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人机界面设计毕业论文中英翻译

良好的界面设计非常重要,因为与系统的其他特性相比,系统界面容易给用户留下更深刻的印象。

毕竟,用户往往会从系统的可用性角度来审视一个系统,而不是从它如何巧妙地执行了其内部任务这个角度。

从用户的视角来说,他们可能会根据系统界面在具有竟争性系统之间做出选择。

因此,系统界面的设计可能成为判定一个软件工程项目是否成功的最终决定因素。

由于这些原因,人机界面在软件开发项目的需求分析阶段已经成为一个很重要的关注点,它发展为软件工程的一个子领域。

事实上,有些人主张人机界面的研究是一个完全独立的领域。

对人机界面设计的研究主要来自于称为人体工程学(ergonomic)和知行学(cognetic)的工程领域,人体工程学处理协调人类体能的设计系统,;知行学处理协调人类精神能力的设计系统。

这两个学科中,人体工程学更好理解一些,主要是因为人类已经跟机器打了儿个世纪的交道。

这些例子有:古代工具、武器和运输系统。

这些历史大部分是不证自明的,但是有时人体工程学的应用与直觉是相反的。

一个经常被提到的例子就是打字机键盘(现在已经衍生为电脑键盘)的设计,其中键被有意排列,以降低打字员的速度,这样早期机器上使用的分层机械系统就不会卡住。

相反,与机器的精神交互是一个相对新的现象。

因此知行学在富有成效的研究和洞察力启发方面拥有更高的潜力。

通常这些研究成果更具有它们的精妙之处。

比如,从表面上看人类的良好习惯有助于提高效率,但有些习惯也会导致一些错误,即使界面设计本意上是要解决问题的。

考虑一下用户要求操作系统删除一个文件的过程,为了防.止误删,大部分系统都会要求用户确认一个请求,这可能会通过一个“你是否真的想删除这个文件”的信息加以确认。

乍一看,!这个确认信息好像解决了误删的问题,但是使用了这个系统一段时间后,用户会养成习惯,自动回答这个要求为“是”的信息。

这样,这个删除文件的任务就从包含删除命令和对问题思考后的响应的两步过程,变成了“删除一是”的一步处理过程,这就意味着当用户意识到提交了错误的删除要求时,这个请求其实已经被确认,文件也己经被删除。

当人们需要使用几个应用软件包时,习惯的形成也可能会带来问题。

这些软件包的界面可能相似,但还是有些不同的。

相似的用户操作可能会导致不同的系统响应,或类似的系统响应可能需要不同的用户操作。

所以在这种情况下,在某种应用软件上养成的操作习惯可能会在其他应用软件上导致错误的发生。

另外一个与人机界面设计研究有关的人类特质就是人类注意力的狭隘性,也就是当集中度增加时,人类注意力往往变得更加专注。

随着人类越来越专注于手头上的工作,打破这种专注也越来越困难。

1972年.一架商务飞机因为飞行员太过专注于降落器的问题(实际上,是在处理改变降落齿轮指示灯的过程中),尽管当时在驾驶舱里的警报已经很响了,飞机还是笔直地撞向地面,造成空难的发生。

个人计算机的界面中经常会出现一些小状况。

比如,大小写灯是为了显示键盘处在大写键锁定模式下(即“大写锁定”键被按了)。

但是,如果有人不小心按了大小写按键,直到奇异的字符出现在屏幕_匕用户才会注意到灯的变化。

即使如此,用户依然会迷茫一会才会发现问题的原因。

从某种意义上来说,用户看不到大小写灯的变化是很正常的,因为键盘的指示灯不在用户的视线范围之内。

但是,通常用户不能注意到直接放置在他们视线中的指示灯。

比如,用户会专注于他们的工作而无法发现显示器上光标的形状,即使观察光标是他们的工作之一。

还有另外一个在界面设计阶段必须预先考虑的人类特质就是并行处理多个事情时有限的思考能力。

在195年《心理评论》的一篇文章中,George ler的研究表明,人类大脑在同一时间最多处理7个细节问题。

因此,界面被设计成:当决定需要时,界面_L要呈现所有相关的信息,而不是依赖于人类用户的记忆,这是非常重要的。

特别地,要求人类记住先前屏幕图像中的精确细节,这是很糟糕的设计。

更进一步地,如果界面需要用户在屏幕图像间广泛地导航,用户会变得很迷惑。

因此,屏幕图像的内容和安排成为一个重要的设计问题。

尽管人体工程学和知行学的应用使得人机界面设计折射出独特的韵味。

但这个领域还是围绕着很多软件工程中更加传统的主题。

特别地,搜索度量在界面设计领域和更传统的软件工程领域中具有同样的重要性。

界面可以度量的特性包括了解一个界面所需的时间、在界面上完成任务所需的时间、用户界面出错的概率、一段时间不用后用户使用界面的熟练程度,甚至是一些诸如用户对界面喜好程度的主观特性。

moms模型最初在1954年提出,它是人机界面设计领域里度量搜索的范例。

这个模型的基础方法论是从用户的目标角度(如删除文档中的某个字)、操作(如点击鼠标按键)、方法(如双击鼠标,然后按删除键)和选择规律(实现相同目标的两种方法间的选择)分析任务。

实际上这个就是GOMS缩写的起源—goals(目标)、operators(操作)、methods(方法)以及selection rules(选择规律)。

简言之,GOMS就是一种把用户使用一个界面的动作分析成基本步骤序列(按键、移动鼠标和作出决定)的方法论。

每个基本步骤的性能都被赋予一个精确的时间段,这样通过把任务中每个步骤赋予的时间相加,从完成相似任务每个界面所需的时间这个角度来看,GMOS提供了一种比较不同的提议界面的方法。

理解类似于GMDS的技术细节不是我们当前研究的目的,我们事例的要点是在人类行为(移动手、作出决定等)特性中找到了GMQS。

事实上GMQS的发展起初只被认为是心理学主题。

这样GMGS重新强调了人类特性在人机界面设计领域中,以及在那些从传统软件工程延伸的主题中所起的作用。

在可预见的未来,人机界面设计肯定是一个活跃的研究领域。

处理当今GUI的许多问题依然没有得到解决,大量附加问题潜存于三维界面的使用中(这样的3D界面己经出现)。

实际上,由于这些界面承诺包含语音和与三维视觉的触摸交流,所以潜在问题的范围是巨大的。

Good interface design is very important, because compared with other characteristics, the system to give users leave system interface more deep impression. After all, users from will often system usability perspective on a system, not from how it ingeniously carried out its internal task this Angle. From the user's perspective they may according to system interface in a competition to choose between sexual system. Therefore, the system interface design can be convicted a software project success final decision factors.For these reasons, man-machine interface in a software development project needs the analysis phase has become a very important concerns for software engineering, and it a branch area. In fact, some people claim that the man-machine interface research is a completely independent field.For the man-machine interface design research mainly from called ergonomics (ergonomic) and knowledge cognetic) learn (engineering fields, ergonomic coordinate human physicalability design system,; Macmillan learn coordinate ability of design system of the human spirit. The two subjects, better understanding of human body engineering, mainly because human beings have some with machine hit son a century of occasions. These examples are: ancient tools, weapons and transportation systems. These historical most is self-evident, but sometimes the human body engineering application and intuition is the opposite. One example is often mentioned typewriter keyboard (now for computer keyboard) derivatives, including keywas deliberately designed to reduce the typist arranged to speed so early machines using stratified mechanical system won't stuck.Instead, and machine spirit interaction is a relatively new phenomenon. So learn knowledge in fruitful research and insight has higher potential inspired. Usually these research results with them more subtle place. For example, from apparently look human good habits help to improve efficiency, but some habits can also lead to some mistakes, even interface design is intended to solve the problem. Consider user requirements operating system delete a file process, in order to prevent. Stop mistaken delete, most of the system would require users to confirm a request, this may be through a "if you really want to delete the file" to confirm the information. At first glance,! This confirmation as solved the problem, but mistaken delete using this system after period of time, the user habit, automatic answer the requirement for "is" information. So, this deleting files from the task of containing the delete command and the response of the problem after thinking two step process, became "delete one is" step process, this means that when users realize submitted a wrong delete requirement, the request had actually been verified, file also has been deleted.When people need to use several application package, habit formation may also cause problems. These packages interface may be similar, but there are still some different. Similar user operations may lead to different kinds of system response, or similar system response may need different user operation. So in this case, in certain application software on the operation habit may develop in other applications on the occurrence of mistakes.Another and human-computer interface design research relevant human trait is the human attention narrowness, namely when concentration increases, human attention tend to become more focused. As the human more and more focused on the task at hand, breaking such concentration is also more and more difficult. 1972. A plane commercial aircraft because pilots too focused on landing device problems (in fact, in dealing with change is in the process of landing gear indicator), although in the cockpit at the alarm is ringing, plane or straight hits the ground, causing the crash happened.Personal computer interface we often appear a few small status. For example, case-sensitive lamp is to show the keyboard in capitals Keys locked mode (namely caps lock "button is pressed the). But, if someone accidentally pressed the case until the keys, Bizarre characters appear in screen Bi users will notice -- to light changes. Even so, the user will still be confused for a moment Find the cause of the problem. In a sense, the user see case lamp change is very normal, because the keyboardIndicator light is not user sight. But, usually the user can't noticed in my sights directly placed in their instructionsThe lamp. For example, users can focus on their work and couldn't find the shape, even display glazing mark is they observed the cursor .One of the work.Another in interface design stage must anticipate the human trait is parallel processing multiple things limited thinking. In the psychological review 195 years in an article, George A.M iller research shows that, the human brain can handle most at the same time details. 7 Therefore, the interface is designed to: when deciding, interface _L will be revealed all the relevant information, not to rely on human user memory, this is very important. Specifically, requirements of screen image human remember previous precise details, this is a very bad design. Furthermore, if interface between screen image the user needs extensive navigation, the user will become confused. Therefore, the content of screen image and arrange to become an important design problem. Although ergonomics and macmillan learn application makes the man-machine interface design reflects the unique flavor. But the field or around a lot of software engineering more traditional themes. Specifically, search metric in interface design field and more traditional software project has the same importance in the field. Interface measurable properties including understand an interface of time required to interface, needed to complete the task in time, the user interface of the probability of error, for a period of time after the user interface without proficiency, even some such as user interface preferences degree of subjective characteristics.Moms model first in 1954, it is put forward in the field of human-computer interface design examples of measuring search. This model from user goals based methodology Angle (such as delete the document a word), operation (such as click the mouse button), methods (such as: double-click the mouse, and then click on the delete button) and choose law (fulfill the same goals between two methods of choice) analysis task. In fact this is the origin of GOMS abbreviations goals (goal), -- operators (operation), the methods (methods) and selectionNo (choose law). In short, GOMS is a kind of put customers use an interface action analysis into basic steps to move the mouse buttons, sequences (with the methodology of decision). The performance of each basic steps is endowed with a precise time periods, so every step through the task given the time from complete similar tasks in addition, the time required each interface GMOS this perspective, provide a more different proposal interface methods.Understanding is similar to the technical details of GMDS not we the aim of the present study, we cases in point are human behavior (mobile hands, a decision etc) found GMQS characteristics. In fact GMQS development at first only considered psychological theme. Such GMGS to emphasize the human characteristics in interface design in the field, and in those from the theme of traditional software engineering extensions, the role of.In the foreseeable future, man-machine interface design must be an active field of research. Deal with many problems of today's GUI is still not resolved, a large number of additional problem imply the use of 3D interface in the 3Dinterface (which appear already). In fact, because these interface commitment with 3d vision includes voice and touch of communications, so the potential range of problems are enormous.。

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