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	<title>觀察與設計 &#187; 概念::Concept</title>
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		<title>觀察與設計 &#187; 概念::Concept</title>
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		<title>The sociologist’s questions</title>
		<link>http://peod.askeranswer.com/2012/01/23/the-sociologists-questions/</link>
		<comments>http://peod.askeranswer.com/2012/01/23/the-sociologists-questions/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 15:24:15 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
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		<description><![CDATA[The sociologist’s questions always remain essentially the same: “What are people doing with each other here?” “What are their relationships to each other?” “How are these relationships organized in institutions?” “What are the collective ideas that move men and institutions?” – Peter L. Berger，《Invitation to Sociology: A Humanistic Perspective》<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=555&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>The sociologist’s questions always remain essentially the same:<strong> “What are people doing with each other here?” “What are their relationships to each other?” “How are these relationships organized in institutions?” “What are the collective ideas that move men and institutions?”</strong></p>
<p>– Peter L. Berger，《Invitation to Sociology: A Humanistic Perspective》</p></blockquote>
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		<title>你不需要在每個產品開發專案的前期先做使用者研究</title>
		<link>http://peod.askeranswer.com/2011/08/11/act-first-do-the-research-later/</link>
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		<pubDate>Wed, 10 Aug 2011 16:33:39 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
		<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

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		<description><![CDATA[你不需要在每個產品開發專案的前期，特別為這個專案做使用者研究。 為什麼？因為這些研究是平常就應該持續進行的，要做產品或服務的開發時，手邊應該已經有不少可用的現成研究資料才對。 Norman爺有一篇文章《Act First, Do the Research Later》，提到了五個他認為不見得要把design research當成產品/服務開發專案起手式的理由。而上面我所提到的，正是其中的一個(The researchers should always be studying the domain)。 Norman爺提到的五個理由包含了： 1. Case studies of products done without design research. 2. Experienced designers have a lot of pre-existing knowledge. 3. The researchers should always be studying the domain. 4. Too much research can inhibit creativity. 5. When the product [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=514&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>你不需要在每個產品開發專案的前期，特別為這個專案做使用者研究。</p>
<p>為什麼？因為這些研究是平常就應該持續進行的，要做產品或服務的開發時，手邊應該已經有不少可用的現成研究資料才對。</p>
<p>Norman爺有一篇文章《<a href="http://www.core77.com/blog/columns/act_first_do_the_research_later_20051.asp">Act First, Do the Research Later</a>》，提到了五個他認為不見得要把design research當成產品/服務開發專案起手式的理由。而上面我所提到的，正是其中的一個(The researchers should always be studying the domain)。</p>
<p>Norman爺提到的五個理由包含了：</p>
<p>1. Case studies of products done without design research.</p>
<p>2. Experienced designers have a lot of pre-existing knowledge.</p>
<p>3. The researchers should always be studying the domain.</p>
<p>4. Too much research can inhibit creativity.</p>
<p>5. When the product is launched and the team assembled, it is already too late.</p>
<p>附帶一提，Norman爺的文章千萬不能只看標題就當結論，最好花點時間看內文。因為他經常會下很聳動的標題，但文章裡才會把標題要成立的各種但書或前提寫出來。</p>
<p>以下摘錄部分我閱讀時畫線的內容：</p>
<blockquote><p>I find that in my design consulting, I will sometimes skip the research phase. Act first, then analyze and think about it afterwards. I can get away with this because<strong> I did the necessary research over the preceding years: I have a lot of pre-existing knowledge.</strong></p>
<p>======================================</p>
<p>All fields have their bodies of pre-existing knowledge, thereby allowing skilled practitioners to act without apparent research or planning. <strong>That is, others have done the thinking for us: we can simply act, replying upon the existing wisdom to guide us.</strong></p>
<p>======================================</p>
<p>I argued that we should not even bother to try to start with research. Instead, <strong>design researchers should always be studying the relevant issues. After all, the design researchers in a company know what kinds of products the company is interested in. Then when a project starts, hey guess what, the research has already been done.</strong></p>
<p>======================================</p>
<p>I learned that reading and becoming expert at the existing research literature created a delicate tradeoff.</p>
<p>…(中略)…</p>
<p>Read too much of the existing literature about what previous researchers have thought and done and you will follow in their footsteps. This means that you will also encounter the same dead ends.</p>
<p>…(中略)…</p>
<p><strong>But, and this is a most important 『but』: whenever I do this myself (which is frequent), and whenever I urge my students to do this, I then require extensive literature review after their work has gotten underway. This is to avoid what has already been done</strong></p>
<p>======================================</p>
<p>But one important reason for design research is to influence and shape these decisions, to suggest new approaches and to ensure that real needs of the intended audience are met. <strong>The place for design research is at the executive table where the decisions are being made.</strong></p>
<p>======================================</p>
<p>Skipping the research phase is only appropriate when, as I have said, <strong>the people doing this already have considerable experience with the situation. They already have considerable pre-existing knowledge. You could say that they have already done the research.</strong></p>
<p>======================================</p>
<p>Yes, I believe that research is important, but it does not have to be done at the start of a design project. <strong>It can be done far ahead of time, or even just afterwards. Good designers should always be engaged in observation, in mentally reviewing and creating artifacts, in sketching, writing, planning and thinking.</strong></p>
<p>…(中略)…</p>
<p>Act first, research later? Well, not quite. Always be researching. Always be acting.</p>
<p>– Donald A. Norman，《Act First, Do the Research Later》</p></blockquote>
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		<title>你無法「說服」企業高層投入用戶體驗</title>
		<link>http://peod.askeranswer.com/2011/06/29/you-cant-convince-executives-to-invest-in-ux/</link>
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		<pubDate>Wed, 29 Jun 2011 13:02:11 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=493</guid>
		<description><![CDATA[“But surely, because of all your success, you must know what it takes to convince an executive to invest in UX?” they always ask. Actually, I don’t. I’ve been pitching our services for 23 years and I’ve never once successfully convinced an executive of anything. Our success has always come from projects where the client [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=493&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>“But surely, because of all your success, you must know what it takes to convince an executive to invest in UX?” they always ask.</p>
<p>Actually, I don’t. I’ve been pitching our services for 23 years and<strong> I’ve never once successfully convinced an executive of anything</strong>.</p>
<p><strong>Our success has always come from projects where the client team, including the senior management, already understood the value of great user experiences</strong>. I haven’t convinced them because they didn’t need convincing.</p>
<p>Have you ever met a smoker? Of course you have. Have you ever met a smoker who didn’t know the harmful effects of smoking? I bet not. <strong>Every smoker I know is well aware of what smoking does to their bodies, yet they continue to smoke. There are physical, cultural, and behavioral forces that make it hard to quit.</strong></p>
<p>– Jared Spool，《<a title="Permanent Link: Why I can’t convince executives to invest in UX (and neither can you)" href="http://www.uie.com/brainsparks/2011/06/08/why-i-cant-convince-executives-to-invest-in-ux-and-neither-can-you/" rel="bookmark">Why I can’t convince executives to invest in UX (and neither can you)</a>》</p></blockquote>
<p>過去幾年的工作其實就是卯足了勁要說服各企業高層投入UX，看了Jared Spool這篇文章感觸頗深啊&#8230;</p>
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		<title>使用者研究、故事、夢想</title>
		<link>http://peod.askeranswer.com/2011/02/09/user-research-storytelling-dream/</link>
		<comments>http://peod.askeranswer.com/2011/02/09/user-research-storytelling-dream/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 14:55:51 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[雜談::Talk]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=471</guid>
		<description><![CDATA[最近對某銀行的廣告著了迷，不論在現實世界或網路世界都常與友人提及，不過不知為何，整體來看反應並不熱烈。我說故事的能力顯然很有問題&#8230;  :p 撇開個人喜好不談，從使用者研究的角度出發，這個廣告有三點吸引了我，兩個在廣告影片外，一個在廣告影片內。 在廣告影片外的第一個重點是：「發掘好故事」。 畢竟，使用者研究的基礎就在於聆聽、探詢、蒐集故事。透過故事，我們得以更瞭解另一群人(基本上就是使用者)，進而創造更好的產品與服務。 第二個重點是：「把故事說好」。 在使用者田野所獲得的研究發現，不會自己變成貨架上賣的產品。這些使用者故事、這些研究發現，必須穿過重重藩籬，必須讓企業裡許多不同部門不同位階的人看到、聽到、認同，才有機會發展成最終的產品與服務。作為商業世界裡的使用者研究員，發掘出好故事只能算完成了一半。如何把故事說好，讓這些故事與研究發現能滲透進每個立場與態度不一的stakeholder心中，才是馬拉松到達終點前最辛苦的那段過程。 問問自己，一樣拿上頭的不老騎士故事當素材，我也能像下面的廣告一樣，在三分鐘內把故事說得這麼好嗎？ 當在使用者那邊發現了好的故事後，我能有效的把這些訊息，傳遞給那些注意力與時間都極其有限的高階主管嗎？ 而最後一個，也就是在廣告影片內的重點，則是銀行標語與名稱不算的話，影片裡的最後一個字：「夢」。 要扮演好使用者研究員的角色，「發掘好故事」、「把故事說好」與「夢」缺一不可。<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=471&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>最近對某銀行的廣告著了迷，不論在現實世界或網路世界都常與友人提及，不過不知為何，整體來看反應並不熱烈。我說故事的能力顯然很有問題&#8230;  :p</p>
<p>撇開個人喜好不談，從使用者研究的角度出發，這個廣告有三點吸引了我，兩個在廣告影片外，一個在廣告影片內。</p>
<p>在廣告影片外的第一個重點是：「發掘好故事」。</p>
<p>畢竟，使用者研究的基礎就在於聆聽、探詢、蒐集故事。透過故事，我們得以更瞭解另一群人(基本上就是使用者)，進而創造更好的產品與服務。</p>
<span style="text-align:center; display: block;"><a href="http://peod.askeranswer.com/2011/02/09/user-research-storytelling-dream/"><img src="http://img.youtube.com/vi/MnYe07kWknk/2.jpg" alt="" /></a></span>
<p>第二個重點是：「把故事說好」。</p>
<p>在使用者田野所獲得的研究發現，不會自己變成貨架上賣的產品。這些使用者故事、這些研究發現，必須穿過重重藩籬，必須讓企業裡許多不同部門不同位階的人看到、聽到、認同，才有機會發展成最終的產品與服務。作為商業世界裡的使用者研究員，發掘出好故事只能算完成了一半。如何把故事說好，讓這些故事與研究發現能滲透進每個立場與態度不一的stakeholder心中，才是馬拉松到達終點前最辛苦的那段過程。</p>
<p>問問自己，一樣拿上頭的不老騎士故事當素材，我也能像下面的廣告一樣，在三分鐘內把故事說得這麼好嗎？</p>
<p>當在使用者那邊發現了好的故事後，我能有效的把這些訊息，傳遞給那些注意力與時間都極其有限的高階主管嗎？</p>
<span style="text-align:center; display: block;"><a href="http://peod.askeranswer.com/2011/02/09/user-research-storytelling-dream/"><img src="http://img.youtube.com/vi/GLnKW0p9F94/2.jpg" alt="" /></a></span>
<p>而最後一個，也就是在廣告影片內的重點，則是銀行標語與名稱不算的話，影片裡的最後一個字：「夢」。</p>
<p>要扮演好使用者研究員的角色，「發掘好故事」、「把故事說好」與「夢」缺一不可。</p>
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		<title>新媒介必須以熟悉為基礎</title>
		<link>http://peod.askeranswer.com/2009/09/19/the-pixar-touch/</link>
		<comments>http://peod.askeranswer.com/2009/09/19/the-pixar-touch/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 07:49:37 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
		<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=324</guid>
		<description><![CDATA[拉薩特相信，新媒介必須以熟悉為基礎，才會被觀眾接受。 …(中略)… 這樣的創見，是拉薩特在與哥哥吉姆的談話中逐漸成形的。…(中略)…吉姆談到，他喜歡在傳統服裝款式中使用「非常瘋狂」的布料，不然就是以傳統布料，製成瘋狂的作品。「吉姆說，如果你選擇那樣的設計方式，就能讓人有種熟悉感。」拉薩特回憶道：「但如果你同時採用兩者 – 用瘋狂的布料製作瘋狂衣服，大家會難以理解你的創作。」 – David A. Price,《皮克斯傳奇》 在外面講Design Research相關的題目時，像「你剛剛說的都是研究使用者現在的行為與過去的經驗，可是我想做的是創新，是打破現有規則的劃時代產品，這樣的研究幫得了我嗎？」這類的問題，絕對能排進會後提問時間FAQ的前五名之中。 而《皮克斯傳奇》裡的這段文字，我相信會是很好的補充資料。<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=324&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>拉薩特相信，<strong>新媒介必須以熟悉為基礎，才會被觀眾接受</strong>。</p>
<p>…(中略)…</p>
<p>這樣的創見，是拉薩特在與哥哥吉姆的談話中逐漸成形的。…(中略)…吉姆談到，他喜歡在傳統服裝款式中使用「非常瘋狂」的布料，不然就是以傳統布料，製成瘋狂的作品。「吉姆說，如果你選擇那樣的設計方式，就能讓人有種熟悉感。」拉薩特回憶道：「<strong>但如果你同時採用兩者 – 用瘋狂的布料製作瘋狂衣服，大家會難以理解你的創作</strong>。」</p>
<p>– David A. Price,《皮克斯傳奇》</p></blockquote>
<p>在外面講Design Research相關的題目時，像「你剛剛說的都是研究使用者現在的行為與過去的經驗，可是我想做的是創新，是打破現有規則的劃時代產品，這樣的研究幫得了我嗎？」這類的問題，絕對能排進會後提問時間FAQ的前五名之中。</p>
<p>而《皮克斯傳奇》裡的這段文字，我相信會是很好的補充資料。</p>
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		<title>Do some user research or Hire a genius</title>
		<link>http://peod.askeranswer.com/2009/02/17/do-some-user-research-or-hire-a-genius/</link>
		<comments>http://peod.askeranswer.com/2009/02/17/do-some-user-research-or-hire-a-genius/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 15:17:19 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[雜談::Talk]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=246</guid>
		<description><![CDATA[「裝不裝用戶」，是前陣子在中國網路上吵得火熱的議題，裡頭有不少值得一讀的觀點，對於使用者研究有興趣的朋友可以看看。 在這一系列的討論文章當中，陸續有人提到「蘋果不做使用者研究，依然引領潮流」這個有趣的論點。正好今天早上去聽Bill Moggridge的演講時，也有聽眾問了類似的問題，Bill Moggridge的答案倒也簡單：第一、蘋果也許不做使用者研究，不過他們有Steve Jobs可以用。第二、我們當然不能否認這也是一種經營模式，可是你真的認為「去雇用一個百年難得一見的天才來當你的老闆」是個適合我們學習複製的模式嗎？<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=246&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>「<a href="http://ucdchina.com/topic/179">裝不裝用戶</a>」，是前陣子在中國網路上吵得火熱的議題，裡頭有不少值得一讀的觀點，對於使用者研究有興趣的朋友可以看看。</p>
<p>在這一系列的討論文章當中，陸續有人提到「蘋果不做使用者研究，依然引領潮流」這個有趣的論點。正好今天早上去聽<a href="http://en.wikipedia.org/wiki/Bill_Moggridge">Bill Moggridge</a>的演講時，也有聽眾問了類似的問題，Bill Moggridge的答案倒也簡單：第一、蘋果也許不做使用者研究，不過他們有Steve Jobs可以用。第二、我們當然不能否認這也是一種經營模式，可是你真的認為「<strong>去雇用一個百年難得一見的天才來當你的老闆</strong>」是個適合我們學習複製的模式嗎？</p>
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		<title>Thoughtless Acts</title>
		<link>http://peod.askeranswer.com/2009/02/02/thoughtless-acts/</link>
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		<pubDate>Mon, 02 Feb 2009 13:29:59 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=235</guid>
		<description><![CDATA[人們為了駕馭變動不居的世界，因而發展出各式各樣的怪癖和習性，有時候，你可以從這些怪癖和習性中，找到某些新機會的強烈線索：他們如何對環境產生反應、如何探索新狀況，或是如何調整事物以便使用—他們採用的方法，通常是那些物品的原始創造者所想像不到的。這些聰明而人性化的調整，有的是刻意為之，而有的則差不多是在無意中做出來的。 – Tom Kelley,《The Ten Faces of Innovation》<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=235&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>人們為了駕馭變動不居的世界，因而發展出各式各樣的怪癖和習性，有時候，你可以從這些怪癖和習性中，找到某些新機會的強烈線索：他們如何對環境產生反應、如何探索新狀況，或是如何調整事物以便使用—他們採用的方法，通常是那些物品的原始創造者所想像不到的。這些聰明而人性化的調整，有的是刻意為之，而有的則差不多是在無意中做出來的。</p>
<p>– Tom Kelley,《The Ten Faces of Innovation》</p></blockquote>
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		<title>觀察研究的十個技巧</title>
		<link>http://peod.askeranswer.com/2009/01/16/10-techniques-for-observation/</link>
		<comments>http://peod.askeranswer.com/2009/01/16/10-techniques-for-observation/#comments</comments>
		<pubDate>Fri, 16 Jan 2009 14:49:18 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[技法::Technique]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=230</guid>
		<description><![CDATA[1. Seek inspiration from everyday interactions. Look for ad hoc ways we behave in real life. Examples: warming hands on a mug of coffee, using a dish towel to protect the keyboard. 2. Disrupt the normal flow. Develop a discipline of witnessing ordinary things by going out in the world. Examples: using the mouth to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=230&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>1.<strong> Seek inspiration from everyday interactions</strong>. Look for ad hoc ways we behave in real life. Examples: warming hands on a mug of coffee, using a dish towel to protect the keyboard.</p>
<p>2. <strong>Disrupt the normal flow</strong>. Develop a discipline of witnessing ordinary things by going out in the world. Examples: using the mouth to hold things, hooking an umbrella on an arm.</p>
<p>3. <strong>Document behavior and focus on action</strong>. Use a camera and notebook to observe a variety of related situations in natural settings.</p>
<p>4. <strong>Seek out extreme situations</strong>. Pursue experiences beyond what you know or live in every day in order to see anew.</p>
<p>5.<strong> Invite curiosity</strong>. Ask “naive” questions that reach beyond automatic assumptions. Examples: How “thoughtless” is this behavior? What motivates this?</p>
<p>6.<strong> Reveal what is intuitive</strong>. Be conscious of subconscious, spontaneous reactions. Examples: pulling a door to open it instead of pushing it, walking in step with others.</p>
<p>7. <strong>Uncover the emotional experience</strong>. Connect to feelings to determine responses we intend to elicit through design or communication. Examples: the ways people stand in lines or create personal space on park benches.</p>
<p>8. <strong>Tune into cultural patterns</strong>. Find meaning and themes in various situations. Examples: the ways people conform in an elevator, convey messages or dispose of litter.</p>
<p>9. <strong>Tap resources</strong>. Inform the experience with input from clients, experts and the experienced.</p>
<p>10. <strong>Seek flexible and enduring solutions</strong>. Not everything requires a makeover. Sometimes simple is best.</p>
<p>– <a href="http://www.ideo.com/news/archive/2007/06/01/">Jane Fulton Suri</a></p></blockquote>
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		<title>Empathy Research &amp; Market Research (續)</title>
		<link>http://peod.askeranswer.com/2008/12/13/empathy-research-market-research-2/</link>
		<comments>http://peod.askeranswer.com/2008/12/13/empathy-research-market-research-2/#comments</comments>
		<pubDate>Fri, 12 Dec 2008 16:35:53 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=215</guid>
		<description><![CDATA[市場調查以一堆數據解釋不同議題與相對的參與者，為的是要找出令人滿意且具有可行性的事實，但卻無法給予任何啟發；移情式調查的作法，如果可以有技巧的應用，就能讓人從小小數量的議題中得到更多的啟發，而這個啟發真實與否，就靠研究員的專業來判定。 –《Designing Interactions》<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=215&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>市場調查以一堆數據解釋不同議題與相對的參與者，為的是要找出令人滿意且具有可行性的事實，但卻無法給予任何啟發；移情式調查的作法，如果可以有技巧的應用，就能讓人從小小數量的議題中得到更多的啟發，而這個啟發真實與否，就靠研究員的專業來判定。</p>
<p>–《Designing Interactions》</p></blockquote>
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		<title>Empathy Research &amp; Market Research</title>
		<link>http://peod.askeranswer.com/2008/12/12/empathy-research-market-research/</link>
		<comments>http://peod.askeranswer.com/2008/12/12/empathy-research-market-research/#comments</comments>
		<pubDate>Fri, 12 Dec 2008 15:32:26 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/?p=212</guid>
		<description><![CDATA[消費者不大會對自己已經習慣的事物提出改進的需求，他們會落入一種經驗思考；而在某些層面上，研究員也會喪失將這些需求清晰歸納的能力，因為傳統的市場研究被過度使用，而那些並不能告訴你新的東西，只是不斷反芻上一個市場活動的結果。 –Fran Samalionis, 《Designing Interactions》<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=212&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>消費者不大會對自己已經習慣的事物提出改進的需求，他們會落入一種經驗思考；而在某些層面上，研究員也會喪失將這些需求清晰歸納的能力，因為傳統的市場研究被過度使用，而那些並不能告訴你新的東西，只是不斷反芻上一個市場活動的結果。</p>
<p>–Fran Samalionis, 《Designing Interactions》</p></blockquote>
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		<title>The Four Principles of Contextual Inquiry</title>
		<link>http://peod.askeranswer.com/2008/10/30/principles-of-contextual-inquiry/</link>
		<comments>http://peod.askeranswer.com/2008/10/30/principles-of-contextual-inquiry/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 13:02:35 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
		<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://observationdesign.wordpress.com/?p=160</guid>
		<description><![CDATA[Context, go where the work is and watch it happen. Partnership, talk about the work while it happens. Interpretation, find the meaning behind the customer&#8217;s words and actions. Focus, challenge your entering assumptions. If all these concepts start to become overwhelming, go back up to the higher-level idea of apprenticeship. – Hugh Beyer &#38; Karen [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=160&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p><strong>Context</strong>, go where the work is and watch it happen.</p>
<p><strong>Partnership</strong>, talk about the work while it happens.</p>
<p><strong>Interpretation</strong>, find the meaning behind the customer&#8217;s words and actions.</p>
<p><strong>Focus</strong>, challenge your entering assumptions. If all these concepts start to become overwhelming, go back up to the higher-level idea of apprenticeship.</p>
<p>– Hugh Beyer &amp; Karen Holtzblatt</p></blockquote>
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		<title>Marketing research &amp; Contextual research</title>
		<link>http://peod.askeranswer.com/2008/10/28/marketing-research-contextual-research/</link>
		<comments>http://peod.askeranswer.com/2008/10/28/marketing-research-contextual-research/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 12:23:20 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://observationdesign.wordpress.com/?p=151</guid>
		<description><![CDATA[Marketing needs to understand what  people  will  buy and  how  people  make  buying  decisions;  designers  need  to understand what will help people do their work better while fitting into their lives and matching their culture. There is only a limited overlap between these questions. – Hugh Beyer &#38; Karen Holtzblatt<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=151&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote><p>Marketing needs to understand <strong>what  people  will  buy</strong> and  <strong>how  people  make  buying  decisions</strong>;  designers  need  to understand what will help people do their work better while <strong>fitting into their lives and matching their culture</strong>. There is only a limited overlap between these questions.</p>
<p>– Hugh Beyer &amp; Karen Holtzblatt</p></blockquote>
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		<title>關於使用者，你應該瞭解的六件事</title>
		<link>http://peod.askeranswer.com/2008/10/07/6-understanding-about-user/</link>
		<comments>http://peod.askeranswer.com/2008/10/07/6-understanding-about-user/#comments</comments>
		<pubDate>Tue, 07 Oct 2008 12:25:41 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://observationdesign.wordpress.com/?p=122</guid>
		<description><![CDATA[之前曾經提過，我們應該試圖去瞭解使用者的：mental model、tool、terminology、method、goal、value。 Mental Model 人們對於各種事物都會有一套自己的理解方式，這就是人們建立的心智模式(mental model)。人們會用心智模式來預測他做的事情會有什麼結果，一旦結果與預期不符，通常便會造成人們的疑惑、不滿，甚至憤怒與恐懼(在極少數幸運值點滿破表的狀況下，人們的反應也可能是「驚喜」)。心智模式會影響人們對於產品/服務的預期，若產品/服務不能依照其心智模式設計，或不能透過行銷或教育訓練改變其心智模式，那麼使用者將會得到開發者預期之外的體驗(而且通常是負面的)。 Tool 當我們在開發各種產品/服務給人們，希望他們掏錢購買時，其實我們就是在開發廣義上的工具(tools)。請注意，不論我們開發的工具(產品/服務)是多麼的先進或創新，事實上都或多或少地取代了使用者原有的某些工具。請務必充分瞭解使用者原本到底使用哪些工具，又是以什麼樣的方式使用這些工具。 Terminology 言語揭露了人們思想的一部份，注意人們的用語，他們使用哪些詞彙？怎麼使用？這都有助於瞭解其思維方式。此外，學習使用者慣用的語言，不但有助於協助開發者建立Empathy，同時也可讓產品/服務與使用者的介面溝通更順暢。 Method 瞭解人們目前進行各種活動(activity)或工作(work)的整套做法。他們的流程為何？當使用者想要完成某件事情時，他會先做哪些動作，再做哪些動作？在各個步驟當中，又會使用哪些工具(tool)？他會怎麼組合各種工具一同使用？譬如先在word當中打好信件，才貼到outlook當中？ Goal 不管使用者自己是否有意識到，但他做的每件事情都是有理由的。試著去找出這些事情背後的意義，以及這些意義的架構。 Value 價值觀是人們心智模式當中非常重要的一個部分，價值觀通常深受使用者身處的社會與文化脈絡影響，並且對於使用者的各種決策有重大影響力。使用者選擇使用某些工具(tool)可能單純是因為好用，但也可能是受到了情感、習俗、宗教、文化等的影響。<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=122&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>之前<a href="http://peod.askeranswer.com/2008/09/19/how-to-analyze-contextual-inquiry-data/">曾經提過</a>，我們應該試圖去瞭解使用者的：mental model、tool、terminology、method、goal、value。</p>
<p><strong>Mental Model</strong><br />
人們對於各種事物都會有一套自己的理解方式，這就是人們建立的心智模式(mental model)。人們會用心智模式來預測他做的事情會有什麼結果，一旦結果與預期不符，通常便會造成人們的疑惑、不滿，甚至憤怒與恐懼(在極少數幸運值點滿破表的狀況下，人們的反應也可能是「驚喜」)。心智模式會影響人們對於產品/服務的預期，若產品/服務不能依照其心智模式設計，或不能透過行銷或教育訓練改變其心智模式，那麼使用者將會得到開發者預期之外的體驗(而且通常是負面的)。</p>
<p><strong>Tool</strong><br />
當我們在開發各種產品/服務給人們，希望他們掏錢購買時，其實我們就是在開發廣義上的工具(tools)。請注意，不論我們開發的工具(產品/服務)是多麼的先進或創新，事實上都或多或少地取代了使用者原有的某些工具。請務必充分瞭解使用者原本到底使用哪些工具，又是以什麼樣的方式使用這些工具。</p>
<p><strong>Terminology</strong><br />
言語揭露了人們思想的一部份，注意人們的用語，他們使用哪些詞彙？怎麼使用？這都有助於瞭解其思維方式。此外，學習使用者慣用的語言，不但有助於協助開發者建立Empathy，同時也可讓產品/服務與使用者的介面溝通更順暢。</p>
<p><strong>Method</strong><br />
瞭解人們目前進行各種活動(activity)或工作(work)的整套做法。他們的流程為何？當使用者想要完成某件事情時，他會先做哪些動作，再做哪些動作？在各個步驟當中，又會使用哪些工具(tool)？他會怎麼組合各種工具一同使用？譬如先在word當中打好信件，才貼到outlook當中？</p>
<p><strong>Goal</strong><br />
不管使用者自己是否有意識到，但他做的每件事情都是有理由的。試著去找出這些事情背後的意義，以及這些意義的架構。</p>
<p><strong>Value</strong><br />
價值觀是人們心智模式當中非常重要的一個部分，價值觀通常深受使用者身處的社會與文化脈絡影響，並且對於使用者的各種決策有重大影響力。使用者選擇使用某些工具(tool)可能單純是因為好用，但也可能是受到了情感、習俗、宗教、文化等的影響。</p>
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		<title>How to Analyze Contextual Inquiry Data</title>
		<link>http://peod.askeranswer.com/2008/09/19/how-to-analyze-contextual-inquiry-data/</link>
		<comments>http://peod.askeranswer.com/2008/09/19/how-to-analyze-contextual-inquiry-data/#comments</comments>
		<pubDate>Fri, 19 Sep 2008 13:10:16 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
		<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

		<guid isPermaLink="false">http://observationdesign.wordpress.com/?p=109</guid>
		<description><![CDATA[摘自《Observing the User Experience: A Practitioner&#8217;s Guide to User Research》一書內容，我們應該在Contextual Inquiry獲得的資料當中，朝這六個方向追尋： Understanding the mental models people build. Understanding the tools they use. Understanding the terminology they use to describe what they do. Understanding their methods. Understanding their goals. Understanding their values.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=109&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>摘自《Observing the User Experience: A Practitioner&#8217;s Guide to User Research》一書內容，我們應該在Contextual Inquiry獲得的資料當中，朝這六個方向追尋：</p>
<blockquote>
<ul>
<li>Understanding the <strong>mental models</strong> people build.</li>
<li>Understanding the <strong>tools</strong> they use.</li>
<li>Understanding the <strong>terminology</strong> they use to describe what they do.</li>
<li>Understanding their <strong>methods</strong>.</li>
<li>Understanding their <strong>goals</strong>.</li>
<li>Understanding their <strong>values</strong>.</li>
</ul>
</blockquote>
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		<title>Design Discipline</title>
		<link>http://peod.askeranswer.com/2008/06/11/design-discipline/</link>
		<comments>http://peod.askeranswer.com/2008/06/11/design-discipline/#comments</comments>
		<pubDate>Wed, 11 Jun 2008 13:19:56 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
		<category><![CDATA[話語::Quote]]></category>
		<category><![CDATA[概念::Concept]]></category>

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		<description><![CDATA[在《Designing interactions》的第十章People and Prototypes裡，提到一個有趣的design discipline hierarchy，由底端向上依序是： Anthropometrics — the sizes of people (For the design of physical objects) Physiology — the way the body works (For the design of physical man-machine systems) Cognitive psychology — the way the mind works (For the design of human-computer interactions) Sociology — the way people relate to each other [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=56&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>在《<a href="http://www.designinginteractions.com/">Designing interactions</a>》的<a href="http://www.designinginteractions.com/chapters/10">第十章People and Prototypes</a>裡，提到一個有趣的design discipline hierarchy，由底端向上依序是：</p>
<blockquote><p><a href="http://en.wikipedia.org/wiki/Anthropometry">Anthropometrics</a> — the sizes of people (For the design of physical objects)</p>
<p><a href="http://en.wikipedia.org/wiki/Physiology">Physiology</a> — the way the body works (For the design of physical man-machine systems)</p>
<p><a href="http://en.wikipedia.org/wiki/Cognitive_psychology">Cognitive psychology</a> — the way the mind works (For the design of human-computer interactions)</p>
<p><a href="http://en.wikipedia.org/wiki/Sociology">Sociology</a> — the way people relate to each other (For the design of connected systems)</p>
<p><a href="http://en.wikipedia.org/wiki/Cultural_anthropology">Cultural anthropology</a> — the human condition (For global design)</p>
<p><a href="http://en.wikipedia.org/wiki/Ecology">Ecology</a> — the interdependence of living things (For sustainable design)</p></blockquote>
<p>從瞭解一個人的生理到心理，從掌握個人到社會群體，從知悉單一文化到各國文化，從人類這個物種到地球上其他的生命&#8230;。由此觀之，要做個優秀的設計師還真是任重道遠外加難如登天啊。</p>
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		<title>被高估了的簡約設計？</title>
		<link>http://peod.askeranswer.com/2008/02/09/simplicity-is-highly-overrated/</link>
		<comments>http://peod.askeranswer.com/2008/02/09/simplicity-is-highly-overrated/#comments</comments>
		<pubDate>Sat, 09 Feb 2008 14:23:42 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[閱讀::Reading]]></category>
		<category><![CDATA[概念::Concept]]></category>
		<category><![CDATA[Donald_Norman]]></category>

		<guid isPermaLink="false">http://peod.askeranswer.com/2008/02/09/simplicity-is-highly-overrated/</guid>
		<description><![CDATA[[這篇是在前一個blog裡寫的舊文，因為和這邊主題相關，所以移了過來] 這兩天UI花園有一篇新的翻譯文章出來了，是Donald Norman寫的「Simplicity Is Highly Overrated」，Norman在裡頭提出了非常有趣的觀察，值得一讀。 簡單的講，這篇文章主要的重點是： 1. 近來大家越來越愛談簡約設計。 2. 作為一個設計者與研究者，Norman本人也偏好簡約設計。 3. 然而在真正的商場裡，人們出現了不同的行為：他們喜歡買功能強大的選擇，而複雜的面版對不少人來說就意味著「看起來」功能較強大。 4. 於是弔詭之處出現了：為了把強大的功能放進簡約易操作的介面裡，認真的公司花了資源去研究，結果產生了比較貴，而且操作面版簡單的產品。但是人們在市場裡比較產品時，前述的產品就成了「比較貴，看起來功能又比較少」的選擇，結果反而賣不出去。 5. 簡約並不是不好，人們的確需要簡約的設計，但是又把簡約想得太簡單了。因為「單純的簡約」賣不出去，設計師可能必須做出「複雜的簡約」，產品必須看起來有功能強大的感覺(這可能意味著複雜的操作介面)，但是用起來又必須簡單。 如果還是覺得有點模糊的話，請參考這個Norman自己參與過的設計案的例子： 我在幫助一個公司設計一個全新的標準產品。它看上去簡單，在用戶測試時，一個人說他真的很喜歡，但是很糟糕的是他不會用它。 我們會問「為什麼不呢？」 他回答道：「因為對我的特殊問題來說它不夠強大」。 「那就試一試它，」我們建議：「我們願意看到是什麼地方出問題了以方便我們改進它。」 然而它並沒有出現問題，它有效的處理了他的問題。 簡單的外觀是罪魁禍首，如果它看上去簡單，他就可能認為這台機器功能不夠強大。 我收到很多抱怨提供了關於設計不佳的複雜設備的詳細而具體的難點實例。嘿，我並不提倡做不良的設計。我簡單的指出我們生活的實際情況：從總體來說，買方更願意選擇功能強勁的設備相對功能較弱的設備。他們認為從外觀看控制器的簡單就等同於功能缺乏；複雜就是功能強。 糟的是，有時候為了讓使用者能用簡單的面版使用強大的功能，公司也許多花許多資源進行開發，也因此有了更多的成本，較高的售價，於是當你站在賣場裡，你就看到了下列兩個產品： 產品A：其實有強大的功能，但是面版上就兩個旋鈕而已，看起來好像只有兩個功能。要價20000元。 產品B：實質功能與產品A相當，擁有媲美飛機儀表版的操作介面，上頭有三個顯示器與一堆按鈕，感覺上至少有十幾個功能。要價只要15000元。 顯然產品B「看起來」功能強大的多，可以有十幾段的調整呢(即便你真正會用到的只有兩三段)，而且也便宜了5000元。 捫心自問吧，當你站在賣場裡時，你會買哪個？ Norman在設計&#38;日常生活一書中，曾經(基於認知的觀點)提倡隱藏多餘的控制器，使外觀可以保持簡單，降低人們操作時的心智負荷。他現在發現這個觀點仍然是對的，但也錯了，Norman說： 對不起，正是外觀的複雜性促成了銷售。而且也是同樣的複雜性在以後會使同樣的人受到挫折。不過那時已經太晚了，他們已經為產品付款了。 如果作者夠憤世嫉俗的話，他大概會下個「人就是犯賤」的結論。他媽的就愛買「看起來」功能強大的東西，付了錢之後發現很難用才在那邊唉唉叫。去他的選擇雜誌報紙電視時就愛腥羶色，然後一邊幹剿媒體沒水準一邊持續買單。(咦？我扯哪去了？ XD) 不過幸好Norman不是個憤青，他下了個更正面光明的結論：設計師必須把產品做得像擁有複雜面版的產品一樣功能強大，但是實際使用時又不能像那些複雜的面版一樣帶給使用者挫折。 雖然我覺得這聽起來似乎是要換設計師挫折了，不過Norman倒是很樂觀，他說：「這就是我為什麼喜歡設計：它提供了精彩的挑戰。」 asker’s question：如果問題的癥結是出現在人們比較「功能-價格」的採買心態的話，一般來說不會要使用者直接掏錢出來的Web是否能倖免於難呢？Google以及眾多強調簡單的Web 2.0網站是足夠的支持證據嗎？<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=13&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>[這篇是在前一個blog裡寫的舊文，因為和這邊主題相關，所以移了過來]</p>
<p>這兩天UI花園有一篇新的<a href="http://www.uigarden.net/chinese/bei-guo-gao-pin-jia-de-dang-chun-xing">翻譯文章</a>出來了，是Donald Norman寫的「<a href="http://uigarden.net/english/simplicity-is-highly-overrated">Simplicity Is Highly Overrated</a>」，Norman在裡頭提出了非常有趣的觀察，值得一讀。</p>
<p>簡單的講，這篇文章主要的重點是：</p>
<p>1.    近來大家越來越愛談簡約設計。</p>
<p>2.    作為一個設計者與研究者，Norman本人也偏好簡約設計。</p>
<p>3.    然而在真正的商場裡，人們出現了不同的行為：他們喜歡買功能強大的選擇，而複雜的面版對不少人來說就意味著「看起來」功能較強大。</p>
<p>4.    於是弔詭之處出現了：為了把強大的功能放進簡約易操作的介面裡，認真的公司花了資源去研究，結果產生了比較貴，而且操作面版簡單的產品。但是人們在市場裡比較產品時，前述的產品就成了「比較貴，看起來功能又比較少」的選擇，結果反而賣不出去。</p>
<p>5.    簡約並不是不好，人們的確需要簡約的設計，但是又把簡約想得太簡單了。因為「單純的簡約」賣不出去，設計師可能必須做出「複雜的簡約」，產品必須看起來有功能強大的感覺(這可能意味著複雜的操作介面)，但是用起來又必須簡單。</p>
<p>如果還是覺得有點模糊的話，請參考這個Norman自己參與過的設計案的例子：</p>
<blockquote><p>我在幫助一個公司設計一個全新的標準產品。它看上去簡單，在用戶測試時，一個人說他真的很喜歡，但是很糟糕的是他不會用它。</p>
<p>我們會問「為什麼不呢？」</p>
<p>他回答道：「因為對我的特殊問題來說它不夠強大」。</p>
<p>「那就試一試它，」我們建議：「我們願意看到是什麼地方出問題了以方便我們改進它。」</p>
<p><strong>然而它並沒有出現問題，它有效的處理了他的問題。 </strong></p>
<p><strong>簡單的外觀是罪魁禍首，如果它看上去簡單，他就可能認為這台機器功能不夠強大。</strong></p>
<p>我收到很多抱怨提供了關於設計不佳的複雜設備的詳細而具體的難點實例。<strong>嘿，我並不提倡做不良的設計。我簡單的指出我們生活的實際情況：從總體來說，買方更願意選擇功能強勁的設備相對功能較弱的設備。他們認為從外觀看控制器的簡單就等同於功能缺乏；複雜就是功能強。</strong></p></blockquote>
<p>糟的是，有時候為了讓使用者能用簡單的面版使用強大的功能，公司也許多花許多資源進行開發，也因此有了更多的成本，較高的售價，於是當你站在賣場裡，你就看到了下列兩個產品：</p>
<p>產品A：其實有強大的功能，但是面版上就兩個旋鈕而已，看起來好像只有兩個功能。要價20000元。</p>
<p>產品B：實質功能與產品A相當，擁有媲美飛機儀表版的操作介面，上頭有三個顯示器與一堆按鈕，感覺上至少有十幾個功能。要價只要15000元。</p>
<p>顯然產品B「看起來」功能強大的多，可以有十幾段的調整呢(即便你真正會用到的只有兩三段)，而且也便宜了5000元。</p>
<p>捫心自問吧，當你站在賣場裡時，你會買哪個？</p>
<p>Norman在設計&amp;日常生活一書中，曾經(基於認知的觀點)提倡隱藏多餘的控制器，使外觀可以保持簡單，降低人們操作時的心智負荷。他現在發現這個觀點仍然是對的，但也錯了，Norman說：</p>
<blockquote><p>對不起，正是外觀的複雜性促成了銷售。而且也是同樣的複雜性在以後會使同樣的人受到挫折。不過那時已經太晚了，他們已經為產品付款了。</p></blockquote>
<p>如果作者夠憤世嫉俗的話，他大概會下個「人就是犯賤」的結論。他媽的就愛買「看起來」功能強大的東西，付了錢之後發現很難用才在那邊唉唉叫。去他的選擇雜誌報紙電視時就愛腥羶色，然後一邊幹剿媒體沒水準一邊持續買單。(咦？我扯哪去了？ XD)</p>
<p>不過幸好Norman不是個憤青，他下了個更正面光明的結論：<strong>設計師必須把產品做得像擁有複雜面版的產品一樣功能強大，但是實際使用時又不能像那些複雜的面版一樣帶給使用者挫折。</strong></p>
<p>雖然我覺得這聽起來似乎是要換設計師挫折了，不過Norman倒是很樂觀，他說：「這就是我為什麼喜歡設計：它提供了精彩的挑戰。」</p>
<p><strong>asker’s question</strong>：如果問題的癥結是出現在人們比較「功能-價格」的採買心態的話，一般來說不會要使用者直接掏錢出來的Web是否能倖免於難呢？Google以及眾多強調簡單的Web 2.0網站是足夠的支持證據嗎？</p>
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		<title>成為觀察者的漫長之路</title>
		<link>http://peod.askeranswer.com/2008/02/09/how-to-observe/</link>
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		<pubDate>Sat, 09 Feb 2008 13:58:29 +0000</pubDate>
		<dc:creator>asker</dc:creator>
				<category><![CDATA[雜談::Talk]]></category>
		<category><![CDATA[概念::Concept]]></category>

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		<description><![CDATA[[這篇是在前一個blog裡寫的舊文，因為和這邊主題相關，所以移了過來] 「要如何去發現『未能表達的需求』？當然不是經由詢問，不是經由焦點團體法，也不是經由調查或問卷。誰會想過要提出在車內放置杯架的這項需求？或是(將杯架)放在階梯或清潔機上呢？畢竟和開車相比，喝咖啡看來不是一個在打掃的時候的必需品。因為多數人不知道他們真正的需求，受過訓練的觀察者常常可以指出人們沒有察覺到的困難和解決方法。但是一旦提出一項問題，在達成目標的時候就會很容易看出。實際使用產品的人們的反應很容易會變得像；『喔，是的，你是對的，真是痛苦，你可以解決嗎？那真是太好了。』」 「對於行為進行瞭解時，焦點團體法、問卷和調查都是拙劣的工具，它們和真正的使用沒有關係。多數的行為都是來自於潛意識的，人們真正做的和他們想做的會有很大的差異。身為人的我們喜歡自認為知道為什麼我們會那樣做，但我們其實不，我們只是很喜歡去解釋我們的行為。本能的和行為的反應都是潛意識的，這個事實使我們不知道我們真正的反應及其原因。這是為什麼那些受過訓練去觀察在真實情境下使用狀況的專業人士，比人們自身更容易看出他們喜歡或不喜歡的東西及其原因。」 Donald A. Norman的情感設計裡頭兩度提到了這樣的觀點，那就是焦點團體法、問卷和調查都不怎麼管用，我們得實際去觀察真正的使用者在使用時的情境。 David M. Kelley也說過類似的話，在一次訪談當中他曾提過：「想要瞭解使用者如何使用產品，不是用問的，而是去觀察，去看使用者哪裡碰到問題。比方你去加油站，你如果問說你加油有沒有什麼問題，大家都會說沒有問題，但是如果你去站在那邊觀察一個人去看他加油的過程，會看到他拿加油管時把油灑到身上，在使用信用卡時出問題。用問的是不夠的。」 聽起來言之成理，而且似乎相當易於實踐。然而到底要怎麼觀察？要觀察什麼？要如何解讀觀察到的現象？ Norman說「受過訓練的觀察者」可以指出人們自己都沒察覺的困難和解決方法，可是這到底是什麼訓練呢？在哪裡可以得到這樣的訓練呢？ Kelley則說他們讓越來越多的認知心理學家(Norman正好就是個在認知心理學領域響噹噹的人物)、人類學家、社會學家一同參與設計過程，他說：「我們現在做案子不能少了社會學家，我們現在做案子一定要把社會學家先送出去，先去搞清楚『需求』是什麼，人們真正感到興奮的是什麼，內在真正的人性反應是什麼？我們再來談技術。」 依循著這條線索讓我開始惡補社會心理學、視覺心理學、認知心理學&#8230; 不過這似乎不是一個資訊背景的平凡人能夠馬上融會貫通的東西，而Norman在某次訪談中的一段話也給了我一些額外的打擊&#8230; 他說：「你必須要懂心理學和人類學。但是教心理學和人類學的人卻不懂這個道理。他們是學院派的大學教授。他們只教自己認為重要的東西，這跟我認為需要學習的東西不同。他們不相信這類的應用。因此很不幸，人們很難學到該學的心理學和人類學知識。出現了某種落差。」 但不幸的是，我猜我正是靠這些所謂「學院派」的教授所寫出來的教科書在惡補，看來想要成為一個優秀的觀察者還有相當漫長的道路得走啊&#8230;<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=peod.askeranswer.com&amp;blog=2771251&amp;post=8&amp;subd=observationdesign&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>[這篇是在前一個blog裡寫的舊文，因為和這邊主題相關，所以移了過來]</p>
<p>「要如何去發現『未能表達的需求』？當然不是經由詢問，不是經由焦點團體法，也不是經由調查或問卷。誰會想過要提出在車內放置杯架的這項需求？或是(將杯架)放在階梯或清潔機上呢？畢竟和開車相比，喝咖啡看來不是一個在打掃的時候的必需品。<strong>因為多數人不知道他們真正的需求，受過訓練的觀察者常常可以指出人們沒有察覺到的困難和解決方法。</strong>但是一旦提出一項問題，在達成目標的時候就會很容易看出。實際使用產品的人們的反應很容易會變得像；『喔，是的，你是對的，真是痛苦，你可以解決嗎？那真是太好了。』」</p>
<p>「對於行為進行瞭解時，焦點團體法、問卷和調查都是拙劣的工具，它們和真正的使用沒有關係。多數的行為都是來自於潛意識的，人們真正做的和他們想做的會有很大的差異。<strong>身為人的我們喜歡自認為知道為什麼我們會那樣做，但我們其實不，我們只是很喜歡去解釋我們的行為。本能的和行為的反應都是潛意識的，這個事實使我們不知道我們真正的反應及其原因。</strong>這是為什麼那些受過訓練去觀察在真實情境下使用狀況的專業人士，比人們自身更容易看出他們喜歡或不喜歡的東西及其原因。」</p>
<p>Donald A. Norman的<a href="http://asker.cc/blog/2007/03/27/donald-a-norman-emotional-design/">情感設計</a>裡頭兩度提到了這樣的觀點，那就是焦點團體法、問卷和調查都不怎麼管用，我們得實際去觀察真正的使用者在使用時的情境。</p>
<p>David M. Kelley也說過類似的話，在一次訪談當中他曾提過：「想要瞭解使用者如何使用產品，不是用問的，而是去觀察，去看使用者哪裡碰到問題。比方你去加油站，<strong>你如果問說你加油有沒有什麼問題，大家都會說沒有問題</strong>，但是如果你去站在那邊觀察一個人去看他加油的過程，會看到他拿加油管時把油灑到身上，在使用信用卡時出問題。用問的是不夠的。」</p>
<p>聽起來言之成理，而且似乎相當易於實踐。然而到底要怎麼觀察？要觀察什麼？要如何解讀觀察到的現象？</p>
<p>Norman說「受過訓練的觀察者」可以指出人們自己都沒察覺的困難和解決方法，可是這到底是什麼訓練呢？在哪裡可以得到這樣的訓練呢？</p>
<p>Kelley則說他們讓越來越多的認知心理學家(Norman正好就是個在認知心理學領域響噹噹的人物)、人類學家、社會學家一同參與設計過程，他說：「我們現在做案子不能少了社會學家，我們現在做案子一定要把社會學家先送出去，先去搞清楚『需求』是什麼，人們真正感到興奮的是什麼，內在真正的人性反應是什麼？我們再來談技術。」</p>
<p>依循著這條線索讓我開始惡補社會心理學、視覺心理學、認知心理學&#8230;</p>
<p>不過這似乎不是一個資訊背景的平凡人能夠馬上融會貫通的東西，而Norman在某次訪談中的一段話也給了我一些額外的打擊&#8230;</p>
<p>他說：「你必須要懂心理學和人類學。但是教心理學和人類學的人卻不懂這個道理。他們是學院派的大學教授。他們只教自己認為重要的東西，這跟我認為需要學習的東西不同。他們不相信這類的應用。因此很不幸，人們很難學到該學的心理學和人類學知識。出現了某種落差。」</p>
<p>但不幸的是，我猜我正是靠這些所謂「學院派」的教授所寫出來的教科書在惡補，看來想要成為一個優秀的觀察者還有相當漫長的道路得走啊&#8230;</p>
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