What You Can’t Learn 什么是你學(xué)不到的?
- Look: color, font, white space, etc
看到的:顏色,字體,空格等
- Feel: Fitts’s Law issues
感覺到的:符合規(guī)范的問題
- Response time 反饋時間
- Are small changes noticed?
是否注意到小的改變 -Even the test change to a paper prototype clearly visible to user 紙上原型在測試上的變化,對用戶也是清晰可見。
- Exploration vs. deliberation 冒險VS 慎重思考
-Users are more deliberate with a paper ;they don’t explore or thrash as much 用戶在紙面上會更多的思考。他們不會冒險或推敲。
But paper prototypes don’t reveal every usability problem, because they are low-fidelity in several dimensions. Obviously, graphic design issues that depend on a high-fidelity look will not be discovered. Similarly, interaction issues that depend on a high-fidelity feel will also be missed. For example, Fitts’s Law problems like buttons that are too small, too close together, or too far away will not be detected in a paper prototype. The human computer of a paper prototype rarely reflects the speed of an implemented backend, so issues of response time – whether feedback appears quickly enough, or whether an entire task can be completed within a certain time constraint –can’t be tested either. 但是,紙上原型不能揭示每個可用性問題,因?yàn),他們在很多維度上是低精度的,很顯然,在視覺上,基于高精度的圖形設(shè)計方面,(紙上原型)達(dá)不到(精度),類似的,在感覺上,基于高精度的交互效果,(紙上原型)也比較欠缺。例如,在符合規(guī)范的問題上,類似按鈕太小,太擠或者太散(等問題),在紙上原型中不易被發(fā)現(xiàn)。紙上原型的“人類計算機(jī)”(角色扮演)很少考慮反映機(jī)器反饋的速度,于是,出現(xiàn)了響應(yīng)時間的問題――響應(yīng)時候是否足夠快?或者,在規(guī)定的時間內(nèi),一個完整的任務(wù)是否能完成?這兩個問題都是測試不出來的。
Paper prototypes don’t help answer questions about whether subtle feedback will even be noticed. Will users notice that message down in the status bar, or the cursor change, or the highlight change? In the paper prototype, even the tiniest change is grossly visible, because a person’s arm has to reach over the prototype and make the change. (If many changes happen at once, of course, then some of them may be overlooked even in a paper prototype, a clearly discernible. This is related to an interesting cognitive phenomenon called change blindness.) 紙上原型不能幫助解答類似一些細(xì)微的反饋是否被注意的問題。用戶是否通過狀態(tài)條、指針的變化或高亮顯示的改變注意到信息的下載?在紙上原型中,即使是細(xì)微的變化也是被粗略的表示,因?yàn)椋ń换バ袨椋┦峭ㄟ^人的胳膊伸到紙面原型上面操作的。(如果很多交互是在瞬間完成的,當(dāng)然,它們的一些就能夠在紙上原型清楚的看到,這與一個有趣的認(rèn)知現(xiàn)象相關(guān)叫做瞬間變化(視覺停留))
There’s an interesting qualitative distinction between the way users use paper prototypes and the way they use real interfaces. Experienced paper prototypers report that users are more deliberate with a paper prototype, apparently thinking more carefully about their actions. This may be partly due to the simulated computer’s slow response; it may also be partly a social response, conscientiously trying to save the person doing the simulating from a lot of tedious and unnecessary paper shuffling. More deliberate users make fewer mistakes, which is bad, because you want to see the mistakes. Users are also less likely to randomly explore a paper prototype. 在用戶使用紙上原型和真實(shí)界面之間,存在有趣的本質(zhì)差別。有經(jīng)驗(yàn)的紙上原型研究者提供的報告說:用戶使用紙上原型時更加慎重,明顯的,更謹(jǐn)慎的思考他們的行為。原因或許部分出于電腦模擬人的緩慢反饋,(這種行為)也許有點(diǎn)像社會交往。在一些單調(diào)的和多余的排列紙片等模擬電腦操作中,自覺的試圖保存人的行為方式。更謹(jǐn)慎的用戶犯錯少一些,這點(diǎn)不好,因?yàn)槟阆M吹剑ㄔ偷模﹩栴}。用戶也很少愿意隨便在紙上原型冒險。
These drawbacks don’t invalidate paper prototyping as a technique, but you should be aware of them. Several studies have shown that low-fidelity prototypes identify substantially the same usability problems as high-fidelity prototypes (Virzi, Sokolov, & Karis, “Usability problem identification using both low-and hi-fidelity prototypes”, CHI ’96; Catani & Biers, “Usability evaluation and prototype fidelity”, Human Factors & Ergonomics 1998). 這些不足并不說明紙上原型沒有用,但是,你需要知道這些。一些研究已經(jīng)證實(shí)了,那些低精度的原型能夠像高精度原型那樣充分的識別可用性問題。(Virzi, Sokolov, & Karis, “使用低精度和高精度原型識別可用性問題”, CHI ’96; Catani & Biers, “可用性評估和原型的精度”, Human Factors & Ergonomics 1998).
出處:大智交互設(shè)計
責(zé)任編輯:moby
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