移动应用交互设计理论与范式
移动交互理论基础与演进趋势
这类文献关注人机交互的宏观理论框架,包括具身认知理论、泛在计算架构以及利用知识图谱对行业发展趋势的演进分析。
- 基于CiteSpace的人机交互领域研究热点和发展趋势分析(刘 梦, 郭禹辰, 宋蔓蔓, 2025, 计算机科学与应用)
- 基于具身认知的人机交互发展研究(罗 兰, 邹 欣, 杨 勤, 2021, 软件工程与应用)
- Ubiquitous Computing - Computing in Context(Albrecht Schmidt, 2003, Lancaster EPrints (Lancaster University))
- Ubiquitous Computing: Smart Devices, Environments and Interactions(Stefan Poslad, 2009, Medical Entomology and Zoology)
情境感知与适应性交互范式
这类文献探讨移动设备如何感知外部环境并作出反馈,重点研究情境感知(Context-awareness)、最小注意力用户界面(MAUI)以及基于特定场景(如短视频、移动学习)的交互策略。
- Context awareness and adaptation in mobile learning(Yuan-Kai Wang, 2004, No journal)
- Using while moving(Jason Pascoe, Nick Ryan, David Morse, 2000, ACM Transactions on Computer-Human Interaction)
- 基于场景交互理论的短视频APP界面设计研究——以抖音为例(李 佳, 2023, 设计进展)
- Interaction patterns for refining behaviour specifications of context-aware mobile services(Laura Daniele, Luís Ferreira Pires, Marten van Sinderen, 2008, University of Twente Research Information)
智能化与算法驱动的交互策略
这类文献侧重于AI技术(如AIGC、协同过滤算法、智能代理)在移动交互中的应用,研究如何通过智能化手段提升推荐精度、内容创作效率及用户参与度。
- Robust real-time object detection.(Paul Viola, 2001, No journal)
- 基于协同过滤算法的移动智能学习平台的开发与设计(杨凯欣, 李雅玮, 2019, 软件工程与应用)
- 基于活动理论的AIGC观展交互设计研究——以“趣迹”APP为例(胡 琪, 2026, 设计进展)
- AI短视频场景下对营销的影响研究(陈彦希, 2025, 电子商务评论)
- Hermes: Designing Goal-Oriented Agent Interactions(Christopher Cheong, Michael Winikoff, 2006, Lecture notes in computer science)
沉浸式体验与多感官设计
这类文献聚焦于AR/VR等增强现实与虚拟现实技术,探讨多感官设计、具身交互模型在博物馆导览、康复医疗及消费场景中的沉浸式应用。
- “你蕉绿了吗”——基于AR技术情绪缓解交互设计(江雨馨, 2025, 设计进展)
- 多感官设计在传统手工艺类非遗虚拟体验中的应用(吕佩珍, 崔 晋, 2023, 设计进展)
- 基于具身认知的镇江博物馆AR导览界面设计研究(李树胜, 2023, 设计进展)
- 虚拟交互技术在康复机器人中的应用(黄灶荣, 窦亮亮, 宋 元, 李建华, 谭啸海, 王春宝, 刘铨权, 段丽红, 刘 琦, 张 鑫, 吕筱薇, 2023, 人工智能与机器人研究)
- 用户体验视角下AR在消费场景中的应用研究(王 姿, 2025, 电子商务评论)
特定用户群体与包容性设计
这类文献针对特定用户(如老龄群体、农村发展中国家用户)的认知特征和基础设施限制,提出定制化的界面设计原则与系统架构。
- Designing an architecture for delivering mobile information services to the rural developing world(Tapan S. Parikh, Edward D. Lazowska, 2006, No journal)
- 基于老龄用户视觉认知特征的移动端界面设计研究(沈菲童, 2024, 设计进展)
该组论文涵盖了移动应用交互设计的全方位研究,从具身认知和泛在计算的理论源头,延伸至情境感知、智能化算法、AR/VR沉浸式技术等前沿范式,并深入探讨了针对老龄化及农村环境的包容性设计,展现了从基础界面设计向智能化、多模态及场景化交互转变的行业趋势。
总计20篇相关文献
Implementing successful rural computing applications requires addressing a number of significant challenges. Recent advances in mobile phone computing capabilities make this device a likely candidate to address the client hardware constraints. Long battery life, wireless connectivity, solid-state memory, low price and immediate utility all make it better suited to rural conditions than a PC. However, current mobile software platforms are not as appropriate. Web-based mobile applications are hard to use, do not take advantage of the mobile phone's media capabilities and require an online connection. Custom mobile applications are difficult to develop and distribute. To address these limitations we present CAM - a new framework for developing and deploying mobile computing applications in the rural developing world. CAM applications are accessed by capturing barcodes using the mobile phone camera, or entering numeric strings with the keypad. Supporting minimal navigation, direct linkage to paper practices and offline multi-media interaction, CAM is uniquely adapted to rural device, user and infrastructure constraints. To illustrate the breadth of the framework, we list a number of CAM-based applications that we have implemented or are planning. These include processing microfinance loans, facilitating rural supply chains, documenting grassroots innovation and accessing electronic medical histories.
The Cambridge Research Laboratory was founded in 1987 to advance the state of the art in both core computing and human-computer interaction, and to use the knowledge so gained to support the Company’s corporate objectives. We believe this is best accomplished through interconnected pursuits in technology creation, advanced systems engineering, and business development. We are actively investigating scalable computing; mobile computing; vision-based human and scene sensing; speech interaction; computer-animated synthetic persona; intelligent information appliances; and the capture, coding, storage, indexing, retrieval, decoding, and rendering of multimedia data. We recognize and embrace a technology creation model which is characterized by three major phases: Freedom: The life blood of the Laboratory comes from the observations and imaginations of our research staff. It is here that challenging research problems are uncovered (through discussions with customers, through interactions with others in the Corporation, through other professional interactions, through reading, and the like) or that new ideas are born. For any such problem or idea, this phase culminates in the nucleation of a project team around a well articulated central research question and the outlining of a research plan. Focus: Once a team is formed, we aggressively pursue the creation of new technology based on
Using while moving" is the basic ability fieldwork users require of a mobile computer system. These users come from a wide range of backgrounds but have in common an extremely mobile and dynamic workplace. We identify four specific characteristics of this class of users: dynamic user configuration, limited attention capacity, high-speed interaction, and context dependency. A prototype is then presented that was designed to assist fieldworkers in data collection tasks and to explore the HCI design issues involved. The prototype was used in an extensive field trial by a group of ecologists observing giraffe behavior in Kenya. Following this trial, improvements were made to the prototype interface which in turn was tested in a subsequent field trial with another group of ecologists. From this experience, we have formulated our resulting ideas about interface design for fieldworkers into two general principles: Minimal Attention User Interfaces (MAUIs) and context awareness. The MAUI seeks to minimize the attention, though not necessarily the number of interactions, required from the user in operating a device. Context awareness enables the mobile device to provide assistance based on a knowledge of its environment.
No abstract
List of Figures. List of Tables. Preface. Acknowledgements. 1 Ubiquitous Computing: Basics and Vision. 1.1 Living in a Digital World. 1.2 Modelling the Key Ubiquitous Computing Properties. 1.3 Ubiquitous System Environment Interaction. 1.4 Architectural Design for UbiCom Systems: Smart DEI Model. 1.5 Discussion. Exercises. References. 2 Applications and Requirements. 2.1 Introduction. 2.2 Example Early UbiCom Research Projects. 2.3 Everyday Applications in the Virtual, Human and Physical World. 2.4 Discussion. Exercises. References. 3 Smart Devices and Services. 3.1 Introduction. 3.2 Service Architecture Models. 3.3 Service Provision Life-Cycle. 3.4 Virtual Machines and Operating Systems. Exercises. References. 4 Smart Mobiles, Cards and Device Networks. 4.1 Introduction. 4.2 Smart Mobile Devices, Users, Resources and Code. 4.3 Operating Systems for Mobile Computers and Communicator Devices. 4.4 Smart Card Devices. 4.5 Device Networks. Exercises. References. 5 Human-Computer Interaction. 5.1 Introduction. 5.2 User Interfaces and Interaction for Four Widely Used Devices. 5.3 Hidden UI Via Basic Smart Devices. 5.4 Hidden UI Via Wearable and Implanted Devices. 5.5 Human-Centred Design (HCD). 5.6 User Models: Acquisition and Representation. 5.7 iHCI Design. Exercises. References. 6 Tagging, Sensing and Controlling. 6.1 Introduction. 6.2 Tagging the Physical World. 6.3 Sensors and Sensor Networks. 6.4 Micro Actuation and Sensing: MEMS. 6.5 Embedded Systems and Real-Time Systems. 6.6 Control Systems (for Physical World Tasks). 6.7 Robots. Exercises. References. 7 Context-Aware Systems. 7.1 Introduction. 7.2 Modelling Context-Aware Systems. 7.3 Mobility Awareness. 7.4 Spatial Awareness. 7.5 Temporal Awareness: Coordinating and Scheduling. 7.6 ICT System Awareness. Exercises. References. 8 Intelligent Systems (IS). 8.1 Introduction. 8.2 Basic Concepts. 8.3 IS Architectures. 8.4 Semantic KB IS. 8.5 Classical Logic IS. 8.6 Soft Computing IS Models. 8.7 IS System Operations. Exercises. References. 9 Intelligent System Interaction. 9.1 Introduction. 9.2 Interaction Multiplicity. 9.3 Is Interaction Design. 9.4 Some Generic Intelligent Interaction Applications. Exercises. References. 10 Autonomous Systems and Artificial Life. 10.1 Introduction. 10.2 Basic Autonomous Intra-Acting Systems. 10.3 Reflective and Self-Aware Systems. 10.4 Self-Management and Autonomic Computing. 10.5 Complex Systems. 10.6 Artificial Life. Exercises. References. 11 Ubiquitous Communication. 11.1 Introduction. 11.2 Audio Networks. 11.3 Data Networks. 11.4 Wireless Data Networks. 11.5 Universal and Transparent Audio, Video and Alphanumeric Data. 11.6 Ubiquitous Networks. 11.7 Further Network Design Issues. Exercises. References. 12 Management of Smart Devices. 12.1 Introduction. 12.2 Managing Smart Devices in Virtual Environments. 12.3 Managing Smart Devices in Human User-Centred Environments. 12.4 Managing Smart Devices in Physical Environments. Exercises. References. 13 Ubiquitous System: Challenges and Outlook. 13.1 Introduction. 13.2 Overview of Challenges. 13.3 Smart Devices. 13.4 Smart Interaction. 13.5 Smart Physical Environment Device Interaction. 13.6 Smart Human-Device Interaction. 13.7 Human Intelligence Versus Machine Intelligence. 13.8 Social Issues: Promise Versus Peril. 13.9 Final Remarks. Exercises. References. Index.
This study investigates the importance of context-awareness and adaptation in mobile learning. Context-aware mobile learning that senses mobile environment and reacts to changing context during learning process has four interaction modes with three mobile entities of different mobility. Contexts in mobile learning are categorized into six dimensions that form a context space. Several mobile learning systems are examined according to the definition of context-aware mobile learning. Challenging issues of context awareness and adaptation are explored.
Computers have advanced beyond the desktop into many parts of everyday life.Ubiquitous Computing is inevitably computing in context: it takes place in situations in the real world.So far most research, especially in mobile computing, has focused on enabling transparent use of computers, independently of the environment.An orthogonal research effort is to exploit context.The research reported here is investigating: how context can be acquired, distributed, and used and how it changes human computer interaction in Ubiquitous Computing.iii Possible sensing technologies, in particular low level physical sensors, and perception techniques are assessed and their value for providing context in Ubiquitous Computing systems is analysed.Abstractions on sensor level, cue level, and context level are introduced, resulting in a flexible context acquisition architecture.A bottom-up approach for modelling context aware systems is introduced.This makes use of the fact that context or domain knowledge is more general on the level of artefacts, than on the system level.The creation of context aware systems, based on this approach, is then investigated using the method of prototyping.To generalise and communicate results, a pattern language for context aware systems is suggested.As context acquisition systems are mostly specific to a certain task, building such systems involves designing and building hardware and software.The research presented here shows methods, architectures, and tools to make the development process more efficient.The Smart-Its platform, a rapid prototyping system for context-aware Ubiquitous Computing systems, is introduced and use experience is reported.The observation that context naturally surrounds us, led to the development of a communication platform.This platform provides an effective means to distribute and receive information based on spatial and temporal relationships of components.In this research the notion of implicit human computer interaction, and in particular the use of context information as implicit input, is introduced.The implications on the user interface and on the human computer interaction process are analysed, as context is fundamentally different from events in user interfaces.Finally the research presents an overview on how Ubiquitous Computing systems can be evaluated.Different techniques are assessed, and the concept of probing users and developers with prototypes is presented.
In the context of Model-Driven Architecture (MDA), little attention has been given to behavioural aspects of service design. This paper proposes a MDA-based approach that considers these aspects in the development of context-aware mobile services. Starting from the specification of the external observable behaviour of a service, we gradually refine this behaviour considering the internal structure of the service. Particularly, we present a structure that is general enough to be used for several context-aware mobile services. However, it may be configured based on the specific service to be developed. An important step of our approach consists of identifying sequences of interactions, which we call interaction patterns, which can be mapped into a behaviour model of the components that execute the service. This model is platform-independent and may be realized in terms of several specific target technologies.
为了解国内人机交互领域研究热点及前沿发展趋势,本文基于CiteSpace可视化分析软件,通过文献计量学方法,梳理了2010~2025年人机交互领域的研究成果为研究对象,构建了知识图谱。人机交互领域的研究热点趋势主要从基础的界面设计和移动设备交互,逐渐转向增强现实、虚拟现实等沉浸式技术,再到人工智能和多模态交互的深度融合,元宇宙成为未来的研究方向。本研究旨在为人机交互及其交叉学科的未来发展提供参考与支持。
青年群体在各类展览的参观过程中,普遍面临“看不懂”“没意思”与“留不住”的体验断层,严重制约了展览内容的传播效能。文章引入活动理论与数字叙事视角,针对观展交互中的主体能力不足与工具效能滞后等矛盾,构建了AIGC赋能下的交互系统模型。在此基础上,设计了“趣迹”App:利用计算机视觉与大语言模型技术,将晦涩的展品信息实时转化为通俗的知识卡片,降低认知门槛;通过语音合成技术赋予展品拟人化角色,以第一人称叙事重塑交互规则,增强情感共鸣;引入视觉隐喻与收藏机制,将碎片化的观展体验整合为可流动的数字记忆。设计方案通过多模态技术的介入,有效优化了从感知到记忆的观展全流程,为展览场景的活态传承提供了新的实践路径。
随着移动互联网的快速发展,短视频已成为数字营销领域的重要载体。本文基于精细加工可能性模型(ELM)理论,构建短视频营销效果影响因素分析框架,以“哔哩哔哩动画”平台439条AI短视频为样本,通过内容策略编码分析、变量交互作用及OLS回归分析等方法展开研究。研究发现,在中心路径策略中,用户参与行为主要受社会、自我两类消息策略的影响;边缘策略路径下,视频无解说以及有信息交互的内容策略均能同时激发用户多维度的参与行为;字幕对用户部分参与行为的影响显著;视频时长以及标题样式为警示/感叹式对收藏行为具有显著正向影响;而拍摄视角以及视频的呈现方式与用户参与行为无关。本研究从营销传播视角揭示了短视频内容策略的作用机制,为优化AI短视频场景下对产品的营销提供了实证依据,建议营销者应重点强化信息可信度、设计交互式内容模块,并通过动态字幕和情感化标题提升营销信息的说服效果。
具身认知是以哲学为背景的认知理论,其核心为身心一元,强调身体在认知中的重要地位。在人工智能、数据分析、虚拟现实、传感器等交互技术等强力发展的当下,身体也以更多样的方式参与到了交互当中。这使得交互设计与具身认知的结合对于未来人机间的交互设计具有实际的意义和价值。本文回顾了人机交互的发展历史,重点讨论了计算机发展不同阶段下的人机交互界面、人机交互特点、交互设计原则和当前人机交互面对的局限等多个重要问题。并结合了认知科学的新进路具身认知深入分析认知与人机交互发展间的关系,根据身体经验在交互中的参与程度构建了人机交互的具身层次模型,分析不同具身层次下交互设计的特点。提出在智能时代下具身认知对未来人机交互发展的指导意义,具身隐喻与身体图示在人机交互中所起到的在技术限制下的经验隐喻和对中心–边缘注意力进行合理设计的作用。
针对教育类app市场中,综合类教育类app较少并仅提供网课平台学习服务,部分教育类仅提供教学辅助功能的现状,本文提出了一款既能为高校提供教学辅助,又能服务学生进行网课学习的移动智能学习平台,该平台引入了KNNBaseline协同过滤算法,先将目标用户与系统预设的用户进行相似度计算,然后再与剩余用户进行相似度计算,有效解决因为用户信息过于稀疏可能造成的问题,并且引入了用户评分随着时间改变而改变的基线模型。使用MovieLens ml-100k数据集进行实验,实验结果表明,该算法可以有效地为学生提供个性化推荐服务。
世界范围内有数量庞大的卒中患者群体,大多都存在认知功能障碍。虚拟现实技术因其优秀的人机交互性,在康复领域有广泛的应用前景。结合虚拟现实技术的康复机器人在神经治疗上效果显著。本文从虚拟环境、人体信息采集、虚拟环境中的信息反馈三个方向,介绍了VR技术在康复机器人中的应用形式,同时总结了此技术应用的发展趋势,这为相关领域的研究工作提供新的思路和方法。
本研究旨在探索一种利用增强现实(AR)交互技术和相机识别技术,结合数据库对比,定制个性化可交互IP的方法,以有效降低人们的容貌焦虑。随着社交媒体的普及和审美标准的多样化,容貌焦虑问题日益突出,对个体的心理健康和生活质量产生了不良影响。本研究通过创新技术手段,提供了一种全新的解决方案。通过实证研究,我们发现使用定制IP的用户在容貌焦虑方面表现出了显著的降低趋势。这一结果表明,AR交互技术和相机识别技术的结合在降低容貌焦虑方面具有潜在的应用价值。此外,定制IP的交互性也增加了用户的参与感和归属感,有助于提升用户的自我满意度和自信心。综上所述,本研究提出了一种创新的、有效的降低容貌焦虑的方法,为心理健康领域提供了新的技术手段和思路。未来,我们将继续探索和完善这一方法,以期在更广泛的领域中得到应用和推广。
文章从用户场景交互的视角出发,分析当下热门的抖音短视频APP交互界面设计的特点,并提出基于场景交互体验的短视频APP交互界面设计策略。总结出短视频APP在界面设计中应充分考虑用户在视觉形式、交互内容、交互行为等多种体验场景层面的需求,同时,营造良好社交互动氛围,注重用户情感价值,增强用户的体验度等。希望通过本文的研究,能对提升抖音APP产品的用户黏性和商业价值有所助力。
随着增强现实(AR)技术的不断发展,其在消费场景中的应用已引起广泛关注。AR技术通过将虚拟信息与真实世界动态融合,为消费者提供了高度互动和沉浸式的体验。本文首先回顾了AR技术在消费领域的应用历程。接着,分析了AR技术在消费场景中的具体应用,包括图像识别与物体跟踪、空间感知与深度传感器、运动追踪与手势识别、环境光感知等。此外,文章借助诺曼的三层次用户体验模型,对AR在用户体验方面的影响进行了深入分析,揭示了其在本能层、行为层和反思层的独特价值。最后提出AR在消费领域面临的挑战与未来发展趋势,旨在为相关研究提供参考,推动AR技术的进一步应用与优化。
本研究基于老龄用户的视觉认知特点与行为习惯,探讨了适合老龄用户的APP界面交互设计原则,旨在为此类界面交互提供可行性建议。通过对国内外老龄用户APP界面交互设计理论的比较研究,运用老年人在视觉感知、注意力、记忆、思维方面的视觉认知特性,总结出适合于老龄用户的APP界面交互设计策略,并将其应用于项目实践。通过具体案例的设计实践,初步验证了老龄用户视觉认知特征的研究在APP界面交互设计中的适用性,提出符合老龄用户视觉认知特征的设计策略,为适老化界面设计提供思路,从而帮助老龄用户设计出更符合需求的界面。
目的:当前镇江博物馆的传统导览方式已经无法满足用户的参观需求,为了给用户提供更好的参观体验,通过镇江博物馆的AR导览应用的界面设计,解决当前镇江博物馆导览中面临的问题。方法:研究结合博物馆导览中偶发性、短时性、渐续性的特点,提出具身认知在感知层面、意向层面、情境层面与博物馆AR导览界面的设计关联,并在以上三个层面进行了镇江博物馆AR导览界面设计。结论:通过该设计案例验证了研究的可行性,有助于提高博物馆导览的互动性和趣味性,为博物馆导览研究者和设计师提供新理论框架和路径参考。
随着非遗传承手段的多样化,多感官设计结合虚拟体验所带来的深入式沉浸性为非遗传承塑造更良好的空间。本文围绕传统手工艺类非遗的多感官虚拟体验设计这一问题,通过总结虚拟体验的多感官设计原则,从信息构筑与感官设计出发,针对传统手工艺类非遗的特点提出基于情感共鸣、沉浸体验、情境交互的虚拟体验多感官设计策略。
该组论文涵盖了移动应用交互设计的全方位研究,从具身认知和泛在计算的理论源头,延伸至情境感知、智能化算法、AR/VR沉浸式技术等前沿范式,并深入探讨了针对老龄化及农村环境的包容性设计,展现了从基础界面设计向智能化、多模态及场景化交互转变的行业趋势。