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Paper Prototyping How to create efficient touchscreen interfaces ,[object Object],[object Object],[object Object],[object Object]
Table of Contents ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Table of Contents (2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What Will Not Be Discussed ,[object Object],[object Object],[object Object],[object Object]
Needed Tools ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],Paper Prototyping
Types of Touchscreens ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Exercise 1 ,[object Object]
Ergonomics of Gestures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Standard Touch Gestures ,[object Object],[object Object],[object Object],[object Object],[object Object]
Mind Your Users! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mind Your Users! (2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Size Of The Hit Zones ,[object Object],[object Object],[object Object],[object Object],[object Object]
Desktop Legacy ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Overview – Detail Model ,[object Object],[object Object],[object Object],[object Object],[object Object]
Strive for Efficiency ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Activity Zones ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Exercise 2 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Gestures ,[object Object],[object Object],[object Object]
Working With Gestures ,[object Object],[object Object],[object Object],[object Object]
Common Problems ,[object Object],[object Object],[object Object],[object Object]
Exercise 3 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Thank You! ,[object Object],[object Object],Many thanks to Dan Saffer, whose lectures were incredible help!

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The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 

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Notas do Editor

  1. Направата на хартиени прототипи набира особена популярност напоследък със напредването на мобилните технологии, поради ограниченото пространство на мобилният екран и нуждата да се използва ползотворно всяко свободно място в интерфейса. Днес ще се спрем на изграждането на такъв хартиен прототип в поредица от упражнения.
  2. Резистивни – докосването на два проводими пласта създава touch събитие. Много по-прецизни, но не поддържат multitouch и изискват по-голям натиск. Капацитивни – докосването използва върхът на пръста за да провежда електричество и да създаде touch събитие. Поддържат multitouch, както и почти не изискват сила на натиск. За съжаление не особено прецизни и това трябва да се има предвид при създаването на интерфейси. Останалите видове не са използвани често и няма да се спираме подробно на тях.
  3. 20 минути. Термостатът управлява две температури и допълнително показва сегашната температура.
  4. Ергономика – наука за дизайн на оборудване и уреди, за да бъдат удобни за човешкото тяло, движения и познания. Gorilla arm жестове – хората не са приспособени да държат ръцете пред лицето си правейки малки жестове, не е проблем за кратка употреба, но не и в интерфейс, подобен на този във филма Специален Доклад ( Minority Report) .
  5. Ако няма начин, могат да се ползват iceberg targets – използвайки мястото около бутоните за разширяване на активната зона. 2 и 3 – Имайки предвид тези две неща и това че телефонът най-често се гледа под ъгъл, често активната зона е леко изместена надолу, за да подсигури по-голяма точност.
  6. Левичарите често са пренебрегвани в мобилните операционни системи. Fitt’s Law – времето необходимо за да стигнете до определен интерфейс елемент е правопропорционално на разстоянието до него и големината му. Пол Фитс, 1954 За целта информация, която е важна за определен интерфейс елемент, трябва да се поднася на място, което се очаква да е видимо, например отгоре или поне от ляво (левичарите биха възразили:) Съответно елементите да са поставени на място, възможно най-близо до потребителя. Хората с увреждания е добре да се имат предвид, но ако са целева аудитория трябва да се предвидят и промени в интерфейс дизайна – по-големи шрифтове, контрастни цветове. Достъпността може да се подобри чрез haptic feedback и говорен синтез.
  7. За 4 - Потребителите по-лесно могат да натискат интерфейс елементи които са близо до пръстите им. Поставяйте опасните интерфейс елементи извън тези зони на достъп. Ще говорим за тях по-късно.
  8. Default бутони се избягват в мобилните приложения, понеже често няма фокусирано състояние на бутоните. Освен когато има поддръжка на хардуерна клавиатура.
  9. Плосък – съставен от няколко последователни свързани изгледа (като wizard) Звезда – всички изгледи са свързани към главният. Децентрализиран – всеки изглед е свързан със всички останали (например чрез табове).
  10. Оставете по-маловажната информация за детайлите. Има и изключения - ако се налага твърде често - значи може да се оптимизира и част от информацията да се премести във външният изглед. Най-вече в детайлните изгледи. Така се избягва отклоняване на вниманието. По-добрата структура ще избегне объркването.
  11. По-важните интерфейс елементи трябва да са по-лесни за достигане без да е необходимо потребителят да се пресяга. Важните елементи трябва да са по-големи и да привличат внимание. Често използваните интерфейс елементи да са лесни за достигане – долу в ляво, по-рядко използваните – горе в дясно. „ Опасните“ елементи като изход, потвърждение или отказ да са най-трудно достъпни – горе в ляво. Намалете ненужните части от интерфейса – оставете място за съдържанието.
  12. Почти всеки днешен смартфон е с touchscreen и позволява multitouch. Това позволява използването на разнообразни жестове във вашето приложение. Но всъщност не всичко е толкова розово.
  13. 3 - например Nokia N9 Swipe 4 - използват се предимно от power users
  14. Лесно е да скриете функционалност. Подсигурете се като предоставите нормален начин за изпълнение на операцията, а използвате жестове като команди за напреднали потребители. Често повтаряеми жестове които извършват различни операции. От твърде различни жестове. Заложете на жестове от един вид.