视觉与人的认知

T. Green
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引用次数: 5

摘要

可视化编程环境现在正处于一个激动人心的阶段。这个愿景正在成为现实:可视化编程在越来越多的地方被日常使用,包括我的实验室。然而,这一愿景并没有失去其力量;它仍在推动着创造者,令人惊讶的新想法不断涌现。用户的实际经验如何帮助引导创意之流?HCI人员慢慢地认识到,昂贵、耗时的评估方法不会被创造者采用,这是有充分理由的。也没有详细的认知分析和模型,尽管研究得很好。我提出了一些不同的建议,一个以用户为中心的讨论工具框架。我们都有一些模糊而不明确的概念。讨论工具是对这些概念的说明。如果他们与你的经历产生共鸣,他们可以在你,设计师和创造者之间促进更高层次的讨论。他们可以创造目标和愿望,促进好想法在新环境中的重用,并为知情批评提供基础。标准的例子可以成为通用的货币,最重要的是,一旦概念被命名和暴露,它们的相互关系就可以被理解。在软件设计领域已经提出了许多这样的框架,但它们中的大多数都是以技术为中心的,例如现在在2000年的世界中经常谈论的“设计模式”。但我提出的框架是围绕可用性和认知。我称其为认知维度框架,这是一套尚未最终确定的术语,包括“粘性”、“过早承诺”、“抽象水平”、“映射的亲密度”等。我将解释其中的一些,并参考一些现有的视觉系统来说明它们,并展示在一个维度上改进问题的尝试如何影响其他维度。尽管框架尚未完成,但这些术语已经开始证明自己是讨论工具。最后,我将提及一些正在发生的其他发展,其中已经为这些思想的实际应用提出了基准,提出了形式化的建议,并对其在教学层面的有效性进行了调查。
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The visual vision and human cognition
Visual programming environments are now in an exciting stage. The vision is becoming reality: visual programming is in everyday use in more and more places, including my lab. Yet the vision has not lost its force; it is still driving the creators, and astonishingly new ideas continue to emerge. How can the practical experiences of users help to guide the stream of creativity? HCI folk have slowly learnt that expensive, time-consuming evaluative methodologies are not taken up by creators, for very good reasons. Nor are detailed cognitive analyses and models, however well researched. I propose something different, a framework of user-centered discussion tools. We all have concepts that are vaguely known but unformulated. Discussion tools are elucidations of such concepts. If they resonate with your experience, they can promote a higher level of discourse amongst you, the designers and creators. They can create goals and aspirations, promote the reuse of good ideas in new contexts, and provide a basis for informed critique. Standard examples can become common currency and best of all, once concepts are named and exposed, their interrelationships can be appreciated. Many such frameworks have been proposed in the field of software design, but most of them are technology-centered, such as the ‘design patterns’ now much spoken of in the 00 world. But the framework I propose is centered on usability and cognition. I call it the cognitive dimensions framework, a still-unfinalised set of about a dozen terms such as ‘viscosity’, ‘premature commitment’, ‘abstraction level’, ‘closeness of mapping’. I shall explain some of these and illustrate them with reference to some existing visual systems, and show how attempts to improve matters on one dimension can affect other dimensions. Although the framework is still unfinished, the terms have begun to prove themselves as discussion tools. I shall finish with a mention of some other developments taking place, in which benchmarks have been suggested for practical application of these ideas, formalisations have been proposed, and their effectiveness at the teaching level has been investigated.
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