 敏捷設計:注重協作與互動··············································································· (192)
11.1.1 傳統互動設計流程·················································································· (192)
11.1.2 敏捷UX 簡史························································································ (193)
11.1.3 敏捷UX 的理論基礎··············································································· (193)
11.1.4 敏捷UX 的基本原則··············································································· (194)
11.1.5 敏捷UX 與傳統互動設計的區別································································ (195)
·XI·
11.2 精益設計:做事比分析更重要············································································ (195)
11.2.1 精益設計的三大基礎··············································································· (195)
11.2.2 精益設計的基本理念··············································································· (197)
11.2.3 實例···································································································· (198)
11.3 通用設計······································································································· (199)
11.3.1 什麼是通用設計····················································································· (199)
11.3.2 通用設計的發展過程··············································································· (200)
11.3.3 通用設計的原則····················································································· (200)
11.3.4 作為適配性界面設計的通用設計································································ (201)
11.3.5 未來的互動界面····················································································· (202)
1.3 互動設計目標··································································································· (11)
1.3.1 可用性目標····························································································· (12)
1.3.2 用戶體驗目標·························································································· (12)
1.4 互動設計的方法································································································ (13)
1.4.1 以人為本的設計理念················································································· (14)
1.4.2 以活動為中心的設計················································································· (15)
1.4.3 任務、活動和目標的區別··········································································· (15)
1.4.4 以目標為導向的設計················································································· (16)
1.5 互動設計過程概覽····························································································· (16)
1.5.1 需求分析階段·························································································· (17)
1.5.2 框架定義階段·························································································· (18)
1.5.3 開發支持階段·························································································· (18)
1.5.4 測試與最佳化階段······················································································· (18)
第 2 章互動設計理論基礎············································································· (20)
2.1 涉及的相關學科································································································ (20)
2.1.1 心理學··································································································· (21)
2.1.2 人體工程學····························································································· (26)
2.1.3 計算機科學····························································································· (27)
2.1.4 社會學··································································································· (28)
·VI·
2.1.5 美學······································································································ (29)
2.2 互動設計中的認知因素······················································································· (30)
2.2.1 感知因素································································································ (30)
2.2.2 視覺因素································································································ (31)
2.2.3 注意因素································································································ (33)
2.2.4 記憶因素································································································ (34)
2.2.5 思維因素································································································ (34)
2.3 互動設計中的情感因素······················································································· (35)
2.3.1 用戶與情感的多樣性················································································· (35)
2.3.2 界面(表現力)與情感·············································································· (36)
2.3.3 情感化設計····························································································· (37)
2.4 系統模型和用戶模型·························································································· (40)
2.4.1 用戶心理模型·························································································· (40)
2.4.2 系統實現模型·························································································· (40)
2.4.3 設計師模型····························································································· (41)
2.4.4 分級設計································································································ (42)
第 3 章用戶研究························································································· (44)
3.1 研究用戶的目的································································································ (44)
3.1.1 三種用戶································································································ (45)
3.1.2 用戶特徵································································································ (46)
3.2 需求收集和需求分析·························································································· (46)
3.2.1 對需求的理解·························································································· (47)
3.2.2 需求活動過程·························································································· (48)
3.2.3 需求收集:用戶試驗················································································· (48)
3.2.4 需求的優先權分析···················································································· (49)
3.3 目標分析········································································································· (50)
3.3.1 三種用戶目標·························································································· (50)
3.3.2 其他類別的目標······················································································· (51)
3.3.3 系統設計目標·························································································· (53)
第 4 章用戶研究方法··················································································· (55)
4.1 用戶訪談········································································································· (55)
4.1.1 設計問題和計畫訪談················································································· (55)
4.1.2 非結構化訪談·························································································· (56)
4.1.3 結構化訪談····························································································· (57)
4.1.4 半結構化訪談·························································································· (57)
·VII·
4.1.5 集體訪談································································································ (57)
4.1.6 其他形式的訪談······················································································· (58)
4.2 用戶觀察········································································································· (59)
4.2.1 目標、問題····························································································· (59)
4.2.2 觀察什麼、何時觀察················································································· (60)
4.2.3 觀察方法································································································ (61)
4.2.4 如何觀察································································································ (62)
4.2.5 間接觀察:追蹤用戶的活動········································································ (69)
4.2.6 分析、解釋和表示數據·············································································· (71)
4.3 其他類型的研究································································································ (73)
4.3.1 焦點小組································································································ (74)
4.3.2 市場統計和市場劃分················································································· (74)
4.3.3 卡片分類································································································ (75)
4.3.4 任務分析································································································ (75)
第 5 章人物角色的創建與運用······································································· (77)
5.1 人物角色········································································································· (77)
5.1.1 人物角色不是什麼···················································································· (77)
5.1.2 使用人物角色的目的················································································· (78)
5.1.3 人物角色的好處······················································································· (79)
5.2 人物角色的創建································································································ (80)
5.2.1 創建人物角色的方法················································································· (80)
5.2.2 人物角色組成元素···················································································· (83)
5.2.3 確定人物角色的優先權別··········································································· (84)
5.2.4 人物角色設計的評價標準··········································································· (86)
5.2.5 如何套用人物角色···················································································· (86)
5.3 場景劇本········································································································· (87)
5.3.1 情境場景劇本·························································································· (87)
5.3.2 場景劇本的經典元素················································································· (89)
第 6 章從需求到設計··················································································· (90)
6.1 定義功能和數據元素·························································································· (90)
6.1.1 什麼是功能和數據···················································································· (90)
6.1.2 發散和收斂的過程···················································································· (91)
6.1.3 10 加10:收斂設計漏斗············································································· (92)
6.2 互動設計原則··································································································· (93)
6.2.1 設計價值································································································ (93)
·VIII·
6.2.2 用戶體驗設計原則···················································································· (95)
6.2.3 好的互動設計評價標準原則········································································ (97)
6.3 互動設計模式··································································································· (99)
6.3.1 什麼是互動設計模式················································································· (99)
6.3.2 互動設計模式的類型················································································ (100)
6.3.3 互動設計模式的套用注意·········································································· (101)
第 7 章信息架構 ····················································································· (102)
7.1 初識信息架構·································································································· (102)
7.1.1 架構原則與結構······················································································ (102)
7.1.2 什麼是信息架構······················································································ (103)
7.1.3 信息架構梳理························································································· (104)
7.2 信息架構設計方法:卡片分類法·········································································· (104)
7.2.1 層次結構的設計······················································································ (105)
7.2.2 封閉式卡片分類法··················································································· (106)
7.2.3 開放式卡片分類法··················································································· (107)
7.2.4 Delphi 卡片分類法··················································································· (107)
7.3 好的信息架構設計應具備的特點·········································································· (108)
7.3.1 與“產品目標”和“用戶需求”相對應························································ (108)
7.3.2 具有一定的延展性··················································································· (108)
7.3.3 保證分類標準的一致性、相關性和獨立性····················································· (109)
7.3.4 有效平衡信息架構的“廣度”和“深度” ····················································· (109)
7.3.5 使用“用戶語言”,同時需避免“語義歧義或不解” ······································ (110)
第 8 章界面設計························································································ (111)
8.1 視覺界面設計概述···························································································· (111)
8.1.1 視覺設計過程························································································· (111)
8.1.2 視覺界面設計的組成要素·········································································· (112)
8.2 互動界面的設計原則························································································· (114)
8.2.1 對齊····································································································· (114)
8.2.2 一致性·································································································· (116)
8.2.3 強調····································································································· (118)
8.2.4 重複····································································································· (120)
8.2.5 映射····································································································· (122)
8.2.6 沉浸····································································································· (123)
8.2.7 功能可見性···························································································· (124)
8.2.8 條件反射······························································································· (125)
·IX·
8.2.9 干擾效應······························································································· (127)
8.2.10 容易識別······························································································ (128)
8.2.11 容易使用······························································································ (130)
8.2.12 美觀實用效應························································································ (132)
8.2.13 圖像符號······························································································ (134)
8.2.14 圖形-背景關係······················································································· (137)
8.2.15 色彩原理······························································································ (139)
8.3 視覺界面設計實踐原則······················································································ (142)
8.3.1 模擬····································································································· (142)
8.3.2 80/20 法則······························································································ (143)
8.3.3 費茨定律······························································································· (145)
8.3.4 席克定律······························································································· (146)
8.3.5 神奇數字7±2 法則··················································································· (147)
8.3.6 接近法則······························································································· (147)
8.3.7 泰思勒定律···························································································· (148)
8.3.8 新鄉重夫:防錯原則················································································ (149)
8.3.9 奧卡姆剃刀···························································································· (149)
8.3.10 圖片優勢······························································································ (150)
8.3.11 大草原偏愛··························································································· (151)
8.3.12 由上而下光源偏愛·················································································· (152)
8.4 三大設計風格·································································································· (154)
8.4.1 擬物化設計···························································································· (154)
8.4.2 扁平化設計···························································································· (155)
8.4.3 卡片式設計···························································································· (158)
第 9 章設計與製作原型··············································································· (160)
9.1 概念模型········································································································ (161)
9.1.1 基於活動的概念模型················································································ (162)
9.1.2 基於對象的概念模型················································································ (163)
9.1.3 界面比擬······························································································· (164)
9.2 原型·············································································································· (165)
9.2.1 原型的作用和好處··················································································· (166)
9.2.2 低保真與高保真······················································································ (166)
9.3 原型的製作方法······························································································· (167)
9.3.1 草圖設計······························································································· (168)
9.3.2 用PPT 設計草圖····················································································· (169)
9.4 線框圖··········································································································· (169)
·X·
9.4.1 什麼是線框圖························································································· (169)
9.4.2 為何要用線框圖······················································································ (170)
9.4.3 線框圖類型···························································································· (170)
9.4.4 線框圖、原型和視覺稿的區別···································································· (171)
9.5 Axure RP 介紹·································································································· (172)
9.5.1 Axure RP ······························································································· (172)
9.5.2 Axure 的工作環境···················································································· (173)
9.5.3 初級互動設計························································································· (174)
9.5.4 使用Master 模組····················································································· (176)
9.5.5 輸出網站/AP 原型···················································································· (177)
9.5.6 輸出規格檔案(Word) ············································································ (178)
第 10 章可用性評估··················································································· (179)
10.1 可用性·········································································································· (179)
10.1.1 可用性的定義························································································ (179)
10.1.2 產品失敗的原因····················································································· (180)
10.1.3 產品使用背景························································································ (180)
10.1.4 為體驗而設計:使用第一········································································· (180)
10.2 可用性評估···································································································· (181)
10.2.1 形成性評估和總結性評估········································································· (181)
10.2.2 分析法和實驗法····················································································· (181)
10.3 啟發評估法···································································································· (182)
10.3.1 啟發式評估十原則·················································································· (182)
10.3.2 啟發式評估法的實施步驟········································································· (184)
10.3.3 啟發式評估法的局限性············································································ (186)
10.4 用戶測試······································································································· (187)
10.4.1 用戶測試的基礎理論··············································································· (187)
10.4.2 具有代表性的測試方法············································································ (188)
10.4.3 用戶測試的實踐基礎··············································································· (190)
第 11 章實踐中的互動設計·········································································· (192)
11.1 敏捷設計:注重協作與互動··············································································· (192)
11.1.1 傳統互動設計流程·················································································· (192)
11.1.2 敏捷UX 簡史························································································ (193)
11.1.3 敏捷UX 的理論基礎··············································································· (193)
11.1.4 敏捷UX 的基本原則··············································································· (194)
11.1.5 敏捷UX 與傳統互動設計的區別································································ (195)
·XI·
11.2 精益設計:做事比分析更重要············································································ (195)
11.2.1 精益設計的三大基礎··············································································· (195)
11.2.2 精益設計的基本理念··············································································· (197)
11.2.3 實例···································································································· (198)
11.3 通用設計······································································································· (199)
11.3.1 什麼是通用設計····················································································· (199)
11.3.2 通用設計的發展過程··············································································· (200)
11.3.3 通用設計的原則····················································································· (200)
11.3.4 作為適配性界面設計的通用設計································································ (201)
11.3.5 未來的互動界面····················································································· (202)

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