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2007-10-09 20:18
http://www.flash8.net/user/699594.shtml
我的部分flash作品 其实不能算是完整的作品 是给公司宣传片做的片段 最后要输出成视频 所以采用720x576的尺寸
http://www.thunder.com.cn/公司网站上也有几个
可惜百度不能上传flash 只能寄放在闪吧上 那里速度还行 也没有乱七八糟的东西。
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2007-10-09 20:01
类别:Ui Design | 评论(0) | 浏览()
 
2007-09-24 19:55
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2007-09-13 08:44

因为工作比较忙没时间翻译文章 所以先摘过来,以后有时间再翻译,

这篇文章主要介绍了给软件命名的重要性以及通过命名的过程寻找视觉隐喻来完成图标的创作

作者jasper 是一位优秀的ui设计师 我是通过 Disco 认识他的 Disco是一款很有意思的光盘拷贝软件 (disc copy)软件运行时会冒烟 太可爱了 !第一眼看到那个黑色火焰中的球灯图标 就被它深深吸引了。apple的用户真幸福。
                                                                                                                        ———任爱松

noun
The interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects : the synergy between artist and record company.
In the past I have referred to the relation between the name or text label of an icon and the actual icon. It's a relation that is of great and yet under-appreciated importance.

Application Icons
When it comes to product creation all developers should be aware of the fact that giving a name to a product has a lot of consequences. Names are far to often chosen based on their coolness, based on a hype such as using numbers in a name, or abbreviations. Guy Kawasaki wrote an excellent simple guide, called The Name Game, to find a name for your company or product, I'd suggest everyone to read that.

A name is THE thing people will remember you by. Users will share their experiences to your other potential customers based on you applications name, they will search on google using the name to find reviews, you are going to see your product name plastered all over the web and other places. Choosing a name doesn't have to be hard, but it's a hurdle that when failed taking could have bad consequences in the future.

The name of an application should in my opinion be a summary of what the subject and functionality of your application are. The exercise I would suggest is to summarize the applications ability in just a few words. I do that every time I work on a new icon project to acquire the essence of the application, it's not easy but it's an enormous help to find a visual metaphor.

Quicksilver, Yojimbo, Disco, VLC

Above are some good examples of application icons and names that have no or a very thin relation. And when looking at the combinations unbiassed I don't think anybody would be able to tell what the applications did based on their name, icon or the combination.

In a previous article called Obviousness, I wrote the following about the level of difficulty to create an icon.

In most cases the name and the functionality of the application will be the main clues where to start. One thing I can tell in advance is that it will be far easier to create an icon for a small app then for a big bulky feature saturated application. And the reason is simple: if you have to convey "subject and functionality" and the application is able to do a lot with a lot, you will have to make some good decisions. For a one trick pony it will be a lot easier to find the appropriate visual metaphor.
Ideally the name and icon of an application should repeat each other to enforce impact.

TextEdit, Chess, Address Book

Although starting of by finding a name and icon that convey the "subject and functionality" of your application, it definitely won't imply success or ease of recognition. If your icon or name is one of many within a generic category you will want to be different on purpose. But creating a brand based on something non-obvious will take you more time and more energy to get across, simply because things such as originality and repeated exposure are then required.

Either way, when building a brand it's important to communicate a single strong message. Disco is an example where we made the conscious decision to be different, but the name and icon convey one message together and repeated exposure was used to make the icon and name meaning well known.

Toolbar Icons
The relation between a toolbar icon and it's text label are of arguably even greater importance for a user. Most applications contain over a dozen of toolbar icons and users tend to interact a lot with them. One thing we as Mac developers should be very happy with is that fact that "almost" everywhere where there is a small icon there also is a text label attached to it. In many of the Windows applications available, there are interfaces littered with tiny icons that have no explanatory text label. I can assure you that from an interaction point of view it's one of the worst things you can throw at your user. The assumption that icons are THE solution for everything is just absurd, they can be of good help though.

Keynote Inspector Window

When an icon is chosen badly they can either not say anything and cause confusion, or say the wrong thing and cause mistakes. Even if they are well created there is no guarantee that they will convey your intended message perfectly. Especially the smaller icons (14/16/24/32 pixels) have a very limited set of messages they can convey, even more so when used without a text label.

They say "an image can say more then a thousand words" and that's exactly the problem. We tend to interpret an image based on a lot of things, culture and experience are just two of them. And icons, no matter what size they are, will say more then a thousand words when used on their own.

Deciding what toolbar items you are going to put in your interface isn't as easy as most people think. You have to ensure that your application shows "what is needed when it's needed". Since the amount of toolbar items you can show by default is limited, deciding what icon and what 1 or 2 text labels to pick that describe it's potential complicated function is very important.

Apple Toolbar States

Icon text labels need to be brief and there for need to be chosen carefully. As seen above a single icon text label often doesn't even come close to explaining what action it will execute. Same goes for a standalone icon. That's not bad, that's just how things are. The magic happens when you know the limitations and make sure the two, the icon and the text label, convey a single message.

Conclusion
An image can say more the a thousand words, and a word can say more then a thousand images. When used together in the right way they can be a powerful filter to convey one targeted message.
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2007-09-04 23:03
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2007-09-04 22:39
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2007-09-03 19:42


交互技术的发展,已经大大超出了我的想象力 而我还浑然不觉。今天看了一些youtube上的视频真把我吓一跳。Iphone和surface都已经是实现了的梦幻产品。而这些视频向我们展示的触 屏交互的前景令人振奋。不禁感慨看来唯一的限制就是我们的想象力了,也许是我们已经习惯了在工具的框架下去构思我们的作品, 以至于新的技术使我们感到措手不及……
真遗憾这里不能贴视频只能给出链接地址
微软的surface系统
adobe的触屏版 ps
动态交互技术演示
多重触摸技术演示
类别:Ui Design | 评论(0) | 浏览()
 
2007-08-05 14:11
“画画” 这是一个很纯洁的词,当年在语文课本上的涂抹,高中时学校宣传栏里的"小作品",和在黑板报上画的卷草纹。也许都跟这种纯洁有一定的关系。我疏离画画好像就是从学画画开始的。从那之后,开始疲惫的应考训练,这些训练是必要的。尽管它是显得那么僵硬没有人性。但我还是从中受益良多。高中时期接受的绘画训练,是残酷的。但我们还是在里面成长着,这一点不容置疑。当我注视着柯勒惠支自画像里那深邃的充满苦难、宽容和力量的眼睛流下眼泪时。我不敢说这种感觉和观察力来自先天的直觉。四年大学宽松的环境,让画画的心情轻松了许多。而最珍贵的经历就是----那时中午的阳光从雕塑室的天窗里轻轻的洒落在我的身上,午饭时间,这里只有我和那些还没有完成的头像,手指在泥间滑动拿捏。这一刻的油然而生了一种莫名的感动,让我体会到了那令我永生难忘的无法比拟的最纯洁的感动。那是唯一的一次,以前没有过后来直到现在也一直没有过。
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2007-07-30 21:10
泊车管理系统


   
程序图标


             
工具栏图标


       
预定    已停车   未停车

状态图标
   
类别:Ui Design | 评论(0) | 浏览()
 
2007-07-26 21:40
(这是一篇来自“苹果开发者”网站的一篇关于如何设计适合iphone浏览的网页的指导性文章里面提到的一些重要的交互设计思想对我有一些启发希望大家也能从中受益,共同进步。)

“用iphone就像在用电脑一样”这是一个诱人的想法,但它不是。这里有一些用户与iphone交互的方式是独特的,而你在设计你的网页的时候应该考虑到这些因素,并遵循下面提到的这些原则。

Know the Input Device

了解输入设备

The finger is not a mouse.

iphone用户有他们自己的输入设备-两个手指。形态各异的手指从纤细的到粗壮的从尖的到圆的。然而网页是针对鼠标输入而不是手指输入设计的。现有的页面需要根据手指输入的特点进行改进。

手指不能像鼠标那样把控制范围精确到某一点。但它们有不同于鼠标的独特的能力。例如手指可以做张开和合上的动作,而鼠标是点击。这种不同暗示了它们传打给网页的信息是不同的。这里有具体的解释Know Which Events You Can Handle” 和 “Design for Double Tap.”


下表列出了iphone支持的手指动作和将产生的结果

手势 结果
双击 Zoom in and center a block of content以双击区域为中心放大  
按住 显示一个信息泡
拖动 移动视窗或面板
划过 向上或向下滚动 (方向取决于手指移动的方向)
两指张开 放大
   两指并拢  
缩小

一些其他需要注意的:

iphone里没有剪切复制粘贴的手势也没有文本选择的手势

手指的宽度决定了你不能把链接点放的太近,如果它们挨得太近 访问者将不能选中一个单独的链接。


Think Windowless 不要让窗口限制你

The finger is not a mouse.


计算机用户会频繁的缩放和移动网页浏览器窗口。iphone的safari浏览器没有窗口。它有一个固定的视窗,iphone也没有滚动条或缩放控制按钮。它可以自动缩放内容到合适的大小。它允许用户通过手势把网页的特定区域放大。在“Lay Out Content for iPhone Viewport” 和 “Adjust Text Size for Readability.”有更详尽的解释。

Design for Double Tap

Design for double-tap.

当用户在网页上双击的时候,iphone上的safari会自动找到离双击区最近的文本块或图片,如果是文本块safari会以它为中心放大这部分内容来适应视窗的宽度。如果是图片safari会以这个图片为中心把它放大到视窗的大小。如果文本和图片已经被放大了。双击后safari会将他们缩小。


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哈.我看到了.领了
 

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