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In this paper we discuss an adaptive museum guide prototype in which playfulness is a key design goal for the interaction experience. The interface for our prototype is a combined tangible user interface and audio display. We discuss how we determined the specific requirements for play through an ethnographic study and analysis based on ecological concepts of Bell and Nardi & O'Day. We found that we could consider play in two main forms in regard to the interface: content and physical play. We also found that play is highly contextual. Designers need to consider the situated nature of play for two reasons: 1) to best serve the overall design purpose; 2) in order to understand the nature and degree of play required. We augmented traditional user experience evaluation methods of questionnaires and interviews with observational analysis based on Djajadiningrat's descriptions of aesthetic interaction.
机译:在本文中,我们讨论了一个自适应博物馆指南原型,其中嬉戏是互动经验的关键设计目标。我们的原型接口是组合的有形用户界面和音频显示器。我们讨论如何通过基于贝尔和纳迪&o'day的生态概念的民族造影研究和分析确定对游戏的具体要求。我们发现我们可以考虑在界面方面以两种主要形式发挥:内容和物理播放。我们还发现,游戏很高兴。设计师需要考虑扮演的位置的两个原因:1)最佳服务整体设计目的; 2)为了了解所需的性质和戏剧程度。基于Djajadiningrat对审美互作用的描述,我们增强了传统用户体验评估方法和对观察分析的观察分析。

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