
i @^ :
| 物体可触和可见的实物。在视觉传播中,我们可见的例子:海报、包装、标志、小册子.
| 互动建立在如果非实时即及时为基础的一种允许双向沟通的体验。相对而言,单向沟通体验指在其中仅仅存在基于批量或者定时为基础的单向信息流动。
| 体验通过我们的感官,长时间过程中,生理和认知水平上的对某种产品、服务或事件等的交互而产生的感受.
控制与反馈 观众对某项行动的结果、频率、联系性或种类的控制程 度,以及该界面中反馈存在的程度。
效率与创意体验 创意体验允许用户、创立者或参与者自己开发、制作及 分享事物。创意产品与体验需要其他人通过创造或操纵, 而非观看或消费的方式来参与其中。
交流式体验 会面他人、与之交谈、分享个人故事与观点的机会总是 被视为有价值的与有趣的,由于他们的经历包含了两个 或以上的人,并包含了高层次的控制、。
适应性体验 适应性科技是指那些在用户、读者、消费者或演员行为 的基础上改变其体验的科技,其中包括媒介体、修整性 行为和人工智能。

UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
UX Workshops: Basics of User Experience Design
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UX Workshops: Basics of User Experience Design

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Learning Objectives
- You will understand the difference between designing objects and designing interaction;

Outline
- Introduction
- Visual Communication & Interaction Design
- Designing Objects vs. Designing Interaction
- Aspects of an Experience
- Creating Experiences: Exercise
- Relate
- Donate

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UX Workshops: Basics of User Experience Design

  1. 1. 
  2. 2. i @^ :
  3. 3. | 物体可触和可见的实物。在视觉传播中,我们可见的例子:海报、包装、标志、小册子.
  4. 4. | 互动建立在如果非实时即及时为基础的一种允许双向沟通的体验。相对而言,单向沟通体验指在其中仅仅存在基于批量或者定时为基础的单向信息流动。
  5. 5. | 体验通过我们的感官,长时间过程中,生理和认知水平上的对某种产品、服务或事件等的交互而产生的感受.
  6. 6. 控制与反馈 观众对某项行动的结果、频率、联系性或种类的控制程 度,以及该界面中反馈存在的程度。
  7. 7. 效率与创意体验 创意体验允许用户、创立者或参与者自己开发、制作及 分享事物。创意产品与体验需要其他人通过创造或操纵, 而非观看或消费的方式来参与其中。
  8. 8. 交流式体验 会面他人、与之交谈、分享个人故事与观点的机会总是 被视为有价值的与有趣的,由于他们的经历包含了两个 或以上的人,并包含了高层次的控制、。
  9. 9. 适应性体验 适应性科技是指那些在用户、读者、消费者或演员行为 的基础上改变其体验的科技,其中包括媒介体、修整性 行为和人工智能。
  10. 10. 

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