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前几天与同事聊天,提到读书提高自己。
我们部门的总监,总会在组会的时候提起一些对他有帮助的书籍,多数是职场和领导力类的。
我们发现,其实彼此平时并没有太多的时间都这些书。而这些书,多数时候也同励志书籍一样,当时读着觉得醍醐灌顶,很有启发。但是一旦放下,几天之内就在繁忙工作中忘记了那些有用的原则,观点,方法。
Prototyping: making things we can put in front of users, get user feedback as quickly and rapidly as possible, and build up more sophisticated prototypes over time as we go through the design life cycle. Start with low fidelity prototypes (things that can be assembled and revised very quickly for rapid feedback from users) and work our way towards higher fidelity prototypes (wireframes or working versions of our interface).
representation: the form that prototyping takes
OMS CS6750: Human-Computer Interaction – Summer 2018 笔记
Week 03: lessons 2.3 and 2.4 Human Abilities

Direct manipulation and invisible interfaces are two applications of good feedback cycles.
Lessons 2.5 Design Principles and Heuristics and 2.6 Mental Models and Representations

In this lesson, we will discuss 15 design principles and heuristics based on four sets of design principles:
- Don Norman’s six principles of design.
- Larry Constantine and Lucy Lockwood’s principles of user interface design,
- Jacob Nielsen’s Ten Heuristics for user interface design (for both design and evaluation).
- Ronald Mace’s Seven principles called Principles of Universal Design.
Lesson 3.4:Design Alternatives
The second phase of the design life cycle is “design alternatives”. In this phase, we start to brainstorm how to accomplish the task we’ve been investigating. It involves 1) generating ideas for designs and 2) exploring those ideas to decide which one(s) to pursue.
The bottom line is to explore all the design ideas thoroughly before going forward with the design.

Flow: start out individually -> Generate a lot of ideas -> Don’t judge, Write down everything.


1957, Osbourne’s rules:
Oxley, Dzindolet and Paulus (1996) presented four additional rules.




Building on the idea of a persona, we can take that person and stretch her out over time and understand (What is she thinking, what is she doing at various stages of interacting with our interface or interacting with the task at hand).
User models are more objective and meant to give us a measurable and comparable view of the user experience.

2018-06-18 初稿
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上周日全家出去散步。
当然,真正散步的只有我和妻。
儿子刚刚学会在手推车中睡觉,我们散步时终于可以轻松一点了。
女儿把自己的自行车拿出来,骑着走。她还特意背上了姑姑给买的小书包。小书包是粉色的,上面是一个大大的Hello Kitty玩偶。
出门不久,女儿觉得自己的书包没有东西,应该装点儿东西。
我从自己的背包里拿出装着桃子的保鲜袋,问她,这个可以吗?
“行!”
我打开她背上的书包,把桃子在她的书包里放了放,又取出来,说“好啦”。她自然没有看见我把桃子拿出来,背着她“装着桃子的书包”,开心的出发了。
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妻子在应对孩子方面比我有耐心多了。
我则时常生气,尤其是跟女儿。
我最受不了的,就是她时不时的乱发脾气。
她一发脾气,我觉得超出我的控制,我就也开始发脾气,吼她。
当然,我发脾气,其实于事无补。她的脾气并不因为我发脾气就消解掉了。而我怒气暴涨,反而把她吓坏了。
昨天,孩子跟我说,她害怕我。
这可不是我想要的。