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西門子SX1“側(cè)鍵”設(shè)計的用意( 三 )


第二種方式是使用一個臨時的層來顯示用戶激活的按鈕標(biāo)簽,顯示的標(biāo)簽會遮蓋底下的圖層 。這種選擇允許應(yīng)用程序繼續(xù)使用全屏模式,而只保留用戶最需要的或在學(xué)習(xí)使用的或最常用的標(biāo)簽 。這樣減少了快捷按鍵的數(shù)量,只要一個鍵被用于顯示標(biāo)簽 。Siemens傾向于采用數(shù)字鍵8作為激活按鈕 。最后一種選擇是使用一個半透明的層,標(biāo)簽一直顯示在上面,但是底下的應(yīng)用一樣一直可見 。標(biāo)簽背景和標(biāo)簽有明顯的區(qū)分、關(guān)聯(lián)以保證兩者不會被用戶混淆 。這種選擇可能是最難于實現(xiàn),因為圖像的設(shè)計需要保證在底下一層的應(yīng)用和在上面一層的標(biāo)簽不會互相沖突,否則底層的應(yīng)用和上面的標(biāo)簽都會無法看清楚 。
The design of the SX1 also means that where keys need to be labeled the application will not be able to use all 10 number keys for shortcuts. This is due to the fact that the 1, 2, 6 and 7 keys are adjacent to or above the status panel at the top of the screen. However for games, which can use the whole screen (except for Siemens’own status panel) only the 1 and 6 keys are adjacent to the status information.
SX1的外形設(shè)計使得無法使用全部的10個"側(cè)鍵"都被應(yīng)用程序用作快捷按鈕,因為1、2、6、7這幾個鍵鄰近或是高于顯示屏的狀態(tài)欄 。當(dāng)然在游戲的時候如果排除了Siemens本身的狀態(tài)欄,游戲就可以占據(jù)整個屏幕,那么只有1、6兩個鍵不可用了 。
Creation of the key labels will be a manual coding exercise as there are no additional APIs to create button labels.
創(chuàng)造按鈕標(biāo)簽將是一個自己動手編碼的過程因為這里沒有現(xiàn)成的API來創(chuàng)造這些按鈕標(biāo)簽 。
"At first sight, I thought that the arrangement of the sidekeys was just a unique part of the product design." Said David Mannl, who works as a freelance consultant on Series 60 interface design. "But when I started to work on concept interfaces and applications for the SX1 I realized, that the use of the sidekeys as hotkeys gives me new possibilities for creating applications that otherwise would have been to difficult for the user to navigate through. The arrangement of the sidekeys allows me to design applications with a much more effective user experience, as there is a strong visual connection between screen content and user interaction."
"第一眼看到的時候,我認(rèn)為這種兩側(cè)鍵盤的排列方式只是一個在產(chǎn)品外觀設(shè)計上的獨(dú)特玩意兒,但是當(dāng)我開始接著設(shè)想SX1的用戶界面和應(yīng)用的時候,我意識到使用兩側(cè)鍵做熱鍵的方式給了我新的可能性來創(chuàng)造用別的方式難以操控的應(yīng)用程序 。這種布局讓我能設(shè)計出能帶來更高效、印象深刻的用戶體驗的應(yīng)用程序,因為在屏幕內(nèi)容和用戶操作界面之間有很強(qiáng)的視覺聯(lián)系 。"-David Mannl,自由采訪人員,Series 60界面設(shè)計顧問 。
The design of the SX1 offers developers the flexibility to add additional control to their applications that will be easily accessible to the user. It will be interesting to see how widely this option is used. Games developers are likely to be the main users as games often use the number keys to provide game control. Also games probably won’t need to use the labels extensively (they don’t at the moment) meaning that all 10 keys could be used and little additional development effort will be required, particularly if the game already includes a key mapping function. The use of the side keys to control other types of application will in many ways be a barometer of the SX1 popularity as effective use of the side keys will require a slightly different approach to the applications interface design. They do however offer the possibility of improving the user experience by making regularly used functions more accessible.
SX1的設(shè)計使得開發(fā)者可以靈活地增加更多的操作在他們的應(yīng)用程序里,而且這些新增的操作很容易被用戶理解 。到時候看到會有么廣泛的開發(fā)者這么作將會是一件有趣的事情 。游戲開發(fā)者們可能會是最主要的使用者因為游戲經(jīng)常采用數(shù)字鍵來做操作 。游戲大概也不需要使用全部的10個鍵,并且只要少量的增加的開發(fā)工作,如果這個游戲已經(jīng)包含了一個按鍵映射的功能 。使用"側(cè)鍵"來操作其他類型的應(yīng)用將會通過很多種方法實現(xiàn),隨著SX1的流行,以后只要在應(yīng)用界面設(shè)計上做出輕微的修改,就能夠有效的使用"側(cè)鍵",使得功能使用有規(guī)則可尋,而更易于被用戶理解,從而提高了用戶體驗 。

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