西门子SX1“侧键”设计的用意( 三 )


第二种方式是使用一个临时的层来显示用户激活的按钮标签,显示的标签会遮盖底下的图层 。这种选择允许应用程序继续使用全屏模式,而只保留用户最需要的或在学习使用的或最常用的标签 。这样减少了快捷按键的数量,只要一个键被用于显示标签 。Siemens倾向于采用数字键8作为激活按钮 。最后一种选择是使用一个半透明的层,标签一直显示在上面,但是底下的应用一样一直可见 。标签背景和标签有明显的区分、关联以保证两者不会被用户混淆 。这种选择可能是最难于实现,因为图像的设计需要保证在底下一层的应用和在上面一层的标签不会互相冲突,否则底层的应用和上面的标签都会无法看清楚 。
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的外形设计使得无法使用全部的10个"侧键"都被应用程序用作快捷按钮,因为1、2、6、7这几个键邻近或是高于显示屏的状态栏 。当然在游戏的时候如果排除了Siemens本身的状态栏,游戏就可以占据整个屏幕,那么只有1、6两个键不可用了 。
Creation of the key labels will be a manual coding exercise as there are no additional APIs to create button labels.
创造按钮标签将是一个自己动手编码的过程因为这里没有现成的API来创造这些按钮标签 。
"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."
"第一眼看到的时候,我认为这种两侧键盘的排列方式只是一个在产品外观设计上的独特玩意儿,但是当我开始接着设想SX1的用户界面和应用的时候,我意识到使用两侧键做热键的方式给了我新的可能性来创造用别的方式难以操控的应用程序 。这种布局让我能设计出能带来更高效、印象深刻的用户体验的应用程序,因为在屏幕内容和用户操作界面之间有很强的视觉联系 。"-David Mannl,自由采访人员,Series 60界面设计顾问 。
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的设计使得开发者可以灵活地增加更多的操作在他们的应用程序里,而且这些新增的操作很容易被用户理解 。到时候看到会有么广泛的开发者这么作将会是一件有趣的事情 。游戏开发者们可能会是最主要的使用者因为游戏经常采用数字键来做操作 。游戏大概也不需要使用全部的10个键,并且只要少量的增加的开发工作,如果这个游戏已经包含了一个按键映射的功能 。使用"侧键"来操作其他类型的应用将会通过很多种方法实现,随着SX1的流行,以后只要在应用界面设计上做出轻微的修改,就能够有效的使用"侧键",使得功能使用有规则可寻,而更易于被用户理解,从而提高了用户体验 。

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