首页> 外文期刊>International journal of human-computer studies >Smash the dichotomy of Skeuomorphism and flat design: Designing an affordable interface to correspond with the human perceptuomotor process
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Smash the dichotomy of Skeuomorphism and flat design: Designing an affordable interface to correspond with the human perceptuomotor process

机译:粉碎梭形和平面设计的二分法:设计一种经济实惠的界面,与人类感知工艺相对应

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Skeuomorphism and flat design, which are the most prevalent design styles, have both striven for supremacy in interface design. A consensus has not been reached due to inconsistent findings in academia and groundless arguments on the internet. In this article, we aim to explore perceptuomotor differences between these two design styles via object-based correspondence effects. Experiments with object-based correspondence effects allow the affordance to be measured quantitatively, comparing both perceptual and operational aspects of each design style. In Experiment 1, the two design styles are compared in terms of the correspondence effect between handle-orientation (left/right) and a user's responding hand (right hand/left hand). In Experiment 2, the two design styles are compared in terms of the correspondence effect between object size (big/small) and grip type (power grip/precision grip). The results in both experiments indicate that the two design styles are not different at the perceptuomotor level. This demonstrates that an affordance is similarly evoked in digital objects designed with either skeuomorphism or flat design. Further, we discuss the reason for the inconsistent findings in previous research, concluding that results have been influenced by unfamiliar forms and inappropriate real-world metaphors. Based on the conclusions, we suggest three design principles that designers can use to avoid confusion related to the design styles. In our discussion, we determine that the design styles are muddled with dimensionality and metaphor, which increases the inconsistent research findings in the literature. Finally, we suggest that the dichotomy between skeuomorphism and flat design is discarded.
机译:Skeoomorphisphism和扁平设计,这是最普遍的设计风格,在界面设计中致力于至高无上。由于学术界在互联网上的缺陷争论不一致,尚未达成共识。在本文中,我们的目标是通过基于对象的对应效应探索这两种设计风格之间的感知差异。基于对象的对应效应的实验允许定量测量可承受的,从而比较每个设计风格的感知和操作方面。在实验1中,在手柄方向(左/右)和用户的响应手(右手/左手)之间的对应效果方面进行比较两种设计样式。在实验2中,在物体尺寸(大/小)和握把类型(电力抓地/精密夹具)之间的对应效果方面进行两种设计风格。两种实验中的结果表明,在感应素水平的两种设计风格中没有不同。这表明,在设计的数字物体中,设计具有与斜构或平面设计的数字物体相似。此外,我们讨论了以前研究中不一致的结果的原因,结论结果,结果受到不熟悉的形式的影响和不恰当的现实世界隐喻。根据结论,我们建议设计师可以用来避免与设计风格有关的混淆的三种设计原则。在我们的讨论中,我们确定设计风格混在一点和隐喻,从而增加了文献中的不一致研究结果。最后,我们建议丢弃偏纹和平面设计之间的二分法。

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