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years or less experience. Experience in developing mobile solutions varied from 0 to 6 years, the majority having 2 years or less experience. Results Scores on the main problem areas show an average score on relevance of for Utilizing screen space, on for Interaction mechanisms, and for Design at large. Scores on the patterns collection as such show an average score on relevance of , and on both usefulness and future use of the patterns collection of . All these scores verify that the patterns collection both addresses relevant problems and gives useful and practical advices on how to solve these problems. Looking at the scores for the individual patterns that were presented in more detail, the scores vary a bit, but are still fairly high. Figure 1 below shows the average scores for relevance and usefulness for the 12 patterns, sorted descending on scores for relevance. Fig. 1. Average scores for relevance and usefulness As for the patterns collection as such, the average scores for relevance are higher than the corresponding scores for usefulness. This is not surprising, as it is usually easier to agree with a problem description than a proposed solution. Although all but one of the average usefulness scores are on the top half of the scale, the patterns where the usefulness scores are lowest, and the patterns where the difference between relevance score and usefulness scores are highest, are candidates for further work. It may also be noted that correlation analyses show that the scores for relevance and usefulness correlates on the level for 7 of the 12 5 problems, and on the level for 2 of the other 5. Also, the scores for relevance and usefulness for the patterns collection as such correlates on the level. Using patterns format to document design knowledge The chosen patterns format is in many ways well suited to document user interface design knowledge, as it captures the essential aspects of a problem. Also, as design patterns may be on different abstraction levels they can be used to describe problems of different “sizes”. Furthermore, dividing a problem field into a limited number of well defined problems makes it possible to handle a set of manageable problems separately. Finally, having a patterns collection makes it possible to bine the just mentioned “divide and rule” principle with having an overall structure. The biggest challenge we had using the patterns format is the connection between problems and solutions. Very often this is a many to many connection. Presenting the same or very similar solutions to a number of problems, either causes a lot of crossreferences or large amounts of repetition. We chose to use crossreferences, as is being done in other patterns collections [2]. Currently we are considering restructuring the patterns collection so that each pattern represents either one solution or a unique bination of one problem and one solution. Both these approaches will reduce the need for crossreferencing, but both will increase the number of patterns, thus making it more difficult to get an overview of the patterns collection. Related work There are a number of patterns collections and even collections of patterns collections on the web, see also [1] for an assessment of such collections. There are also a few collections of patterns for mobile user interfaces, like The Design Pattern Wiki and Little Springs mobile UI design patterns. The latter overlaps with two of our main problem areas, but while our collection is anized by problems, this collection is anized by solutions. The patterns presented in [8], although focusing on mobile interaction, are much wider in its scope than our collection, with only two user interface patterns. [2 amp。 Borriello G (2021) Design Patterns for Ubiquitous Computing. In IEEE Computer August 2021 [4] Gamma E, Helm R, Johnson R, and lissides J (1995) Design Patterns – Elements of Reusable ObjectOriented Software. AddisonWesley [5] Nilsson E G (2021) Design guidelines for mobile applications. SINTEF Report STF90 A06003, ISBN 8214038200 [6] Nilsson E G (2021) Design patterns for user interfaces on mobile equipment. Tutorial documentation, HCI International [7] Nilsson E G, Floch J, et al. (2021) Modelbased user interface adaptation. Computers amp。在研究中有三個因變量。最后,最后,本研究討論中年人士的手機設計的設計方向。此外,隨著信息技術的進步,手機將成為日用品之一。此外,主菜單在屏幕上,手機軟件接口也可以分為兩 種類型,如矩陣和頁面。 界面設計無疑是成功經(jīng)營的手機為用戶最重要的因素之一。因此,如何找到最合適的方式來顯示功能,是手機的設計者的意義所在。老齡化廣泛影響人類行為。[3][20][16][23][15]。一個用于蜂窩電話的用戶界面設計,包含四個用戶界面,不同的軟件界面和硬件接口。第二個變量是手機的軟件接口,由不同的手機屏幕定義的主菜單的類型。其中一項措施,是指在實驗中的受試者要求執(zhí)行兩個任務(即設置鬧鐘和呼叫某人)所運行時間的。 3)參與者在四個隨機順序的接口條件下執(zhí)行三大任務。經(jīng)過實驗數(shù)據(jù)的收集和統(tǒng)計分析,一般的線性模型( GLM)是用來測試受試者的年齡,運行時間和主觀因素對手機界面設計和交互效應的影響。第二,操作系統(tǒng)之間的交叉和硬件接口的電子對在設置鬧鐘時所用的時間長短是很大不同的( F=, P)。然而,年輕人用跨硬件接口( M =)設定鬧鐘的運行時間和用電子對硬件接口( M =)沒有顯著差別。老人的主觀能動性( M= )顯著比年輕的參與者( M =)高。老年人的主觀便利性中,軟件界面( M =)高于矩陣軟件界面( M =)。此外, 年長者用跨硬件接口設置鬧鐘的運行時間明顯比電子對硬件接口運行的時間長。對老年人來說,跨硬件接口和矩陣軟件界面過于復雜,所以老年人更傾向使用容易,簡單,更容易理解的接口設計,如電子對的硬件接口和頁面軟件接口。 參考文獻 [1] Brodie, J., Chattratichart, J., Perry, M., Scane, R.: How age can inform the future design of the mobile phone experience. In: Stephanidis, C. (ed.) Universal Access in HCI, pp. 822–826. LEA, Mahwah (2021) [2] Carroll, J., Howard, S., Peck, J., Murphy, J.: From adoption to use the process of appropriating a mobile phone. AJIS 10(2), 38–48 (2021) [3] Child, J.: Cellular phone designers face plex requirements. Computer Design’s: Electronic Systems Technology amp。 Sons, New York (2021) [31] Welford, .: Changes of performance with age. In: Charness, N. (ed.) Aging and Human Performance. Wiley, New York (1985) [32] Ziefle, M.: Aging, visual performance, and eyestrain in different screen technologies. In:Proceedings of the Human Factors And Ergonomic Society 45th Annual Meeting, Minneapolis,MN, October 812, pp. 262–266 (20