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Smash the dichotomy of Skeuomorphism and flat design: Designing an affordable interface to correspond with the human perceptuomotor process
International Journal of Human-Computer Studies ( IF 5.4 ) Pub Date : 2020-04-28 , DOI: 10.1016/j.ijhcs.2020.102435
Sangyeon Kim , Sangwon Lee

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.



中文翻译:

打破拟态与平面设计的二分法:设计一种价格合理的界面以与人类感知运动过程相对应

最普遍的设计风格是拟态和平面设计,它们都在界面设计中追求最高。由于学术界不一致的发现以及互联网上毫无根据的争论,尚未达成共识。在本文中,我们旨在通过基于对象的对应效应来探索这两种设计风格之间的感知运动差异。进行基于对象的对应效果的实验,可以比较每种设计风格在感知和操作方面的价值,从而定量地评估承受能力。在实验1中,根据手柄方向(左/右)和用户的响应手(右手/左手)之间的对应效果比较了两种设计样式。在实验2中,根据物体尺寸(大/小)和抓地力类型(电动抓地力/精密抓地力)之间的对应效果比较了两种设计样式。两个实验的结果表明,两种设计风格在感觉运动水平上没有不同。这表明,在用拟态或平面设计设计的数字对象中,同样也产生了负担能力。此外,我们讨论了先前研究结果不一致的原因,认为结果受到不熟悉的形式和不适当的现实世界隐喻的影响。根据结论,我们建议设计者可以使用三种设计原则,以避免与设计风格相关的混淆。在讨论中,我们确定设计风格被维度和隐喻所混淆,这增加了文献中不一致的研究结果。最后,我们建议放弃拟态与平面设计之间的二分法。

更新日期:2020-04-28
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