{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","id":"ae053936-f6b1-488b-8973-bb2332d1be14","uuid":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","normalized_title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","isbns":["9787308182003"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":790,"navigation_url":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E6%8A%80%E6%9C%AF%E7%A0%94%E7%A9%B6","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/ae053936-f6b1-488b-8973-bb2332d1be14","page_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/page","search_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/search"},"page":{"printed_page":227,"pdf_page":251,"physical_index":251,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"07a375a0f44b88fd7b97db91eeaf1e4dc14b3b361f004f166b7da4b1acf1fa38"},"chapter":"第10章 人机交互中的具身理论","content":"胡尔蒂尼：利用意象图式来设计直觉界面\n\n胡尔蒂尼、伊斯雷尔、韦伯(Hurtienne,Israel and Weber,2008)对意象图式在交互设计中的功用进行了实证分析(Johnson,1987;Lakoffand Johnson，1999)。这项研究表明，意象图式与具身概念隐喻如何被富有成效地应用于交互设计，为持续的直觉映射提供了基本的词汇。\n\n胡尔蒂尼等人的研究表明，对意象图式的具身隐喻范畴的干扰，在与简单的GUI界面相互作用时，会增加反应时间与错误率。与意象图式一致的用户界面(如向上提高一个档次，来说明某家酒店拥有“更好的品质”或表明其员工是友好的)不光会被参与者认为更好，而且也会导致更快的决策与更高的准确率(Hurtienne,2011;Hurtienne andBlessing,2007)。这种现象也可以表现为两个按钮，正值(或“更多”)在上面。\n\n关于复杂界面隐喻如何建立在一系列意象图式基础之上的一个案例是“将文件放入回收站”，这种做法运用了路径(拖拽)、强制力、容积与满/空的图式。然而，不幸的是，有时候可能会出现与之对抗的意象图式，后者继而又干扰了无意识的信息处理过程。因而，意象图式无法以机械方式来完成。而且，由于部分意象图式彼此关联、相互依存(某个容器也可以代表防止内容漏出)，并且还有一些与之冲突的意象图式同样可以描绘用户的心智模型，因而在某个界面上完成这些意图可以有多种方式。\n\n安特尔及其同事在相关研究中，已经探讨过具身隐喻支持非传统界面设计的可能性。比如，用全身交互系统来鼓励争取社会公正（Antleet al.，2009b)、用有形的全身交互系统来控制声音的不同特性（Antle et al.，2009a)。\n\n第10章 人机交互中的具身理论\n\n227","previous_page":226,"next_page":228}