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A Method for Teaching Affordance for User Experience Design in Interactive Media Design Education

机译:一种互动媒体设计教育中用户体验设计可供性的教学方法

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Today we are living in a world where boundaries among spatial design, object design and interactive media design (IMD) or human-computer interaction field are disappearing. Technological advances widen the abilities of interactive technologies day by day. We are on the verge of leaving the desktop metaphor behind while more natural and real life like interaction with interactive technologies is already on its way. As mentioned above, this is more about spatially interacting with new interaction modes such as gestures/touch/bio-feedback and new modes of showing content such as seamless/screen-free interfaces projected onto the eye or on different types of surfaces. These facts are highly related with the “user experience” subject. As put forth by Norman (1995), user experience paradigm aims to shift the focus from a more engineering approach to the emotions, behaviors of the human within his surrounding while interacting with the information. Today’s designers are to design the user’s whole experience, which means that traditional interaction design education concentrating on the media and computer is not enough. With this point of view, one of the aspects that is getting even more important now is ergonomics, thus affordance. This paper is about a method we are using in our interactive media design curriculum to study affordance and trigger the creativity of interaction design students.
机译:今天,我们生活在一个空间设计、物体设计和互动媒体设计 (IMD) 或人机交互领域之间的界限正在消失的世界。技术进步日益扩大了交互式技术的能力。我们正处于抛弃桌面隐喻的边缘,而更自然和真实的生活,例如与交互式技术的交互,已经在路上。如上所述,这更多的是与新的交互模式(如手势/触摸/生物反馈)和新的内容显示模式(如投射到眼睛或不同类型表面上的无缝/无屏幕界面)进行空间交互。这些事实与 “用户体验” 主题高度相关。正如 Norman (1995) 所提出的那样,用户体验范式旨在将重点从更具工程性的方法转移到情感,即人类在与信息交互时在其周围环境中的行为。今天的设计师要设计用户的整体体验,这意味着传统的专注于媒体和计算机的交互设计教育是不够的。从这个角度来看,现在变得越来越重要的一个方面是人体工程学,因此是可供性。本文是关于我们在互动媒体设计课程中使用的一种方法,用于研究交互设计学生的可供性和触发创造力。

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