Human Computer Interface 简明教程
Human Computer Interface Introduction
人机界面 (HCI) 以前称为人机研究或人机交互。它处理人机系统的设计、执行和评估以及相关现象。
Human Computer Interface (HCI) was previously known as the man-machine studies or man-machine interaction. It deals with the design, execution and assessment of computer systems and related phenomenon that are for human use.
HCI 可用于所有学科中,只要有可能安装计算机。以下列出了一些能够以显著重要性实施 HCI 的领域−
HCI can be used in all disciplines wherever there is a possibility of computer installation. Some of the areas where HCI can be implemented with distinctive importance are mentioned below −
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Computer Science − For application design and engineering.
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Psychology − For application of theories and analytical purpose.
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Sociology − For interaction between technology and organization.
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Industrial Design − For interactive products like mobile phones, microwave oven, etc.
人机互动的全球领先组织是 ACM − SIGCHI,代表计算机协会-人机交互特殊兴趣小组。SIGCHI 将计算机科学定义为 HCI 的核心学科。在印度,它是作为交互提案出现的,主要基于设计领域。
The world’s leading organization in HCI is ACM − SIGCHI, which stands for Association for Computer Machinery − Special Interest Group on Computer–Human Interaction. SIGCHI defines Computer Science to be the core discipline of HCI. In India, it emerged as an interaction proposal, mostly based in the field of Design.
Objective
学习本学科的目的是了解设计用户友好界面或交互的方式。基于这一点,我们将学习以下内容:
The intention of this subject is to learn the ways of designing user-friendly interfaces or interactions. Considering which, we will learn the following −
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Ways to design and assess interactive systems.
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Ways to reduce design time through cognitive system and task models.
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Procedures and heuristics for interactive system design.
Historical Evolution
从执行批处理的早期计算机到以用户为中心的,以下是几个里程碑:
From the initial computers performing batch processing to the user-centric design, there were several milestones which are mentioned below −
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Early computer (e.g. ENIAC, 1946) − Improvement in the H/W technology brought massive increase in computing power. People started thinking on innovative ideas.
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Visual Display Unit (1950s) − SAGE (semi-automatic ground environment), an air defense system of the USA used the earliest version of VDU.
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Development of the Sketchpad (1962) − Ivan Sutherland developed Sketchpad and proved that computer can be used for more than data processing.
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Douglas Engelbart introduced the idea of programming toolkits (1963) − Smaller systems created larger systems and components.
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Introduction of Word Processor, Mouse (1968) − Design of NLS (oNLine System).
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Introduction of personal computer Dynabook (1970s) − Developed smalltalk at Xerox PARC.
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Windows and WIMP interfaces − Simultaneous jobs at one desktop, switching between work and screens, sequential interaction.
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The idea of metaphor − Xerox star and alto were the first systems to use the concept of metaphors, which led to spontaneity of the interface.
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Direct Manipulation introduced by Ben Shneiderman (1982) − First used in Apple Mac PC (1984) that reduced the chances for syntactic errors.
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Vannevar Bush introduced Hypertext (1945) − To denote the non-linear structure of text.
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Multimodality (late 1980s).
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Computer Supported Cooperative Work (1990’s) − Computer mediated communication.
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WWW (1989) − The first graphical browser (Mosaic) came in 1993.
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Ubiquitous Computing − Currently the most active research area in HCI. Sensor based/context aware computing also known as pervasive computing.
Roots of HCI in India
一些开创性的创作和图形交流设计师自 80 年代末开始对 HCI 领域表现出兴趣。其他人则通过设计 CD-ROM 标题的程序跨过了门槛。其中一些人通过为网络设计和提供计算机培训进入了该领域。
Some ground-breaking Creation and Graphic Communication designers started showing interest in the field of HCI from the late 80s. Others crossed the threshold by designing program for CD ROM titles. Some of them entered the field by designing for the web and by providing computer trainings.
尽管印度在提供既定的 HCI 课程方面一直落后,但印度的设计师除了创造力和艺术表现外,还认为设计是一种解决问题的活动,并且更喜欢在需求尚未得到满足的领域工作。
Even though India is running behind in offering an established course in HCI, there are designers in India who in addition to creativity and artistic expression, consider design to be a problem-solving activity and prefer to work in an area where the demand has not been met.
这种对设计的渴望经常促使他们进入创新领域,并通过自学获得知识。后来,当 HCI 前景在印度出现时,设计师们采用了可用性评估、用户研究、软件原型设计等技术。
This urge for designing has often led them to get into innovative fields and get the knowledge through self-study. Later, when HCI prospects arrived in India, designers adopted techniques from usability assessment, user studies, software prototyping, etc.
Guidelines in HCI
Shneiderman’s Eight Golden Rules
美国计算机科学家 Ben Shneiderman 巩固了一些关于设计的隐含事实,并提出了以下八条一般准则−
Ben Shneiderman, an American computer scientist consolidated some implicit facts about designing and came up with the following eight general guidelines −
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Strive for Consistency.
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Cater to Universal Usability.
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Offer Informative feedback.
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Design Dialogs to yield closure.
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Prevent Errors.
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Permit easy reversal of actions.
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Support internal locus of control.
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Reduce short term memory load.
这些准则对普通设计师和界面设计师都有利。使用这八条准则,可以将好的界面设计与不好的界面设计区分开来。它们有利于在实验评估中识别更好的 GUI。
These guidelines are beneficial for normal designers as well as interface designers. Using these eight guidelines, it is possible to differentiate a good interface design from a bad one. These are beneficial in experimental assessment of identifying better GUIs.
Norman’s Seven Principles
为了评估人与计算机之间的交互,唐纳德·诺曼于 1988 年提出了七项原则。他提出了七个阶段,可以用来转换困难的任务。以下是诺曼的七项原则−
To assess the interaction between human and computers, Donald Norman in 1988 proposed seven principles. He proposed the seven stages that can be used to transform difficult tasks. Following are the seven principles of Norman −
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Use both knowledge in world & knowledge in the head.
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Simplify task structures.
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Make things visible.
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Get the mapping right (User mental model = Conceptual model = Designed model).
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Convert constrains into advantages (Physical constraints, Cultural constraints, Technological constraints).
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Design for Error.
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When all else fails − Standardize.
Heuristic Evaluation
启发式评估是一种检查用户界面可用性问题的系统方法。一旦在设计中检测到可用性问题,它们将作为持续设计过程的组成部分得到处理。启发式评估方法包括一些可用性原则,例如尼尔森的十项可用性原则。
Heuristics evaluation is a methodical procedure to check user interface for usability problems. Once a usability problem is detected in design, they are attended as an integral part of constant design processes. Heuristic evaluation method includes some usability principles such as Nielsen’s ten Usability principles.
Nielsen’s Ten Heuristic Principles
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Visibility of system status.
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Match between system and real world.
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User control and freedom.
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Consistency and standards.
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Error prevention.
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Recognition rather than Recall.
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Flexibility and efficiency of use.
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Aesthetic and minimalist design.
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Help, diagnosis and recovery from errors.
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Documentation and Help
上文提到的尼尔森十大原则在启发式评估员审计界面或产品时,可用作评估和解释问题的一个检查清单。
The above mentioned ten principles of Nielsen serve as a checklist in evaluating and explaining problems for the heuristic evaluator while auditing an interface or a product.
Interface Design Guidelines
本节介绍了一些更为重要的 HCI 设计准则。以下解释了 HCI 设计准则的三种类别:通用交互、信息显示和数据输入。
Some more important HCI design guidelines are presented in this section. General interaction, information display, and data entry are three categories of HCI design guidelines that are explained below.
General Interaction
通用交互准则是一些全面建议,其关注于通用指令,例如:
Guidelines for general interaction are comprehensive advices that focus on general instructions such as −
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Be consistent.
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Offer significant feedback.
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Ask for authentication of any non-trivial critical action.
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Authorize easy reversal of most actions.
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Lessen the amount of information that must be remembered in between actions.
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Seek competence in dialogue, motion and thought.
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Excuse mistakes.
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Classify activities by function and establish screen geography accordingly.
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Deliver help services that are context sensitive.
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Use simple action verbs or short verb phrases to name commands.
Information Display
HCI 提供的信息不应不完整或不明确,否则该程序将无法满足用户的要求。为提供更好的界面显示,准备了以下准则:
Information provided by the HCI should not be incomplete or unclear or else the application will not meet the requirements of the user. To provide better display, the following guidelines are prepared −
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Exhibit only that information that is applicable to the present context.
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Don’t burden the user with data, use a presentation layout that allows rapid integration of information.
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Use standard labels, standard abbreviations and probable colors.
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Permit the user to maintain visual context.
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Generate meaningful error messages.
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Use upper and lower case, indentation and text grouping to aid in understanding.
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Use windows (if available) to classify different types of information.
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Use analog displays to characterize information that is more easily integrated with this form of representation.
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Consider the available geography of the display screen and use it efficiently.
Data Entry
以下准则着重于作为 HCI 的另一个重要方面的数据录入——
The following guidelines focus on data entry that is another important aspect of HCI −
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Reduce the number of input actions required of the user.
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Uphold steadiness between information display and data input.
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Let the user customize the input.
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Interaction should be flexible but also tuned to the user’s favored mode of input.
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Disable commands that are unsuitable in the context of current actions.
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Allow the user to control the interactive flow.
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Offer help to assist with all input actions.
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Remove "mickey mouse" input.
Interactive System Design
本章的目标是了解交互式系统(现已成为我们生活中重要组成部分)的设计和开发的各个方面。这些系统的设计和可用性对人们与技术的关系质量产生影响。Web 应用程序、游戏、嵌入式设备等都是该系统的一部分,该系统已成为我们生活中不可或缺的一部分。现在让我们讨论该系统的一些主要组件。
The objective of this chapter is to learn all the aspects of design and development of interactive systems, which are now an important part of our lives. The design and usability of these systems leaves an effect on the quality of people’s relationship to technology. Web applications, games, embedded devices, etc., are all a part of this system, which has become an integral part of our lives. Let us now discuss on some major components of this system.
Concept of Usability Engineering
可用性工程是软件和系统进展中的一种方法,它包含了用户从流程开始时的贡献,并通过使用可用性需求和指标来确保产品的有效性。
Usability Engineering is a method in the progress of software and systems, which includes user contribution from the inception of the process and assures the effectiveness of the product through the use of a usability requirement and metrics.
因此,它指的是抽象、实施和测试硬件和软件产品的整个过程中可用性功能的特性。从需求收集阶段到产品的安装、营销和测试,都属于这个过程。
It thus refers to the Usability Function features of the entire process of abstracting, implementing & testing hardware and software products. Requirements gathering stage to installation, marketing and testing of products, all fall in this process.
Usability
可用性有三个组成部分− 有效性、效率和满意度,用户使用这些组成部分在特定环境中实现他们的目标。让我们简要了解一下这些组成部分。
Usability has three components − effectiveness, efficiency and satisfaction, using which, users accomplish their goals in particular environments. Let us look in brief about these components.
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Effectiveness − The completeness with which users achieve their goals.
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Efficiency − The competence used in using the resources to effectively achieve the goals.
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Satisfaction − The ease of the work system to its users.
Usability Study
根据实验评估对人、产品和环境之间相互作用进行的系统研究。例如:心理学、行为科学等。
The methodical study on the interaction between people, products, and environment based on experimental assessment. Example: Psychology, Behavioral Science, etc.
Usability Testing
根据用户的需求、能力、前景、安全性和满意度对所述可用性参数进行科学评估称为可用性测试。
The scientific evaluation of the stated usability parameters as per the user’s requirements, competences, prospects, safety and satisfaction is known as usability testing.
Acceptance Testing
验收测试,又称用户验收测试(UAT),是由用户当做在供应商处签字之前的一个最终检查点执行的一项测试程序。让我们以手持条形码扫描仪为例。
Acceptance testing also known as User Acceptance Testing (UAT), is a testing procedure that is performed by the users as a final checkpoint before signing off from a vendor. Let us take an example of the handheld barcode scanner.
Software Tools
软件工具是一种程序化软件,用于创建、维护或以其他方式支持其他程序和应用程序。HCI 中一些常用的软件工具如下 −
A software tool is a programmatic software used to create, maintain, or otherwise support other programs and applications. Some of the commonly used software tools in HCI are as follows −
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Specification Methods − The methods used to specify the GUI. Even though these are lengthy and ambiguous methods, they are easy to understand.
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Grammars − Written Instructions or Expressions that a program would understand. They provide confirmations for completeness and correctness.
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Transition Diagram − Set of nodes and links that can be displayed in text, link frequency, state diagram, etc. They are difficult in evaluating usability, visibility, modularity and synchronization.
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Statecharts − Chart methods developed for simultaneous user activities and external actions. They provide link-specification with interface building tools.
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Interface Building Tools − Design methods that help in designing command languages, data-entry structures, and widgets.
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Interface Mockup Tools − Tools to develop a quick sketch of GUI. E.g., Microsoft Visio, Visual Studio .Net, etc.
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Software Engineering Tools − Extensive programming tools to provide user interface management system.
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Evaluation Tools − Tools to evaluate the correctness and completeness of programs.
HCI and Software Engineering
Software engineering 是设计、开发和维护软件的研究。它与 HCI 接触以使人机交互更加充满活力和互动性。
Software engineering is the study of designing, development and preservation of software. It comes in contact with HCI to make the man and machine interaction more vibrant and interactive.
让我们看看软件工程中用于交互设计的以下模型。
Let us see the following model in software engineering for interactive designing.
Interactive System Design
软件工程的瀑布模型的单向移动表明每个阶段都取决于前面的阶段,而不是反过来。然而,此模型不适用于交互式系统设计。
The uni-directional movement of the waterfall model of Software Engineering shows that every phase depends on the preceding phase and not vice-versa. However, this model is not suitable for the interactive system design.
交互式系统设计表明每个阶段相互依赖以达到设计和产品创建的目的。这是一个持续的过程,因为有很多东西需要了解,而且用户一直在变化。交互式系统设计者应该认识到这种多样性。
The interactive system design shows that every phase depends on each other to serve the purpose of designing and product creation. It is a continuous process as there is so much to know and users keep changing all the time. An interactive system designer should recognize this diversity.
Prototyping
原型设计是另一种可以使用投影系统的完整功能范围的软件工程模型。
Prototyping is another type of software engineering models that can have a complete range of functionalities of the projected system.
在 HCI 中,原型设计是一种试验和部分设计,可帮助用户在不执行完整系统的情况下测试设计想法。
In HCI, prototyping is a trial and partial design that helps users in testing design ideas without executing a complete system.
原型的例子可以是 Sketches 。交互式设计的草图稍后可以制作成图形界面。请参见下图。
Example of a prototype can be Sketches. Sketches of interactive design can later be produced into graphical interface. See the following diagram.
上图可以看作是 Low Fidelity Prototype ,因为它使用了手动程序,如在纸上绘制草图。
The above diagram can be considered as a Low Fidelity Prototype as it uses manual procedures like sketching in a paper.
Medium Fidelity Prototype 涉及系统的部分程序,但不是全部程序。例如,GUI 的第一个屏幕。
A Medium Fidelity Prototype involves some but not all procedures of the system. E.g., first screen of a GUI.
最后,[ Hi Fidelity Prototype 将系统的所有功能模拟设计中。此原型需要时间、金钱和劳动力。
Finally, a Hi Fidelity Prototype simulates all the functionalities of the system in a design. This prototype requires, time, money and work force.
User Centered Design (UCD)
从用户收集反馈来改进设计的过程被称为以用户为中心的设计或 UCD。
The process of collecting feedback from users to improve the design is known as user centered design or UCD.
GUI Design & Aesthetics
图形用户界面 (GUI) 是用户可以在计算机系统中操作程序、应用程序或设备的界面。用户在此处可以访问图标、菜单、窗口小部件、标签。
Graphic User Interface (GUI) is the interface from where a user can operate programs, applications or devices in a computer system. This is where the icons, menus, widgets, labels exist for the users to access.
GUI 中的每一项都是以用户可以识别且赏心悦目的方式进行排列,这一点非常重要,它体现了 GUI 设计者的审美意识。GUI 美学为任何产品提供了特色和特性。
It is significant that everything in the GUI is arranged in a way that is recognizable and pleasing to the eye, which shows the aesthetic sense of the GUI designer. GUI aesthetics provides a character and identity to any product.
HCI in Indian Industries
在过去的几年中,印度的大多数 IT 公司都在聘用设计师从事 HCI 相关活动。甚至跨国公司也开始在印度聘用 HCI 人员,因为印度设计师已证明他们在体系结构、视觉和交互设计方面的能力。因此,印度 HCI 设计师不仅在国内声名鹊起,而且在国外也表现突出。
For the past couple of years, majority IT companies in India are hiring designers for HCI related activities. Even multi-national companies started hiring for HCI from India as Indian designers have proven their capabilities in architectural, visual and interaction designs. Thus, Indian HCI designers are not only making a mark in the country, but also abroad.
即使可用性已经存在了很长时间,但在过去十年中,该职业也蓬勃发展。由于经常开发新产品,因此耐用性预后看起来也很不错。
The profession has boomed in the last decade even when the usability has been there forever. And since new products are developed frequently, the durability prognosis also looks great.
根据对可用性专家的估计,印度只有 1,000 名专家。总体需求约为 60,000。在国内从事设计的所有设计师中,HCI 设计师约占 2.77%。
As per an estimation made on usability specialists, there are mere 1,000 experts in India. The overall requirement is around 60,000. Out of all the designers working in the country, HCI designers count for approximately 2.77%.
HCI Analogy
让我们来举一个每个人都能理解的著名类比。电影导演是凭借其经验从事剧本写作、表演、编辑和电影摄影的人。他/她可以被认为是影片所有创意阶段的唯一责任人。
Let us take a known analogy that can be understood by everyone. A film director is a person who with his/her experience can work on script writing, acting, editing, and cinematography. He/She can be considered as the only person accountable for all the creative phases of the film.
类似地,HCI 可以被视为电影导演,其工作一部分具有创造性,一部分具有技术性。HCI 设计师对所有设计领域都有深入的了解。下图描述了该类比 −
Similarly, HCI can be considered as the film director whose job is part creative and part technical. An HCI designer have substantial understanding of all areas of designing. The following diagram depicts the analogy −
Interactive Devices
人机交互采用了几种交互设备。其中的某些是已知工具,而另一些是最近开发的,或者是在未来要开发的一个概念。在本章中,我们将讨论一些新旧交互设备。
Several interactive devices are used for the human computer interaction. Some of them are known tools and some are recently developed or are a concept to be developed in the future. In this chapter, we will discuss on some new and old interactive devices.
Touch Screen
几十年前就开始预测触摸屏概念,但是该平台直到最近才获取。现在有许多设备使用触摸屏。仔细选择这些设备后,开发者自定义其触摸屏体验。
The touch screen concept was prophesized decades ago, however the platform was acquired recently. Today there are many devices that use touch screen. After vigilant selection of these devices, developers customize their touch screen experiences.
制造触摸屏最便宜并且相对容易的方法是使用电极和电压关联的那些方法。除了硬件差异之外,即使使用相同的硬件,软件本身也能给一个触摸设备带来重大的差异。
The cheapest and relatively easy way of manufacturing touch screens are the ones using electrodes and a voltage association. Other than the hardware differences, software alone can bring major differences from one touch device to another, even when the same hardware is used.
随着创新的设计以及新的硬件和软件,触摸屏未来可能大大发展。可以通过使触摸与其他设备同步进行进一步开发。
Along with the innovative designs and new hardware and software, touch screens are likely to grow in a big way in the future. A further development can be made by making a sync between the touch and other devices.
在 HCI 中,触摸屏可被视为新的交互设备。
In HCI, touch screen can be considered as a new interactive device.
Gesture Recognition
手势识别是语言技术中的一个科目,其目标是通过数学过程理解人类运动。手势识别目前是关注领域。此技术基于未来。
Gesture recognition is a subject in language technology that has the objective of understanding human movement via mathematical procedures. Hand gesture recognition is currently the field of focus. This technology is future based.
此新技术使人与计算机之间的关联更为高级,其中不使用机械设备。此新交互设备可能终止旧设备(例如键盘),而且在触摸屏等新设备中使用也十分繁重。
This new technology magnitudes an advanced association between human and computer where no mechanical devices are used. This new interactive device might terminate the old devices like keyboards and is also heavy on new devices like touch screens.
Speech Recognition
口语转换为书面文本的技术是语音识别。此类技术可用在许多设备的高级控制中,例如接通和关闭电器。对于完整的转录,只需要识别某些指令。然而,这对于大词汇量来说没有任何益处。
The technology of transcribing spoken phrases into written text is Speech Recognition. Such technologies can be used in advanced control of many devices such as switching on and off the electrical appliances. Only certain commands are required to be recognized for a complete transcription. However, this cannot be beneficial for big vocabularies.
此 HCI 设备可帮助用户实现双手自由移动,并使基于指令的技术针对用户保持最新。
This HCI device help the user in hands free movement and keep the instruction based technology up to date with the users.
Keyboard
键盘可被视为我们今天所熟知的原始设备。键盘使用一组键/按钮,作为计算机的机械设备。键盘中的每个键都对应于一个书写符号或字符。
A keyboard can be considered as a primitive device known to all of us today. Keyboard uses an organization of keys/buttons that serves as a mechanical device for a computer. Each key in a keyboard corresponds to a single written symbol or character.
这是人与机器之间最有效、最古老的交互式设备,在提出更多交互式设备方面给出了想法,并且自身也取得了进步,如计算机和移动电话的软屏幕键盘。
This is the most effective and ancient interactive device between man and machine that has given ideas to develop many more interactive devices as well as has made advancements in itself such as soft screen keyboards for computers and mobile phones.
Response Time
响应时间是由设备响应请求所花费的时间。该请求可以是来自数据库查询到加载网页等任何内容。响应时间是服务时间和等待时间的总和。当响应必须通过网络传输时,传输时间将成为响应时间的一部分。
Response time is the time taken by a device to respond to a request. The request can be anything from a database query to loading a web page. The response time is the sum of the service time and wait time. Transmission time becomes a part of the response time when the response has to travel over a network.
在现代 HCI 设备中,有多个已安装的应用程序,其中大多数应用程序可以同时运行,也可以根据用户的用法运行。这使得响应时间更加繁忙。响应时间的全部增加是由等待时间的增加造成的。等待时间是由于请求的运行及其后的请求队列造成的。
In modern HCI devices, there are several applications installed and most of them function simultaneously or as per the user’s usage. This makes a busier response time. All of that increase in the response time is caused by increase in the wait time. The wait time is due to the running of the requests and the queue of requests following it.
因此,设备的响应速度更快很重要,为此在现代设备中使用了高级处理器。
So, it is significant that the response time of a device is faster for which advanced processors are used in modern devices.
Design Process & Task Analysis
HCI Design
HCI 设计被认为是一个解决问题的过程,它具有计划使用、目标区域、资源、成本和可行性等组成部分。它决定了产品相似性的要求以平衡取舍。
HCI design is considered as a problem solving process that has components like planned usage, target area, resources, cost, and viability. It decides on the requirement of product similarities to balance trade-offs.
以下几点是交互式设计的基本活动 −
The following points are the four basic activities of interaction design −
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Identifying requirements
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Building alternative designs
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Developing interactive versions of the designs
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Evaluating designs
以用户为中心的方法的三个原则 −
Three principles for user-centered approach are −
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Early focus on users and tasks
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Empirical Measurement
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Iterative Design
Design Methodologies
自创立以来,出现了各种方法论,它们概述了人机交互的技术。以下是一些设计方法论 −
Various methodologies have materialized since the inception that outline the techniques for human–computer interaction. Following are few design methodologies −
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Activity Theory − This is an HCI method that describes the framework where the human-computer interactions take place. Activity theory provides reasoning, analytical tools and interaction designs.
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User-Centered Design − It provides users the center-stage in designing where they get the opportunity to work with designers and technical practitioners.
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Principles of User Interface Design − Tolerance, simplicity, visibility, affordance, consistency, structure and feedback are the seven principles used in interface designing.
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Value Sensitive Design − This method is used for developing technology and includes three types of studies − conceptual, empirical and technical. Conceptual investigations works towards understanding the values of the investors who use technology. Empirical investigations are qualitative or quantitative design research studies that shows the designer’s understanding of the users’ values. Technical investigations contain the use of technologies and designs in the conceptual and empirical investigations.
Participatory Design
参与式设计过程涉及设计过程中的所有利益相关者,以便最终结果满足他们渴望的需求。这种设计用于软件设计、建筑、景观建筑、产品设计、可持续性、平面设计、规划、城市设计甚至医学等各个领域。
Participatory design process involves all stakeholders in the design process, so that the end result meets the needs they are desiring. This design is used in various areas such as software design, architecture, landscape architecture, product design, sustainability, graphic design, planning, urban design, and even medicine.
参与式设计不是一种风格,而是专注于设计的过程和程序。它被视为一种由设计者取消设计问责制和起源的方法。
Participatory design is not a style, but focus on processes and procedures of designing. It is seen as a way of removing design accountability and origination by designers.
Task Analysis
任务分析在用户需求分析中起着重要作用。
Task Analysis plays an important part in User Requirements Analysis.
任务分析是了解用户和抽象框架、工作流中使用的模式以及与 GUI 交互的按时间顺序实施的过程。它分析用户划分任务和对任务进行排序的方式。
Task analysis is the procedure to learn the users and abstract frameworks, the patterns used in workflows, and the chronological implementation of interaction with the GUI. It analyzes the ways in which the user partitions the tasks and sequence them.
What is a TASK?
为有用的目标做出的有助于系统的操作就是任务。任务分析定义了用户的行为,而不是计算机的行为。
Human actions that contributes to a useful objective, aiming at the system, is a task. Task analysis defines performance of users, not computers.
Hierarchical Task Analysis
分层任务分析是一种将任务分解成可用逻辑执行顺序来进行分析的子任务的程序。这有助于以最佳方式实现目标。
Hierarchical Task Analysis is the procedure of disintegrating tasks into subtasks that could be analyzed using the logical sequence for execution. This would help in achieving the goal in the best possible way.
Techniques for Analysis
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Task decomposition − Splitting tasks into sub-tasks and in sequence.
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Knowledge-based techniques − Any instructions that users need to know.
“用户”始终是任务的起点。
‘User’ is always the beginning point for a task.
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Ethnography − Observation of users’ behavior in the use context.
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Protocol analysis − Observation and documentation of actions of the user. This is achieved by authenticating the user’s thinking. The user is made to think aloud so that the user’s mental logic can be understood.
Engineering Task Models
与分层任务分析不同的是,工程任务模型可以正式指定,而且用途更广。
Unlike Hierarchical Task Analysis, Engineering Task Models can be specified formally and are more useful.
Characteristics of Engineering Task Models
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Engineering task models have flexible notations, which describes the possible activities clearly.
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They have organized approaches to support the requirement, analysis, and use of task models in the design.
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They support the recycle of in-condition design solutions to problems that happen throughout applications.
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Finally, they let the automatic tools accessible to support the different phases of the design cycle.
ConcurTaskTree (CTT)
CTT 是一种用于对任务进行建模的工程方法,它由任务和操作员组成。CTT 中的操作员用于描述任务之间的顺序关联。以下是 CTT 的主要特征:
CTT is an engineering methodology used for modeling a task and consists of tasks and operators. Operators in CTT are used to portray chronological associations between tasks. Following are the key features of a CTT −
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Focus on actions that users wish to accomplish.
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Hierarchical structure.
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Graphical syntax.
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Rich set of sequential operators.
Dialog Design
对话是两个或更多存在者或系统之间交互的构建。在 HCI 中,对话在三个层面上进行研究 -
A dialog is the construction of interaction between two or more beings or systems. In HCI, a dialog is studied at three levels −
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Lexical − Shape of icons, actual keys pressed, etc., are dealt at this level.
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Syntactic − The order of inputs and outputs in an interaction are described at this level.
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Semantic − At this level, the effect of dialog on the internal application/data is taken care of.
Dialog Representation
为了表示对话,我们需要使用可用于以下两个目的的形式化技术 -
To represent dialogs, we need formal techniques that serves two purposes −
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It helps in understanding the proposed design in a better way.
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It helps in analyzing dialogs to identify usability issues. E.g., Questions such as “does the design actually support undo?” can be answered.
Introduction to Formalism
有许多我们可用来表示对话的形式化技术。在本章中,我们将讨论其中三种形式化技术,即 -
There are many formalism techniques that we can use to signify dialogs. In this chapter, we will discuss on three of these formalism techniques, which are −
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The state transition networks (STN)
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The state charts
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The classical Petri nets
State Transition Network (STN)
STN 是最自发的,它知道对话从根本上表示从系统的一个状态到下一个状态的进行。
STNs are the most spontaneous, which knows that a dialog fundamentally denotes to a progression from one state of the system to the next.
STN 的语法包含以下两个实体 -
The syntax of an STN consists of the following two entities −
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Circles − A circle refers to a state of the system, which is branded by giving a name to the state.
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Arcs − The circles are connected with arcs that refers to the action/event resulting in the transition from the state where the arc initiates, to the state where it ends.
StateCharts
状态图表示扩展了有限状态机 (FSM) 的复杂反应系统,处理并发,并将内存添加到 FSM。它还简化了复杂系统的表示。状态图具有以下状态 -
StateCharts represent complex reactive systems that extends Finite State Machines (FSM), handle concurrency, and adds memory to FSM. It also simplifies complex system representations. StateCharts has the following states −
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Active state − The present state of the underlying FSM.
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Basic states − These are individual states and are not composed of other states.
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Super states − These states are composed of other states.
Illustration
让我们看一看为插入硬币而分配瓶子的机器的状态图构建。
Let us see the StateChart Construction of a machine that dispense bottles on inserting coins.
上面的图表解释了瓶子分配机的整个过程。在插入硬币后按按钮,机器将在瓶子填充和分配模式之间切换。当有所需的请求瓶子时,它会分配瓶子。在后台,另一个程序正在运行,其中任何卡住的瓶子都将被清除。第 4 步中的“H”符号表示向历史记录中添加了一个过程以供将来访问。
The above diagram explains the entire procedure of a bottle dispensing machine. On pressing the button after inserting coin, the machine will toggle between bottle filling and dispensing modes. When a required request bottle is available, it dispense the bottle. In the background, another procedure runs where any stuck bottle will be cleared. The ‘H’ symbol in Step 4, indicates that a procedure is added to History for future access.
Petri Nets
Petri Net 是活动行为的一个简单模型,它有四个行为元素,如位置、转换、弧线和令牌。Petri Nets 提供了一个图形化的解释,便于理解。
Petri Net is a simple model of active behavior, which has four behavior elements such as − places, transitions, arcs and tokens. Petri Nets provide a graphical explanation for easy understanding.
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Place − This element is used to symbolize passive elements of the reactive system. A place is represented by a circle.
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Transition − This element is used to symbolize active elements of the reactive system. Transitions are represented by squares/rectangles.
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Arc − This element is used to represent causal relations. Arc is represented by arrows.
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Token − This element is subject to change. Tokens are represented by small filled circles.
Visual Thinking
视觉材料以绘画、素描、地图、图表、照片等形式帮助人们进行交流的过程已经存在了很长时间。在当今世界,随着科技的发明和进一步发展,视觉信息提供了新的可能性,例如思考和推理。根据研究,在人机交互 (HCI) 设计中对视觉思维的掌握尚未完全被发现。因此,让我们学习支持 HCI 设计中感官活动中视觉思维的理论。
Visual materials has assisted in the communication process since ages in form of paintings, sketches, maps, diagrams, photographs, etc. In today’s world, with the invention of technology and its further growth, new potentials are offered for visual information such as thinking and reasoning. As per studies, the command of visual thinking in human-computer interaction (HCI) design is still not discovered completely. So, let us learn the theories that support visual thinking in sense-making activities in HCI design.
最初发现了一个关于视觉思维的术语,其中包括视觉直接性、视觉推动力、视觉阻抗以及视觉比喻、类比和联想等概念,这些概念在网络的信息设计中得到了应用。
An initial terminology for talking about visual thinking was discovered that included concepts such as visual immediacy, visual impetus, visual impedance, and visual metaphors, analogies and associations, in the context of information design for the web.
因此,此设计过程在设计过程中作为一种逻辑且协作的方法非常合适。让我们简要地分别讨论这些概念。
As such, this design process became well suited as a logical and collaborative method during the design process. Let us discuss in brief the concepts individually.
Visual Immediacy
它是一个推理过程,有助于理解视觉表示中的信息。选择这个术语是为了突出它与时间相关质量,这也作为衡量设计促进推理是否流畅的指标。
It is a reasoning process that helps in understanding of information in the visual representation. The term is chosen to highlight its time related quality, which also serves as an indicator of how well the reasoning has been facilitated by the design.
Visual Impetus
视觉推动力被定义为旨在提高对表征的背景方面的参与度的刺激。
Visual impetus is defined as a stimulus that aims at the increase in engagement in the contextual aspects of the representation.
Visual Impedance
它被认为与视觉直接性相反,因为它阻碍了表征的设计。关于推理,阻抗可以表示为更慢的认知。
It is perceived as the opposite of visual immediacy as it is a hindrance in the design of the representation. In relation to reasoning, impedance can be expressed as a slower cognition.
Visual Metaphors, Association, Analogy, Abduction and Blending
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When a visual demonstration is used to understand an idea in terms of another familiar idea it is called a visual metaphor.
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Visual analogy and conceptual blending are similar to metaphors. Analogy can be defined as an implication from one particular to another. Conceptual blending can be defined as combination of elements and vital relations from varied situations.
HCI 设计可以通过使用上述概念受益匪浅。这些概念在支持 HCI 中使用视觉程序以及在设计过程中都非常实用。
The HCI design can be highly benefited with the use of above mentioned concepts. The concepts are pragmatic in supporting the use of visual procedures in HCI, as well as in the design processes.
Direct Manipulation Programming
直接操作已被公认为一种良好的界面设计形式,并且受到用户的欢迎。此类流程使用许多源来获取输入,并最终使用内置工具和程序将它们转换为用户所需的输出。
Direct manipulation has been acclaimed as a good form of interface design, and are well received by users. Such processes use many source to get the input and finally convert them into an output as desired by the user using inbuilt tools and programs.
“直接性”被认为是一种对操作编程有重要贡献的现象。它有以下两个方面。
“Directness” has been considered as a phenomena that contributes majorly to the manipulation programming. It has the following two aspects.
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Distance
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Direct Engagement
Distance
距离是一个决定了用户目标与系统提供的解释级别之间鸿沟的接口,用户使用该接口。这些被称为执行鸿沟和评估鸿沟。
Distance is an interface that decides the gulfs between a user’s goal and the level of explanation delivered by the systems, with which the user deals. These are referred to as the Gulf of Execution and the Gulf of Evaluation.
The Gulf of Execution
The Gulf of Execution
执行鸿沟界定了用户目标与实现该目标的设备之间的差距/鸿沟。可用性的主要目标之一是通过消除障碍并采取措施最大程度地减少用户在分心执行预期任务时会阻碍工作流的障碍,从而缩小此差距。
The Gulf of Execution defines the gap/gulf between a user’s goal and the device to implement that goal. One of the principal objective of Usability is to diminish this gap by removing barriers and follow steps to minimize the user’s distraction from the intended task that would prevent the flow of the work.
The Gulf of Evaluation
The Gulf of Evaluation
评估鸿沟是对用户在设计中对系统解读的期望的表示。根据唐纳德·诺曼的说法,当系统以一种易于获取、易于解释并且与用户思考系统的方式相匹配的形式提供有关其状态的信息时,该鸿沟就很小。
The Gulf of Evaluation is the representation of expectations that the user has interpreted from the system in a design. As per Donald Norman, The gulf is small when the system provides information about its state in a form that is easy to get, is easy to interpret, and matches the way the person thinks of the system.
Direct Engagement
它被描述为一种面向对象编程,其中设计直接负责用户呈现的对象控件,并且使得系统更易于使用。
It is described as a programming where the design directly takes care of the controls of the objects presented by the user and makes a system less difficult to use.
对执行和评估过程的审查可以阐明使用系统的努力。它还给出了最小化使用系统所需的心智努力的方法。
The scrutiny of the execution and evaluation process illuminates the efforts in using a system. It also gives the ways to minimize the mental effort required to use a system.
Problems with Direct Manipulation
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Even though the immediacy of response and the conversion of objectives to actions has made some tasks easy, all tasks should not be done easily. For example, a repetitive operation is probably best done via a script and not through immediacy.
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Direct manipulation interfaces finds it hard to manage variables, or illustration of discrete elements from a class of elements.
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Direct manipulation interfaces may not be accurate as the dependency is on the user rather than on the system.
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An important problem with direct manipulation interfaces is that it directly supports the techniques, the user thinks.
Item Presentation Sequence
在人机交互中,可以根据任务或应用程序要求来计划呈现顺序。应注意菜单中项目的自然顺序。呈现顺序中的主要因素有:
In HCI, the presentation sequence can be planned according to the task or application requirements. The natural sequence of items in the menu should be taken care of. Main factors in presentation sequence are −
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Time
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Numeric ordering
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Physical properties
当没有与任务相关的安排时,设计者必须选择以下前景之一:
A designer must select one of the following prospects when there are no task-related arrangements −
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Alphabetic sequence of terms
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Grouping of related items
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Most frequently used items first
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Most important items first
Menu Layout
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Menus should be organized using task semantics.
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Broad-shallow should be preferred to narrow-deep.
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Positions should be shown by graphics, numbers or titles.
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Subtrees should use items as titles.
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Items should be grouped meaningfully.
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Items should be sequenced meaningfully.
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Brief items should be used.
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Consistent grammar, layout and technology should be used.
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Type ahead, jump ahead, or other shortcuts should be allowed.
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Jumps to previous and main menu should be allowed.
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Online help should be considered.
应当为以下组件定义一致性准则−
Guidelines for consistency should be defined for the following components −
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Titles
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Item placement
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Instructions
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Error messages
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Status reports
Form Fill-in Dialog Boxes
适合多次输入数据字段−
Appropriate for multiple entry of data fields −
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Complete information should be visible to the user.
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The display should resemble familiar paper forms.
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Some instructions should be given for different types of entries.
用户必须熟悉−
Users must be familiar with −
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Keyboards
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Use of TAB key or mouse to move the cursor
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Error correction methods
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Field-label meanings
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Permissible field contents
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Use of the ENTER and/or RETURN key.
表单填写设计准则−
Form Fill-in Design Guidelines −
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Title should be meaningful.
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Instructions should be comprehensible.
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Fields should be logically grouped and sequenced.
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The form should be visually appealing.
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Familiar field labels should be provided.
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Consistent terminology and abbreviations should be used.
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Convenient cursor movement should be available.
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Error correction for individual characters and entire field’s facility should be present.
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Error prevention.
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Error messages for unacceptable values should be populated.
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Optional fields should be clearly marked.
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Explanatory messages for fields should be available.
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Completion signal should populate.
Information Search & Visualization
Database Query
数据库查询是用于从数据库中检索信息的原理机制。它包含数据库问题的预定义格式。许多数据库管理系统都使用结构化查询语言 (SQL) 标准查询格式。
A database query is the principal mechanism to retrieve information from a database. It consists of predefined format of database questions. Many database management systems use the Structured Query Language (SQL) standard query format.
Example
SELECT DOCUMENT#
FROM JOURNAL-DB
WHERE (DATE >= 2004 AND DATE <= 2008)
AND (LANGUAGE = ENGLISH OR FRENCH)
AND (PUBLISHER = ASIST OR HFES OR ACM)
当用户可以查看和控制搜索时,他们的表现会更好,满意度也会更高。因此,数据库查询已经为人类计算机交互界面提供了大量的帮助。
Users perform better and have better contentment when they can view and control the search. The database query has thus provided substantial amount of help in the human computer interface.
以下几点是对文本搜索的用户界面进行说明的五阶段框架:
The following points are the five-phase frameworks that clarifies user interfaces for textual search −
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Formulation − expressing the search
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Initiation of action − launching the search
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Review of results − reading messages and outcomes
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Refinement − formulating the next step
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Use − compiling or disseminating insight
Multimedia Document Searches
以下是主要的媒体文档搜索类别:
Following are the major multimedia document search categories.
Image Search
在常见的搜索引擎中进行图像搜索并非易事。但有一些网站可以通过输入您选择的图像来完成图像搜索。通常,简单的绘图工具用于构建搜索用模板。对于指纹匹配等复杂的搜索,已开发出特殊的软件,用户可以搜索机器中预先定义的不同特性数据。
Preforming an image search in common search engines is not an easy thing to do. However there are sites where image search can be done by entering the image of your choice. Mostly, simple drawing tools are used to build templates to search with. For complex searches such as fingerprint matching, special softwares are developed where the user can search the machine for the predefined data of distinct features.
Map Search
地图搜索是另一种多媒体搜索形式,其中通过移动设备和搜索引擎检索在线地图。虽然复杂的搜索(如经度/纬度搜索)需要结构化的数据库解决方案。通过高级数据库选项,我们可以检索到各个可能方面的地图,例如城市、州、国家、世界地图、天气情况、方向等。
Map search is another form of multimedia search where the online maps are retrieved through mobile devices and search engines. Though a structured database solution is required for complex searches such as searches with longitude/latitude. With the advanced database options, we can retrieve maps for every possible aspect such as cities, states, countries, world maps, weather sheets, directions, etc.
Design/Diagram Searches
一些设计包也支持搜索设计或图表。例如,图表、蓝图、报纸等。
Some design packages support the search of designs or diagrams as well. E.g., diagrams, blueprints, newspapers, etc.
Sound Search
也可以通过数据库的音频搜索轻松完成声音搜索。虽然用户应该清楚地讲出要搜索的单词或短语。
Sound search can also be done easily through audio search of the database. Though user should clearly speak the words or phrases for search.
Information Visualization
信息可视化是概念数据交互式视觉插图,它增强了人们的理解。它源于人机交互领域的研究,并且作为一个关键组件应用于各个领域。它使用户能够一次查看、发现和理解大量的信息。
Information visualization is the interactive visual illustrations of conceptual data that strengthen human understanding. It has emerged from the research in human-computer interaction and is applied as a critical component in varied fields. It allows users to see, discover, and understand huge amounts of information at once.
信息可视化也是一种假设结构,通常采用统计假设检验等形式化检查。
Information visualization is also an assumption structure, which is typically followed by formal examination such as statistical hypothesis testing.
Advanced Filtering
以下是高级筛选过程:
Following are the advanced filtering procedures −
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Filtering with complex Boolean queries
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Automatic filtering
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Dynamic queries
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Faceted metadata search
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Query by example
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Implicit search
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Collaborative filtering
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Multilingual searches
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Visual field specification
Hypertext and Hypermedia
超文本可以定义为具有可以立即访问超链接的引用的文本。任何提供对另一个文本的引用的文本都可以理解为带有构成链接的引用的两个信息节点。在超文本中,所有链接都是活动的,并且在单击时会打开新内容。
Hypertext can be defined as the text that has references to hyperlinks with immediate access. Any text that provides a reference to another text can be understood as two nodes of information with the reference forming the link. In hypertext, all the links are active and when clicked, opens something new.
另一方面,超媒体是一种信息媒介,它包含不同类型的媒体(例如视频、CD 等)以及超链接。
Hypermedia on the other hand, is an information medium that holds different types of media, such as, video, CD, and so forth, as well as hyperlinks.
因此,超文本和超媒体都指的是链接信息系统。文本可指向可能有视觉效果或媒体的链接。因此,超文本可用作通用术语来表示文档,而该文档实际上可能分布在多个媒体中。
Hence, both hypertext and hypermedia refers to a system of linked information. A text may refer to links, which may also have visuals or media. So hypertext can be used as a generic term to denote a document, which may in fact be distributed across several media.
Object Action Interface Model for Website Design
对象动作接口 (OAI) 可被视为图形用户界面 (GUI) 的下一步。此模型重点关注对象高于操作的优先级。
Object Action Interface (OAI), can be considered as the next step of the Graphical User Interface (GUI). This model focusses on the priority of the object over the actions.
OAI Model
OAI 模型允许用户对对象执行操作。首先选择对象,然后对对象执行操作。最后,将结果显示给用户。在此模型中,用户不必担心任何句法操作的复杂性。
The OAI model allows the user to perform action on the object. First the object is selected and then the action is performed on the object. Finally, the outcome is shown to the user. In this model, the user does not have to worry about the complexity of any syntactical actions.
对象-动作模型为用户提供了优势,因为用户在设计过程中能够直接参与,获得一种控制感。计算机充当各种工具指示物。
The object–action model provides an advantage to the user as they gain a sense of control due to the direct involvement in the design process. The computer serves as a medium to signify different tools.
Object Oriented Programming
Object Oriented Programming Paradigm (OOPP)
面向对象的编程范式在人机界面中起着重要作用。它具有不同的组件,这些组件采用现实世界的对象并对它们执行操作,从而使人机之间产生实时交互。以下是 OOP 的组件 −
The Object Oriented programming paradigm plays an important role in human computer interface. It has different components that takes real world objects and performs actions on them, making live interactions between man and the machine. Following are the components of OOPP −
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This paradigm describes a real-life system where interactions are among real objects.
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It models applications as a group of related objects that interact with each other.
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The programming entity is modeled as a class that signifies the collection of related real world objects.
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Programming starts with the concept of real world objects and classes.
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Application is divided into numerous packages.
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A package is a collection of classes.
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A class is an encapsulated group of similar real world objects.
Objects
现实世界中的对象有两种特征——它们都有状态和行为。让我们看看以下图片示例以了解对象。
Real-world objects share two characteristics − They all have state and behavior. Let us see the following pictorial example to understand Objects.
在上面的图表中,对象“狗”同时具有状态和行为。
In the above diagram, the object ‘Dog’ has both state and behavior.
对象将信息存储在属性中,并通过方法披露其行为。现在让我们简要讨论面向对象编程的不同组件。
An object stores its information in attributes and discloses its behavior through methods. Let us now discuss in brief the different components of object oriented programming.
Data Encapsulation
通过对象的隐藏类实现细节对用户,称为数据封装。在面向对象编程中,它将代码和数据绑定在一起,并保护它们免受外界干扰。
Hiding the implementation details of the class from the user through an object’s methods is known as data encapsulation. In object oriented programming, it binds the code and the data together and keeps them safe from outside interference.
Public Interface
软件实体在单个计算机或网络中互相交互的点称为公共接口。这有助于保护数据。通过仅使用对外界公开的公共接口公开的方法,其他对象可以在交互中改变对象的状态。
The point where the software entities interact with each other either in a single computer or in a network is known as pubic interface. This help in data security. Other objects can change the state of an object in an interaction by using only those methods that are exposed to the outer world through a public interface.
Class
类是一组具有相互方法的对象。它可以看作用于创建对象的蓝图。
A class is a group of objects that has mutual methods. It can be considered as the blueprint using which objects are created.
类是无源的,它们不相互通信,但可用于实例化相互交互的对象。
Classes being passive do not communicate with each other but are used to instantiate objects that interact with each other.
Object Oriented Modeling of User Interface Design
面向对象界面将用户与用于设计目的的真实世界操纵软件对象结合起来。让我们看下图表。
Object oriented interface unites users with the real world manipulating software objects for designing purpose. Let us see the diagram.
界面设计努力通过交互任务和操纵来帮助用户成功实现目标。
Interface design strive to make successful accomplishment of user’s goals with the help of interaction tasks and manipulation.
在创建用于界面设计的 OOM 时,首先会对用户需求进行分析。设计指定了每个对话框所需的结构和组件。然后,根据用例开发和测试界面。例如——个人银行应用。
While creating the OOM for interface design, first of all analysis of user requirements is done. The design specifies the structure and components required for each dialogue. After that, interfaces are developed and tested against the Use Case. Example − Personal banking application.
然后,分析每个用例记录的流程序列,以找出关键对象。这会生成对象模型。关键对象称为分析对象,显示这些对象之间的关系的任何图表称为对象图。
The sequence of processes documented for every Use Case are then analyzed for key objects. This results into an object model. Key objects are called analysis objects and any diagram showing relationships between these objects is called object diagram.
Human Computer Interface Summary
我们现在已经学习了本教程中关于人机交互的基本方面。从现在开始,我们可以参考完整的参考书和指南,这些内容将深入探讨该学科的编程方面。我们希望本教程能够帮助您理解该主题,并且您对该学科产生了兴趣。
We have now learnt the basic aspects of human computer interface in this tutorial. From here onwards, we can refer complete reference books and guides that will give in-depth knowledge on programming aspects of this subject. We hope that this tutorial has helped you in understanding the topic and you have gained interest in this subject.
我们希望未来能看到人机交互设计方面诞生新的职业,并从中获得当前设计实践的帮助。明天的 HCI 设计师一定会采用许多技能,而这些技能是今天专家的领域。对于专家的当前实践,我们希望他们像过去其他人一样不断发展。
We hope to see the birth of new professions in HCI designing in the future that would take help from the current designing practices. The HCI designer of tomorrow would definitely adopt many skills that are the domain of specialists today. And for the current practice of specialists, we wish them to evolve, as others have done in the past.
在未来,我们希望重新发明软件开发工具,让编程有助于人们的工作和业余爱好。我们还希望了解软件开发作为一项协作工作,并研究软件对社会的影响。
In the future, we hope to reinvent the software development tools, making programming useful to people’s work and hobbies. We also hope to understand the software development as a collaborative work and study the impact of software on society.