Difference between revisions of "UX 모임 2018-10-22"

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(메시지를 디자인하라)
(RULE5 감성으로 접근하라)
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*제품을 구성하는 기능과 내용을 이와같이 네가지 관점에서 평가할 수 있음. 같은 요소라도 상황에 따라 역할과 중요성을 판단할 수 있어야 함.  
 
*제품을 구성하는 기능과 내용을 이와같이 네가지 관점에서 평가할 수 있음. 같은 요소라도 상황에 따라 역할과 중요성을 판단할 수 있어야 함.  
 
====메시지를 디자인하라====
 
====메시지를 디자인하라====
[[File:XMB.jpg|thumb]]
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[[File:XMB.jpg|thumb|XMB 인터페이스]]
 
*시각디자인(Visual Communication Design) : 시각요소를 활용하여 소통하는 방법을 디자인.
 
*시각디자인(Visual Communication Design) : 시각요소를 활용하여 소통하는 방법을 디자인.
 
*메시지는 의미와 함께 넓고 큰 흐름과 전달방식으로 드러남.  
 
*메시지는 의미와 함께 넓고 큰 흐름과 전달방식으로 드러남.  

Revision as of 13:37, 14 October 2018

UX 모임

선애

RULE5 감성으로 접근하라

핵심콘텐츠에 집중하라

  • 먼저, 제품을 구성하는 콘텐츠, 요소의 가치를 평가하는 기준과 관점을 판단
    • 기능성 : 기능적인 측면에서 전체 제품에 이바지하는 정도와 특성. 핀터레스트
    • 정체성 : 제품의 특징이나 개성을 기억시키는 요소. [https//www.google.co.kr/ 구글]
    • 사용성 : 정확성과 보안성이 필요한 서비스에서는 매우 중요. '언제, 어디서나, 쉽게' 페이팔
    • 사업성 : 경제적 가치를 얻기 위한 것이라면 목적에 충실히 설계. IMDb 로튼토마토
  • 제품을 구성하는 기능과 내용을 이와같이 네가지 관점에서 평가할 수 있음. 같은 요소라도 상황에 따라 역할과 중요성을 판단할 수 있어야 함.

메시지를 디자인하라

XMB 인터페이스
  • 시각디자인(Visual Communication Design) : 시각요소를 활용하여 소통하는 방법을 디자인.
  • 메시지는 의미와 함께 넓고 큰 흐름과 전달방식으로 드러남.
  • 하나의 기호체계로써 의미를 가지는 디자인은 언어적인 요소로 사용해도 좋음.
  • 스큐어모피즘(Skeuomorphism) : 현실세계를 은유한 본래의 형태로 표현하는 것.
  • UI에서 아이콘을 사용할 때에는 사람들에게 익숙한 디자인을 활용하는 것이 좋음.
  • 새로운 인터페이스는 참신한 디자인으로는 안되고 사용자가 받아들일 수 있는 새로운 콘셉트를 이용해야함.

현규

린지

  • 살펴볼 사이트:

The Design of Everyday Things Ch. 4 - Knowing What to Do: Constraints, Discoverability, Feedback

  • How do we operate something new? --> Knowledge in the world (affordances, signifiers, mappings, constraints) and knowledge in the head (conceptual models, analogies to previous situations)

Four Kinds of Constraints: Physical, Cultural, Semantic, and Logical

Physical constraints

  • Limited number of actions
  • Desired action made obvious
  • Restriction prior to any action being taken (to prevent wrong action before it happens)
    • Battery design; USB design?
  • Legacy problem: too many devices use the existing standard
    • Expense of change?
    • Corporate thinking - not caring about the customer

Cultural constraints

  • Each culture has a set of allowable actions for social situations
  • Ex: Restaurant, public transportation
  • Can change over time

Semantic constraints

  • The meaning of the situation controls the set of possible actions
  • Can change over time

Logical constraints

  • After all other options, what is left?
  • Obvious errors
  • Natural mappings help here

Cultural norms, conventions, and standards

  • Greetings with people, traffic laws, food etiquette
  • A form of cultural constraint
  • Sometimes become international standards or laws
  • Violate conventions, and you are marked as an outsider

Applying Affordances, Signifiers, and Constraints to Everyday Objects

The problem with doors

  • Sometimes unclear how to use - where to push, push or pull, automatic or not, etc.
  • Focus on aesthetics may blind the designer/purchaser to the lack of usability
  • Cultural norms play a role

The problem with switches

  • Can be annoying... or dangerous
  • Must know: 1) what they control, 2) mapping (which they control)
  • More switched --> more danger
  • Problem comes from coordination of various professions
  • Phone/computer applications for this may solve the problem; touch screens, cameras which recognize gestures?

Activity-centered controls

  • video, comptuer, full ights, lecture, etc.
  • can be done poorly
  • device-centered is a wrong approach - different switches/screens for different devices
  • regardless, manual controls will still be required because of new, unexpected, demands which require idiosyncratic settings
  • manual setting should not cause the current activity to be canceled

Constraints That Force the Desired Behavior

Forcing functions

  • a kind of physical constraint: situations in which the actions are constrained so that failture at one stage prevents the next step from happening
  • ex: car keys

Interlocks

  • Forces operations to take place in proper sequence
  • Press down brake pedal to switch out of park
  • "Dead man's switch" - user must hold down switch during use so that if they die/are injured the operation stops
    • lawn mower, chainsaw, etc.

Lock-ins

  • Keeps an operation active, presenting someone from prematurely stopping it
  • Ex: "Want to save file?", jail cells, play pens
  • Devices which only are compatible with the company's other devices

Lockouts

  • Prevents people from entering a dangerous space or prevents an action
  • Barrier between ground floor and basement for fire safety

Conventions, Constraints, and Affordances

  • From perception of an affordance to understanding the potential action relies on conventions
  • Ex: doorknob

Conventions are cultural constraints

When conventions change: the case of destination-control elevators

People's responses to changes in conventions

  • People complain, new learning is required
  • The merits don't matter, the change does
  • Ex: metric system and the U.S.

The Faucet: A Case History of Design

  • How to deal with hot and cold
    • Separate not and cold? Only temperature? Only amount? On-off?
  • Which is hot/cold? How to change temp? How to change flow? Which direction controls flow?

Using Sound as Signifiers

  • Useful signifier, but can annoy/distract
  • Silence can be dangerous
    • Ex: Electric cars, pedestrians cannot hear the car approaching, can be hit
  • Skeumorphic - old, familiar ideas into new technologies even if they do not have a functional role