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i @
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| 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。
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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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