課程大綱 Syllabus |
學生學習目標 Learning Objectives |
單元學習活動 Learning Activities |
學習成效評量 Evaluation |
備註 Notes |
序 No. | 單元主題 Unit topic |
內容綱要 Content summary |
1 | Our Perception is Biased |
Perception Biased by Experience;
Perception Biased by Current Context;
Perception Biased by Goals; |
知覺偏見 |
|
|
|
2 | Our Vision is Optimized to See Structure - Gestalt Principle |
Proximity;
Similarity;
Continuity;
Closure;
Symmetry;
Figure/Ground;
Common Fate;
Combined; |
完形理論的視覺法則 |
|
|
|
3 | We Seek and Use Visual Structure |
Structure Enhances People’s Ability to Scan Long Numbers;
Data-Specific Controls Provide Even More Structure;
Visual Hierarchy Lets People Focus on the Relevant Information; |
視覺結構的搜尋與使用 |
|
|
|
4 | Our Color Vision is Limited |
Vision is Optimized for Contrast, Not Brightness;
The Ability to Discriminate Colors Depends on How Colors are Presented;
External Factors that Influence the Ability to Distinguish Colors;
Guidelines for Using Color; |
色覺限制 |
|
|
|
5 | Our Peripheral Vision is Poor |
Common Methods of Making Messages Visible;
Heavy Artillery for Making Users Notice Messages;
Visual Search is Linear Unless Targets “Pop” in the Periphery; |
周邊視力限制 |
|
|
|
6 | Our Attention is Limited; Our Memory is Imperfect |
Short- Versus Long-Term Memory;
A Modern View of Memory;
Implications of Working Memory Characteristics for User-Interface Design;
Implications of Long-Term Memory Characteristics for User-Interface Design; |
注意力與記憶力的限制 |
|
|
|
7 | Recognition Versus Recall |
Recognition is Easy;
Recall is Hard;
Recognition Versus Recall: Implications for User-Interface Design; |
再認與回憶 |
|
|
|
8 | Our Hand–Eye Coordination Follows Laws |
Fitts’ Law: Pointing at Displayed Targets;
Steering Law: Moving Pointers Along Constrained Paths; |
手眼協調遵循的法則 |
|
|
|
9 | Human Decision Making is Rarely Rational |
People are Often Irrational;
Exploiting Strengths and Weaknesses of Human Cognition; |
人類的非理性決策 |
|
|
|
10 | We Have Time Requirements |
Responsiveness Defined;
The Many Time Constants of the Human Brain;
Designing to Meet Real-Time Human Interaction Deadlines;
Additional Guidelines for Achieving Responsive Interactive Systems; |
時間上的需求 |
|
|
|
11 | Well-known User-Interface Design Rules |
Norman (1983a);
Shneiderman (1987); Shneiderman and Plaisant (2009);
Nielsen and Molich (1990);
Nielsen and Mack (1994);
Stone et al. (2005);
Johnson (2007); |
文獻中的使用者介面設計法則 |
|
|
|
12 | Case Studies and Design Principles |
Clue;
Feedback;
Mapping;
Grouping;
Common law;
Consistency;
Constraint;
Maintenance; |
案例與設計原則 |
|
|
|
13 | Ease of Use |
Functional;
Reponsive;
Ergonomic;
Convenient;
Foolproof; |
易用性原則 |
|
|
|
14 | Elegance and Clarity |
Visible;
Understandable;
Logical;
Consistent;
Predictable; |
清晰性原則 |
|
|
|
15 | Snapshots in Time: The Visual Narrative |
Sequential Storyboards;
The State Transition Diagram;
The Branching Storyboard;
The Narrative Storyboard; |
故事板分鏡圖 |
|
|
|
16 | Animating the User Experience |
The Animated Sequence;
Motion Paths;
Branching Animations;
Keyframes and Tweening;
Linear Video; |
動態模擬 |
|
|
|
17 | Involving Others |
Uncovering the Initial Mental Model;
Wizard of Oz;
Think Aloud;
Sketch Boards;
The Review; |
參與式設計與測試評估 |
|
|
|
18 | Team Project Presentation |
Storyboard
Animation |
分組專題發表 |
|
|
|