hci Computer Science

14 个科学问题 · 计算机 Computer Science

本页目录

什么是语音用户界面(VUI)?

What is a voice user interface (VUI)?

VUI 让用户用说话来操作设备,靠语音识别和自然语言理解把话语变成指令,典型如智能音箱。
A VUI lets users operate devices by speaking; speech recognition and language understanding turn words into commands, as in smart speakers.
难度 专业 · 适合 高中(15-18) CC BY 4.0 · 已核验 · Verified 2026-10-04
来源 · Source

D. Jurafsky 与 J. H. Martin,《Speech and Language Processing》,第2版,Prentice Hall,2009年

D. Jurafsky and J. H. Martin, Speech and Language Processing, 2nd edition, Prentice Hall, 2009

#语音 #VUI #交互

什么是增强现实(AR)和虚拟现实(VR)?

What are augmented reality (AR) and virtual reality (VR)?

AR 把虚拟信息叠加到真实世界上(如手机滤镜),VR 则用头显把你完全带入一个虚拟世界。
AR overlays virtual information on the real world (like phone filters), while VR uses a headset to immerse you fully in a virtual world.
难度 专业 · 适合 高中(15-18) CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:本题原挂出处与答案内容不符,已撤回;具体书目待补,暂不展示来源。

本题原挂出处与答案内容不符,已撤回;具体书目待补。

Previous citation withdrawn as unsupported for this answer; a specific source is pending.

#AR #VR #交互

什么是可用性测试?

What is usability testing?

可用性测试请真实用户来完成任务并观察他们卡在哪里,从而发现界面设计的问题并加以改进。
Usability testing has real users perform tasks while observers note where they get stuck, revealing and improving interface problems.
难度 专业 · 适合 高中(15-18) CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:本题原挂出处与答案内容不符,已撤回;具体书目待补,暂不展示来源。

本题原挂出处与答案内容不符,已撤回;具体书目待补。

Previous citation withdrawn as unsupported for this answer; a specific source is pending.

#可用性 #测试 #评估

什么是无障碍设计?

What is accessibility design?

无障碍设计让产品也能被视障、听障或行动不便的人使用,比如屏幕朗读、高对比度和键盘操作支持。
Accessibility design makes products usable by people with visual, hearing, or mobility impairments, e.g. screen readers, high contrast, and keyboard support.
难度 进阶 · 适合 初中(12-15) CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:著录含书名,但缺版次 / 出版社 / 年份中的一部分,需编辑补全后才能做独立比对。

W3C,《可访问富互联网应用(WAI-ARIA)1.2》与《Web 内容无障碍指南(WCAG)2.2》,W3C 建议标准,2023

W3C, Accessible Rich Internet Applications (WAI-ARIA) 1.2 and Web Content Accessibility Guidelines (WCAG) 2.2, W3C Recommendations, 2023

#无障碍 #设计 #包容

什么是手势交互?

What is gesture interaction?

手势交互让人用挥手、滑动等身体动作来操控设备,常借助摄像头或传感器识别动作。
Gesture interaction lets people control devices with body motions like waving or swiping, usually detected by cameras or sensors.
难度 进阶 · 适合 初中(12-15) CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:本题原挂出处与答案内容不符,已撤回;具体书目待补,暂不展示来源。

本题原挂出处与答案内容不符,已撤回;具体书目待补。

Previous citation withdrawn as unsupported for this answer; a specific source is pending.

#手势 #交互 #传感

什么是图形用户界面(GUI)?

What is a graphical user interface (GUI)?

GUI 用窗口、图标和按钮等图形元素代替早年的纯文字命令,让普通人也能直观地点击操作电脑。
A GUI replaces old text-only commands with windows, icons, and buttons, letting ordinary people operate computers by clicking intuitively.
难度 进阶 · 适合 初中(12-15) CC BY 4.0 · 已核验 · Verified 2026-08-23
来源 · Source

Charles Petzold,《Code: The Hidden Language of Computer Hardware and Software》第2版,Microsoft Press,2022

C. Petzold, Code, 2nd ed., Microsoft Press, 2022; Chinese ed.《编码》

#GUI #界面 #交互

尼尔森十大可用性启发式中,'系统状态可见性'为何位列第一?它在界面设计中如何具体落地?

In Nielsen's ten usability heuristics, why does 'visibility of system status' rank first, and how is it put into practice in interface design?

人对失控极为敏感:系统若不即时呈现当前状态(加载进度、点击是否生效),用户会重复点击、怀疑失败并中途放弃,所以可见性是其余九条启发式发挥作用的前提。落地手段包括按钮按下后数百毫秒内给出反馈、耗时超过约一秒的操作改用确定性进度指示而非无限转圈、提交表单后明确告知结果与下一步去向。
People are acutely sensitive to loss of control: unless the system shows its current state promptly — loading progress, whether a tap registered — users click repeatedly, suspect failure, and abandon the task, making visibility the precondition for the other nine heuristics. Concrete practices include feedback within a few hundred milliseconds of a press, swapping endless spinners for determinate progress on operations beyond about a second, and stating clearly what happens after a form is submitted.
难度 进阶 · 适合 初中(12-15) CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:著录仅给书名,无版次与年份;同一书名常对应多个版次,不臆测具体版本。

Jakob Nielsen《10 Usability Heuristics for User Interface Design》,Nielsen Norman Group(nngroup.com)

Jakob Nielsen, '10 Usability Heuristics for User Interface Design', Nielsen Norman Group, nngroup.com/articles/ten-usability-heuristics/

#人机交互 #可用性启发式

菲茨定律为什么能够预测用户指向屏幕目标的耗时?在设计大屏触控界面时,应如何依据它来安排按钮的大小与位置?

Why can Fitts's law predict how long a user takes to point at an on-screen target? When designing large touchscreen interfaces, how should it guide the size and placement of buttons?

菲茨定律表明,指向时间随目标距离的增加而变长、随目标宽度的增大而缩短,其对数形式源自 Fitts 于 1954 年用香农信息论对快速运动任务的建模。它还解释了屏幕边缘与角落等效于无限大的目标——光标被物理边界截停,Windows 开始按钮固定在左下角即是典型应用。设计师据此把高频操作做成又大又近的热区,并把删除等破坏性操作移离常用区域以降低误触发概率。
Fitts's law shows that pointing time increases with the distance to a target and decreases with its width, in a logarithmic form derived from Fitts's 1954 Shannon-style modeling of rapid movement tasks. It also explains why screen edges and corners act as infinitely large targets — the pointer is stopped by the physical boundary — which is why the Windows Start button sits fixed in the lower-left corner. Designers exploit this by giving frequent actions large, nearby hit areas while moving destructive operations such as delete away from common zones to reduce accidental taps.
难度 进阶 · 适合 大众 CC BY 4.0 · 已核验 · Verified 2026-10-04
来源 · Source

Fitts P M., The Information Capacity of the Human Motor System in Controlling the Amplitude of Movement, Journal of Experimental Psychology, 1954

Fitts P M., The Information Capacity of the Human Motor System in Controlling the Amplitude of Movement, Journal of Experimental Psychology, 1954

#菲茨定律 #界面布局

VR头显明明渲染得很流畅,为什么仍有玩家玩着玩着就头晕恶心?开发者通过移动方式与画面呈现上的哪些取舍来减轻这种不适?

A VR headset can render perfectly smoothly, so why do some players still end up dizzy and queasy, and which tradeoffs in locomotion and presentation do developers accept to ease that discomfort?

根源是感官冲突:画面告诉视觉系统你正在移动,内耳前庭却坚称你纹丝未动,大脑收到相互矛盾的运动信号,眩晕恶心随之而来。缓解思路要么消除冲突,要么稀释刺激:提高帧率并把动显延迟压到二十毫秒上下;行走改用瞬移或轨道式移动,不让虚拟相机偏离玩家真实位移;必要时收窄视野形成暗角以削弱光流;同时保证头部追踪精准,画面始终贴合身体的真实姿态。
The root cause is sensory conflict: the picture tells your visual system you are moving while the vestibular organs in your inner ear insist you are sitting still, and the brain receives contradictory motion signals that surface as dizziness and nausea. Remedies either remove the conflict or dilute the stimulus — raise frame rates and squeeze motion-to-photon latency to around twenty milliseconds; replace free walking with teleports or rail-based motion so the virtual camera never drifts from the player's real displacement; shrink the view into a vignette when necessary to damp optic flow; and keep head tracking faithful so the image always matches true posture.
难度 进阶 · 适合 初中(12-15) CC BY 4.0 · 已核验 · Verified 2026-11-03
来源 · Source

J. Reason 与 J. Brand,《Motion Sickness》,Academic Press,1975年;J. LaViola,A Discussion of Cybersickness in Virtual Environments,ACM SIGCHI Bulletin 第32卷第1期,2000年

J. Reason and J. Brand, Motion Sickness, Academic Press, 1975; J. LaViola Jr., A Discussion of Cybersickness in Virtual Environments, ACM SIGCHI Bulletin 32(1), 2000

#晕动症 #感官冲突 #瞬移移动

什么是用户体验(UX)?

What is user experience (UX)?

UX 指一个人使用产品时的整体感受,包括是否好用、顺手、满意,涉及设计、流程和反馈等多方面。
UX is a person's overall feeling when using a product—how usable, smooth, and satisfying it is—spanning design, flow, and feedback.
难度 进阶 · 适合 高中(15-18) CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:本题原挂出处与答案内容不符,已撤回;具体书目待补,暂不展示来源。

本题原挂出处与答案内容不符,已撤回;具体书目待补。

Previous citation withdrawn as unsupported for this answer; a specific source is pending.

#用户体验 #UX #设计

什么是触摸屏,为什么可以用手指点?

What is a touchscreen and why can you tap it with a finger?

触摸屏能感知你手指碰到的位置,把碰触变成电脑能懂的指令,所以不用鼠标也能操作。
A touchscreen senses where your finger touches and turns it into commands the computer understands, so you can use it without a mouse.
难度 入门 · 适合 小学低段(6-8) CC BY 4.0 · 已核验 · Verified 2026-11-04
来源 · Source

Barrett, Omote,《Projected‐Capacitive Touch Technology》,Information Display,2010 (DOI: 10.1002/j.2637-496x.2010.tb00229.x)

Barrett, Omote, 'Projected‐Capacitive Touch Technology', Information Display, 2010, DOI: 10.1002/j.2637-496x.2010.tb00229.x

#触摸屏 #输入 #交互

WCAG 无障碍标准为什么要求正文文字与背景的对比度至少达到4.5比1?

Why does the WCAG accessibility standard require body text to reach at least 4.5 to 1 contrast against its background?

直答:低视力与色觉障碍用户以及烈日下看屏幕的人,都需要字符和背景拉开足够明度差才能辨认字形,4.5:1是对常见视力损失实测得到的可读底线。机理上,WCAG先把前景色与背景色折算为0到1之间的相对亮度再取比值;AA级据此要求正文4.5:1,大号粗体笔画厚实易认放宽到3:1。注意指标度量的是亮度差而非色相差——红底绿字可能双双偏暗而不达标,这也解释了浅灰正文为何在手机屏幕上格外费眼。
Readers with low vision or color-vision deficiencies — and anyone squinting at a screen in harsh daylight — need enough luminance separation between glyphs and background to recognize letterforms, and 4.5:1 is the empirically grounded readability floor for common vision loss. Mechanically, WCAG converts foreground and background colors into relative luminance between zero and one, then takes their ratio: AA level asks 4.5:1 of body text while large bold strokes, easier to recognize, get a relaxed 3:1. The metric measures luminance difference, not hue difference — red on green can clash loudly yet fail on brightness, which is why pale gray paragraphs strain eyes on phone screens.
难度 入门 · 适合 大众 CC BY 4.0 · 来源待核验 · Source pending review
来源 · Source

出处备注:著录含书名,但缺版次 / 出版社 / 年份中的一部分,需编辑补全后才能做独立比对。

W3C,《Web Content Accessibility Guidelines (WCAG) 2.1》推荐标准,成功准则1.4.3,2018

W3C, Web Content Accessibility Guidelines (WCAG) 2.1, W3C Recommendation, Success Criterion 1.4.3, 2018

#无障碍 #WCAG #对比度

读柱状图时人们很少估错数值,可面对气泡图的圆面积或热力图的颜色深浅就常常走眼,这种差别从何而来?

People rarely misread values off a bar chart, yet they routinely misjudge bubble areas or heat-map color shades — where does this gap come from?

人脑解码不同视觉属性的精度天生不同:沿公共刻度比较位置与长短相当可靠,而估计面积、角度或颜色深浅时误差会明显放大。心理物理实验给出的准确度排序大致是位置、长度、斜率、角度、面积、色彩饱和度,越靠后越不可信;面积感知还服从幂定律,圆的大小常被系统性误判。因此严谨的图表把关键数值交给条形长度或点的位置来编码,颜色只用于区分类别,不承担精确读数。
The brain decodes different visual attributes with very different precision: comparing positions and lengths along a shared scale is highly reliable, while estimating areas, angles or color shades carries much larger errors. Psychophysical experiments rank the channels roughly as position, length, slope, angle, area, color saturation, with accuracy falling down the list, and area perception obeys a power law, so circles get systematically misjudged. Careful charts therefore encode key numbers with bar lengths or point positions and reserve color for telling categories apart rather than precise reading.
难度 入门 · 适合 大众 CC BY 4.0 · 已核验 · Verified 2026-10-04
来源 · Source

W. Cleveland 与 R. McGill,Graphical Perception: Theory, Experimentation, and Application to the Development of Graphical Methods,Journal of the American Statistical Association 第79卷第387期,1984年;W. Cleveland,《The Elements of Graphing Data》,Hobart Press,1994年

W. Cleveland and R. McGill, Graphical Perception: Theory, Experimentation, and Application to the Development of Graphical Methods, Journal of the American Statistical Association 79(387), 1984; W. Cleveland, The Elements of Graphing Data, Hobart Press, 1994

#视觉通道 #图形感知 #位置编码

什么是人机交互?

What is human-computer interaction?

人机交互研究人和电脑如何互相交流,包括屏幕、鼠标、语音等人能轻松使用电脑的方式。
Human-computer interaction studies how people and computers communicate, including screens, mice, and voice that make computers easy to use.
难度 入门 · 适合 大众 CC BY 4.0 · 已核验 · Verified 2026-11-03
来源 · Source

《人机交互》(清华大学出版社)

Sweller, Ayres & Kalyuga, Cognitive Load Theory, Springer

#人机交互 #界面 #基础