本文整理自UI乐园的《Designing Interactions》全书 PDF,和N2A的designing interactions读书笔记
新增所有文件打包下载地址:[download id=”12″]
《Designing Interactions》目前只有英文版本。很久就下载了,但一直没有仔细翻阅。具体到哪下载的我也忘记了。共享出来大家一起研磨。并这里有一篇pemiamos做的相关读书笔记。还有些由Stanford HCI 交互设计工作室推荐阅读内容。
Bill Moggridge,著名的设计公司 IDEO 的创始人之一。这本书里更是颇采访了不少重要人物,比如 Google 的两名创始人、世界上最伟大的 PC 游戏设计师之一 Will Wright,以及 Macintosh 团队重要成员之一 Bill Atkinson、Palm 的创始人 Jeff Hawkins……
内容分为10个章节,并配有DVD的视频。我这里先上传了各章节的PDF提供大家下载。至于DVD视频,这里就没有空间放上来了,有机会再找地方共享。
- Forword
- introduction
- DesigningInteractions_1.pdf
- DesigningInteractions_2.pdf
- DesigningInteractions_3.pdf
- DesigningInteractions_4.pdf
- DesigningInteractions_5.pdf
- DesigningInteractions_6.pdf
- DesigningInteractions_7.pdf
- DesigningInteractions_8.pdf
- DesigningInteractions_9.pdf
- DesigningInteractions_10.pdf
Forword: What is Interaction Design? 前言:什么是交互设计?
这一章,是书的核心总览,很多东西都在这一章点到,在后续章节展开。Bill一上来就隆重推出了Gillian Crampton Smith阿姨,也许称其“交互设计之母”也不过分。1968从剑桥大学修完哲学和艺术史毕业,从事了十年设计师的生涯。很奇怪,专业不太对口的样子,但是后面就更神,1981这个阿姨竟然写了个排版的程序,以帮助她的杂志设计工作。这个经历让她相信:
designers have an important role to play in creating information technologies.
设计师能在创建信息技术上扮演更重要的角色。于是Smith阿姨就开始她的交互设计教学生涯。对了,那时还没有交互设计,1983年她在圣马丁搞了个叫做 a graduate program in graphic design and computers图形设计与计算机的研究生课程;1989年,在RCA创立了the Computer Related Design Department “与计算机有关的设计”,也就是现在的RCA interaction design department. 这里提下,在RCA的工作也有Bill老伯的功劳,首先这个建议就是他提的,他还是这个系的external assessor外部顾问。RCA也就很幸运的成为世界上第一个设立的专门课程培养设计师学习创造交互产品与系统的院校。2001年,我们可爱的Smith阿姨又跑到意大利北部阿尔陴斯山脚下的Ivrea,创立了Interaction Design Institute Ivrea艾丽维尔交互设计学院。
我想所谓向大师学习,我们通过现在的互联网,google一下这些人和地方,我想对于更深入了解交互设计的发展,技术和趋势是很有用的。有了网络可以让我们少走很多弯路。
列下RCA的交互设计主页,有多作品并且常更新的,看看他们的作业,我觉得咱们的想象力和胆识实在有点贫乏了。而且人家真的在玩闹中有所思考的。http://www.interaction.rca.ac.uk/
这是艾丽维尔交互设计学院http://www.interaction-ivrea.it/en/index.asp
几段觉得很重要的话:
If I were to sum up interaction design in a sentence, I would say that it’s about shaping our everyday life through digital artifacts—for work, for play, and for entertainment.--Gillian Crampton Smith, interview of January 30, 2002 2
交互设计就是通过数字人造物来描绘我们的日常生活,如:工作,娱乐等。
We’ve come to a stage when computer technology needs to be designed as part of everyday culture,so that it’s beautiful and intriguing,so that it has emotive as well as functional qualities.
我们进入了这么个时期,计算机技术需要被设计,以作为我们日常生活中的一部分。使他们变得美丽和迷人,使他们像我们的家具一样具有让我们感动的品质。
在前言部分有四个很重要的概念被提了出来。
- 三个技术使用的阶段 Three Stages of Technology Use
- 从可用性到社交性 From Usability to Sociability
- 好的交互设计 Good Interaction Design
- 交互设计的语言 Languages of Interaction Design
Three Stages of Technology Use
这个观点是设计star图形用户界面的David Liddle提出来的,(纵观全书,其实Bill引用了很多在交互领域有着杰出贡献的bigman的话,就像他在最后第十章说的,这本书的框架中包含着交互设计会是什么的图景和许多有着不同学科背景的专家们对于交互设计的思考,学习他们的贡献而不要仅仅跟随我对于交互学科的个人观点。
This book is structured around this inclusive vision of what interaction design can be and has presented the thinking of many experts in the field from very varied backgrounds, chosen for their contributions rather than their closeness to my personal view of the discipline. )
David把一个技术的应用划分为三个阶段:狂热爱好者阶段enthusiast stage,专业用户阶段professional stage,和消费普及阶段consumer stage。
一般来讲,一个技术刚出来时顶它的都是非常喜欢这个技术的人。狂热爱好者们不在乎技术的难易,他们醉心于技术本身。他们就是这么热衷于此,不在乎它有多难用。
Enthusiasts don’t care if the technology is easy or hard to use because they’re so excited by the technology itself or by what it will do for them.They want it,however difficult it is to use.
而在专业用户阶段,使用这些技术的人,并不是购买他们的人,购买设备的决策者并不关心用户体验,他们关心的是价格、技术规格和售后,而使用这些技术的人往往也希望技术难一些掌握,已显示出他们才是专家。呵呵~~原文这样的:
At this stage, indeed, some people even have a vested interest in the technology being difficult because they’re selling their ability to use it;the harder it is,the more valuable their skills.
极具讽刺意味!最后一个阶段就是所谓的consumer stage,这正是我们交互设计师要发力的地方。David认为普通人对于技术本身并不感兴趣,人们关心的只是技术能为他们做什么;人们不太愿意去花时间学习使用技术产品并且讨厌被技术作弄让自己感到愚蠢。
People now are less interested in the technology in itself than in what it can do for them.They don’t want to spend much time learning how to use it and hate being made to feel stupid.
所以在这个阶段使用计算机和通讯技术的是大量没有专业背景的普通人,相比于计算机而言他们性急,有破坏性,容易开小差。
针对这些广泛的人性所要展开的设计相比于为技术专家们设计特定工具而言绝对更带有挑战性。 用户不一定使用我们的产品,如果他们不能使它动起来,他们就会把他们送回商店。
if they can’t make them work,they take them back to the store.
从可用性到社交性 From Usability to Sociability
这个标题觉得可以这样理解:
物本身(有用性to可用姓)->人的心理(拥有的意义包括对己对人两方面)-> 社会性影响(交流的意义:是更丰富还是更贫乏,技术的双刃剑性质)
这是我对于这节的理解,可能还没有理解透,欢迎网友批评指正。
下面是具体展开的一些有意思的文字。
本节Moggridge首先针对当前usability一词泛滥提出,useful有用性问题,并引用Mitch Kapor,Lotus 1-2-3电子表格软件的设计者,在1990年发表了一个宣言“Software Design Manifesoto”——“我们必须首先思考设计的东西是否对人们有益,而不是先去想着如何构建它。 we must start by thinking about designing things so that they’re right for people, rather than by thinking first about how to build it.” “…要弄清什么才是人们需要的。…making sure that this was what people needed.”
在这种用的功利性层面之上,Morggridge指出,在计算机开始日益勾画我们的日常生活时,我们感兴趣的不仅仅是技术能为我们做什么,还有我们拥有它们的意义。 As computers begin to shape everyday life, we’re interested not only in what this technology can do for us,but also in what owning it means for us.这里还举了个土司机的例子:我们选择那玩意时不仅是能烤面包,我们还会很在意它看上去,摸上去,听上去如何, 等等很多心理方面的要求。不光我们自己的感觉,还有给别人的感觉(这里很自然地开始引申到社会性层面)And of course we choose the things we surround ourselves with not just because of what they mean to us,but also because of what they mean to other people.
接着Moggridge谈到设计地含蓄性,这里有段很经典地话:
Artists and designers are trained to use the language of implicit meanings to add a rich communicative element over and above direct functional communication.If we only design the function of something,not what it also communicates, we risk our design being misinterpreted. Worse, we waste an opportunity to enhance everyday life.
我的译文:艺术家与设计师被训练以含蓄的语言增加交流与沟通 的丰富性,而不仅仅是直接地功能性地交流。如果我们仅仅解决某物的功能,而忽视交流,那么我们的设计将有被误解的风险,更糟的是,我们浪费了增进与改善我们日常生活的机会。
说得实在是好,这本书真是时不时冒点这类让人择服的语言。
这里我以为再加上“优雅”就更完美了。书里后面也多次提到graceful一词。
在这小节的后面,总结了5个要考虑的东西:
usability, utility, satisfaction, communicative qualities, and sociability
可用、有用、 满意、交流的品质及社会性
好的交互设计 Good Interaction Design
这节讲了好的交互设计的一些原则,如果说上节是在说些观念的话,这节的东西就很技术层面,更有可操作性。
概括一下5个:
- 清晰的心理模型 clear mental model; 例子:HyperCard,在早期mac上的超文本程序,google一下可以知道更多。
- 使人安心的反馈reassuring feedback;比如我们敲键盘的恰恰声。
- 良好的导航navigability;告诉我们在哪,能做什么,能去哪,还有怎么回去。
- 前后一致consistency;在系统的不同部分中相同的命令应保持一致的有效性。
- 依赖直觉的交互intuitive interaction;别让人想太多,这个可以看看 Don’t Make Me Think中文版。那里讲得更细,更具操作价值。
这一节还有一些值得推敲的语言,敲一下:
When we design a computer-based system or device, we’re designing not just what it looks like but how it behaves.We’re designing the quality of how we and it interact.This is the skill of the interaction designer.
当我们设计基于计算机的系统与设备时,我们设计的不仅是它的样子,还有它的举止。我们要设计 我们和它之间交互的品质。这是交互设计师要掌握的技巧。
It’s partly responsiveness:when you move your mouse, for instance, does it feel sluggish, or nippy and sprightly? When you manipulate your iPod dial,the combination of sound and feel, as well as telling you what you’re doing, is subtle and satisfying.
比如:我们移动鼠标时,鼠标的反应是迟缓还是灵敏的;我们玩转ipod时, 声音和触感的综合体验告诉我们我们在做什么,这是很精妙且让人感到满意的。
We can design those qualities of interaction, relating what we see to what we hear or feel with the same refinement with which typographers adjust the spacing of type,or product designers the radius of a curve.
我们能设计这些交互的品质,它们涉及到我们的所见,所听及所感。我们涉及它们,就像版面设计师调校字与字之间的空间,就像产品设计师推敲一根曲线一样。
交互设计的语言 Languages of Interaction Design
Moggridge认为,交互设计还刚刚起步,还远远没有发展出自己的语言来。这节开始他举了电影发展的例子,交互设计要想发展出如艾森斯坦在电影艺术上独特的蒙太奇手法来还有很长的路要走。
他认为我们现在可以先大致讲交互设计的语言大致划分为4类。
It may help to categorize these languages according to their “dimensions”:1-D,2-D,3-D,and 4-D.
- 1-D includes words and poetry.
- 2-D languages that interaction design can borrow from include painting, typography, diagrams, and icons.
- 3-D languages are those of physical, sculptural form.
- 4-D languages include sound, film, and animation.
Introduction
这一部分主要讲了两个Moggridge自己的两个小故事。正是这两件事上的体验让他开始探索现在叫做“交互设计”的新领域。一个是给儿子买了难用到死的电子表,最后被神经衰弱的老婆用锤子砸掉;另外就帮助John Ellenby设计第一台笔记本电脑的经历,让他从造型到界面一直到沉浸在虚拟世界里,而萌生“softface”的概念,最后在Bill Verplank的建议下确定为“交互设计”这个名词。
这部分讲故事为主,细节我就不展开了。还是自己读比较饶有趣味。这里只节选我感兴趣的几段话:
designers needed to face new challenges,as electronics started to replace mechanical control systems. In order to create products that are enjoyable, satisfying to use, and aesthetically pleasing in behavior as well as shape, designers would need to learn how to design hardware and software as well as physical objects.
设计师面临新的挑战,当电子技术取代机械来控制系统,为了创造有趣味的产品,在交互中获得如外观一样的审美享受,设计师需要去学习如何设计硬件与软件,如同设计实物一样。
I felt that there was an opportunity to create a new design discipline, dedicated to creating imaginative and attractive solutions in a virtual world, where one could design behaviors, animations, and sounds as well as shapes.
我感到这将是创建一个新的设计学科的机会,专注于在一个虚拟的世界里创造富于想象力与魅力的解决方案,去设计它们的举止、表现与音调如同设计它们的形状。
10 People and Prototypes
因为之前大体翻翻觉得本书越到后面越精彩,而且这一章和我的研究方向最接近,所以是从后念起的。
觉得这一章把很多ideo内幕的设计思想提出来了。之前也看过大卫.凯利的《Ideo物语》,读起来很爽,但是可操作性和实际指导意义都没有Moggridge的这章好。
本章从设计的本质开始展开延伸到交互设计的定位,再到IEDO的人(用户)研究和原型构建,最后还介绍一般的设计流程。所以我觉得这章是整本书含金量最大的一章。
概述部分
及早地并且时常地构建原型,使每一个交互的步骤更加清晰,有些观点或更倾向于体验“Ah ha”这样突然蹦越而出的灵感,但是这仅仅是一个暗示,说明你正专注的这个设计的细节呈现在方向上还是正确的,要想知道一个设计是否是优秀的,那你只能动手把它做出来,让人们使用它,并且人们对于这个设计的态度是高兴的,积极的和感到舒适的。
Prototype early and often, making each iterative step a little more realistic. At some point you are likely to experience that wonderful “Ah ha!” feeling that comes with a creative leap, but that is only an indication that you have moved forward in the detail of the aspect of the design that you are focusing on right then. You will only know that the design is good when you have tried it out with the people who will use it and found that they are pleased, excited, motivated, and satisfied with the result.
我相信如果我们把人放到第一位并且不断不断地构建原型,我们将有很好的机会得到创造性地解决方案,从而使人们得到价值与欣喜。
I believe that if we think first about people and then try, try, and try again to prototype our designs,we stand a good chance of creating innovative solutions that people will value and enjoy.
关于Jane Fulton Suri,IDEO的人因交互专家。
她帮助我阐明这种方法,我们发展创立的研究人(用户)并通过这些知识来激发设计灵感的方法,她还一直在探索原型的使用,包括了解已存在了的经验,调查研究设计创意和设计概念的沟通。
She helps me explain the methods that we have developed to learn about people and derive insights from that knowledge to inspire design. She also explores the use of prototypes for understanding existing experiences, investigating design ideas,and communicating design concepts.
关于Duane Bray,IDEO交互设计部门的头。
如何构建原型以适应各个设计流程,解释不同类别的原型对于各种类型交互设计的作用,并且尝试那些对未来设计实践产生影响的预测。
how prototyping fits into the design process,explain the different sorts of prototypes that are useful for the various categories of interaction design, and try to predict how that will change the practice of design in the future.
What Is Design?
什么是设计?一个常谈常新的问题
这里moggridge引用了依姆斯夫妇和Madame Amic(不知道是哪路神仙)的一段谈话:
Q. What is your definition of “Design?”
A. A plan for arranging elements in such a way as to best accomplish a particular purpose.
Q. Is design an expression of art (an art form)?设计是一种艺术表现或者形式么?
A. The design is an expression of the purpose. It may (if it is good enough) later be judged as art. 设计是一个意图的表达,它可能(如果它足够好的话)最后由艺术来衡量。
Q. Is design a craft for industrial purposes?
A. No—but design may be a solution to some industrial problems.
不,但是设计可以是许多工业化(产业化)问题的解决方案。
Q. What are the boundaries of design?
A. What are the boundaries of problems?
Q. Does the creation of design admit constraint? 设计创造会有约束么?
A. Design depends largely on constraints. 设计非常依赖于约束条件。
Q. What constraints?
A. The sum of all constraints. Here is one of the few effective keys to the design problem—the ability of the designer to recognize as many of the constraints as possible—his willingness and enthusiasm for working within these constraints—the constraints of price, of size, of strength, balance, of surface, of time etc.; each problem has its own peculiar list.
Q. Does design obey laws?
A. Aren’t constraints enough?
生动幽默,相比于追求全面的学术性解释要更能赢得设计师的心。“constraints”一个以前我们都在潜意识中回避的问题,成了主角。用艺术的角度去化解“constraints”。
Core Skills of Design
科学学科依赖于实践者在一个很窄的范围内成为专家,并且在越来越小的范围内知道得越来越多。而好的设计来源于成功的综合方案,在透析所有相关的限制与约束后。而约束的不同又定义了不同的设计学科。
5个设计的核心技巧:
- To synthesize a solution from all of the relevant constraints, understanding everything that will make a difference to the result 从各种有关的约束限制中综合一个解决方案,了解每样东西会使结果产生变化
- To frame,or reframe,the problem and objective 对问题和客观构建框架,或重构之
- To create and envision alternatives 去创造并构建选择
- To select from those alternatives,knowing intuitively how to choose the best approach
- 在选项中,直觉地感觉到如何选择一个最佳方案
- To visualize and prototype the intended solution 将解决方案视觉化并构建原型
而且设计地过程是迭代进行地,并不按照线性发展,也不需要遵循固定地法则,如同玩弹子机一样整个过程有许多不可预料的方向。
The process does not look like a linear system diagram, nor even a revolving wheel of iterations, but is more like playing with a pinball machine, where one bounces rapidly in unexpected directions
“潜知识”和“做中学”
Tacit knowledge & Learn by Doing
我搞不太清Tacitknowledge的确切解释,暂时译做“潜知识”。
Designers operate at a level of complexity in the synthesis of constraints where it is more effective to learn by doing, allowing the subconscious mind to inform intuitions that guide actions.
This is the reason that design education relies on a projectbased approach of “learning by doing.”
这就是设计教育依赖于以项目为基础的“做中学”的教育方法的原因。
When a problem is complex,with lots of constrains,it is much easier to recognize a good solution than to explain it.
当问题复杂,有许多的约束,那么识别一个好的设计方案对比于尝试去解释它更容易得多。
典型学生设计项目评价尺度:
- Creativity/innovation 创造性与想象力
- Aesthetics/quality 美学与品质
- Human factors/values 人因与价值
- Performance/technology 表达与技术
- Completeness/presentation 完成度与展示
A Hierarchy of Complexity 复杂性的梯度
每个设计中所涉及的限制与制约条件是很复杂的,为了让我们更清楚得了解交互设计在整个设计中的位置,Moggridge特别写了这节内容和上面这张图表。下面把关于心理学的这两段翻译一下:
Cognitive psychology—the way the mind works 认知心理学
For the design of human-computer interactions
Enter the chip! Electronics started with computers, gradually invaded everyday things and places, and are now almost everywhere.This is where we pick up on my stories of designing
the laptop and the digital watch, as it is more and more difficult for the designer to understand intuitively about people and what they need and want, as the context is no longer just physical and biomechanical.
进入芯片!电子学开始于计算机,逐渐渗透到生活的方方面面,如像我所列举的自己设计笔记本电脑与使用电子闹钟的故事;现在设计师已经越来越难于只凭借直觉来了解人们和他们想的要的是什么?正如我们的生活中不再仅仅只有生物机械学层面的东西一样。
When you are concerned about the constraints that will matter to people when you are designing computers and things that are enhanced by electronic behaviors, you need a much more rigorous understanding of the way the mind works. When the design context includes machine intelligence as well as human intelligence, the design team will benefit from the expertise of a cognitive psychologist and will also need designers who are skilled at designing interactions. At this point in the hierarchy, we have arrived at the contents covered in the first five chapters.
当你考虑这些对于人们非常重要的约束时,当你设计计算机以及一切由电子行为增强的东西时,你需要更多对于思维的严格认真的了解,当设计场景中包含有机器智能,以及人工智能时,设计团队需要来自认知心理学家的意见以及需要有交互设计技能的设计师加入。
Where Does Interaction Design Fit? 交互设计的落脚点
上面这张图还是很清晰地反映了交互设计在物理世界与数字世界、主观世界(人)与客观世界(技术)中的位置。黄的都是设计,红的是着眼于人的技术,蓝的是偏重于客观世界的技术与工程,最后绿的是我们用来探索宇宙的科学。
这里我觉得奇怪的是网络设计比交互设计更趋于物理世界?在我看来,交互设计往往是物理世界与电子的数字世界间的桥梁,interface。
可能我还是比较关注带芯片的物的缘故吧。
在p661,有段Nicholas Negroponte很凶悍的话:
Even if you doubt that we are already in a digital age, it is clear that we are marching relentlessly toward a condition where everything that can be digital will be digital.What does thismean for interaction design?
无论你有没有做好进入数字化时代的准备,有一点是很清楚的,我们正以飞快的速度进入它,我们身边所有能被数字化的东西都将被数字化。这对于交互设计意味着什么?
因为我是下载的一章章电子版,所以书上所有的注释都没有。很可惜,不然可以查查老尼这段话的出处。
这章里还有几段很有意思的文字,一段写Moggridge去看RCA的学生毕业展览,他看的是交互设计系的作品,但是不知不觉走到了工业设计系的展台前。
Suddenly I looked up at the whole room, and
discovered to my surprise that I had drifted into the area occupied by the projects from the industrial design department, never noticing a difference in the nature of the work.
原因是交互设计的学生们设计的是聪明的东西,而工业设计的学生设计的东西也很聪明。(我翻译的不好,还是看原文比较幽默)
Just as the interaction designers were designing smart objects, the industrial designers were designing objects that were smart, finding it natural to include electronically enabled behaviors.
这里就又有了一个交互设计的地位问题了。它该是属于工业设计么?
Moggridge举了个例子,但是他好像没有给出定论,交互设计本身就还在发展之中。
Computer science emerged first and gave rise to new disciplines for the design of hardware and software. Eventually every engineer expected to use electronics and software in the natural course of development, so engineering education included learning about circuits and programming languages.However, this did not mean that the new disciplines of hardware and software design merged back into the traditional engineering design disciplines, but rather that all aspects of engineering design make use of technology, and all engineering designers can operate to some extent in the digital realm. It seems likely that a parallel to this will exist in the human disciplines, with all designers thinking it natural to include digital solutions as aspects of their designs, accepting the constraints and opportunities offered by new
technologies. At the same time there will continue to be interaction designers who have a more in-depth knowledge and expertise about designing interactions and remain the experts in the field. I think interaction design is here to stay.
计算机科学首先呈现并发展成为一个新学科是在硬件与软件的设计方面开始的。最后每个工程师都预料到在他们开发的核心领域将会应用到电子学与软件,所以工程学教育包括了学习电子电路和程序语言。然而,这并不意味着这个关于软硬件的新学科将吞并传统的工程设计学科,而只是说搜游的工程设计中会运用到这些技术,所有的工程师都会被要求在数字化领域有两把刷子而已。这种相似的情况也出现在人文学科中,所有的设计师都认为在他们的设计解决方案中会包含数字化的解决方案,他们接受这种约束,并视其为新的机会点。同时他们也将慢慢成为交互设计师,在他们有了更多更深入的相关知识和得到更深入的交互领域的专门技术并成为该领域的专家之后,我想这就是交互设计之所在。
Suri为ideo的用户研究做了很多扎实的工作,这张图表显示了不同类别的研究方法,横轴从左(明确)到右(潜在)表示了设计机会与用户需求的特征。纵轴指示了从上(宏观,统计层面)到下(微观,解释性层面)的不同研究技术。
传统的市场研究方法通过问卷海量调查或深度聚焦人群,以发现人们想要的,这些方法能够很好地找出人们嘴上想要的东西。
但是如果你的目标是创新设计,你的产品或服务并没有被想到过,所以很难被参与开发的用户所理解。这里就需要发现潜在需要与渴望的方法,以帮助设计团队确定潜在的机会。
The diagram lays out different kinds of research methods, showing a horizontal scale that characterizes design opportunities and user needs, from explicit (left) to latent (right). The vertical scale indicates the difference in techniques from macro (top) to micro (bottom).Traditionally, market research was developed to find out what people want by asking them directly through large-scale surveys or more in-depth focus groups; these methods work very well to find out what people say they want. If your goal is innovative design, your product or service has not even been thought of, so by definition it cannot be explained to research participants.This is where methods are needed to discover latent needs and desires that will help the members of the design team define potential opportunities. The examples on the diagram are video ethnography techniques on the macro scale, where stop frame video is set up to watch a space or task to reveal patterns of use. On the micro scale, the example is observational techniques, where members of the design team go to wherever the design context exists to see what people really do, as opposed to what they say they do.
People
交互设计成功的核心是设计者能找到理解最终用户的洞察力,生活环境,习惯,需求和渴望的方法。
It is essential to the success of interaction design that designers find a way to understand the perceptions, circumstances, habits, needs, and desires of the ultimate users. Jane Fulton Suri, 2005
在介绍ideo的51种研究用户的方法前,suri讲述了自己和ideo的思想演进:
在80年代中期,我努力想搞清楚交互设计会是什么,以及我们如何将我们的专长带入到电子学领域。在设计中,第一重要的是思考设计中人的这部分因素:谁是用户?他们的经验会让他们要什么?什么将给他们安全与快乐?
My first principle in design is to think first about the people part of the design:Who are the users? What do they want from the experience? What will give them satisfaction and enjoyment?
我传统的方法就是去观——在每一个现实的设计问题场景中发生了什么?
“观察”是在特别设计问题的场景中学习理解人们的最好方法。你需要观察在真实的情况下人们都做了些什么,这远比使用常规的问卷技术了解他们的想法与行为更有用。
在这些第一手的体验中,你会得到清晰而又鲜明的知识。
51 Ways of Learning about People
在1986年Moggridge遇见Suri前,Suri已经在英国从事了十年人因工程的研究,专注于消费产品的安全。但是让Suri一直很郁闷的是,她那时是的工作性质是基于事故的分析,而不是避免事故的设计工作。因为Moggridge的远见I thought this was a chance to integrate human factors expertise into my specialist team of designers,Suri被邀请加入IDEO。1991年以后在Suri的努力下,人因工程的考量渗透到每个IDEO的设计项目中去了。
在IDEO人因专家的主导下,结合大量商业项目的实践,IDEO总结了超过50种研究用户方方面面信息的方法,并将其归纳为四大类:学习、观察、提问以及尝试。
Learn,Look,Ask,and Try:“Learn”from the facts you gather,“Look”at what users do,“Ask”them to help, and “Try”it for yourself.
因为在国内没法买到这套卡片,我通过各个方法收集到了其中的大多数方法的照片,放在我的Picasa在线相册上。http://picasaweb.google.com/pemiamos/IDEOMethodCards02供有兴趣的同好参考,期待有朋友能帮我一起补齐.(因为我还是研究生,所以这种收集仅供我研究参考之用,希望不会侵害到IDEO的商业利益,其实国内有的话,我还是很愿意购置一套的,不是么?)
书上列举了几种卡片的例子以及一个媒体报道设计团队使用卡片的例子,比较好玩!念念着实开怀,能这样做设计是我们很多人的梦想,呵呵~~;-)
通过使用方法卡,我们可以抵制以自我为中心的想当然,及更好地引导我们的直觉力。让一个好的设计师没有一个大的自我意识是十分困难的,我们需要充分相信我们有能力依靠直觉的整合找到正确的解决方案,同时承认我们不太容易能找出清晰的逻辑依据。这就是为什么我们为自己做设计比为别人设计更容易。
51方法卡的使用价值在于让我们能聚焦于其他人(了解用户,他们的习惯以及场景),并在这个工程中获得灵感,是我们不陷入到我们自以为是的世界中去。如果设计师一天到晚在办公室面对电脑,那么他们做出的东西只是能让自己陶醉而已。设计师需要离开办公室,勇敢地开放自己的眼睛,去观察、去感受、去思考!
Remember the extremes
人的很多变化的特征影响到我们的设计;如兴趣、经验、学习速度、生活形态、财产、工作状态、生活环境等。要使我们的设计尽可能成功,那么就需要考虑到我们所设计对象的方方面面。
很多情况像上面这张正态分布曲线图所示,相对大多数人都集中在平均值上,只有少数人属于两端。当我们想要研究了解人的时候,很重要的是把那些在两头的人们考虑进去,不然我们的设计智能是个公约数。
举个简单的例子,我们设计ATM的密码输入的交互过程,我们发现有整整百分之五十的人需要比平均数更多的时间,这是个让人为难的问题!但是比较好的设计是包容全部的用户的,除了那最慢的百分之二的人。