1. Texture is seldom useful for conveying differences or calling attention, since it requires a lot of attention to distinguish.
纹理很少被用来表达不同或者引起注意,因为分辨纹理需要很强的注意力。

-- 来源 -- About Face 3交互设计精髓

2. Users of these interfaces will seldom be technology-savvy and should, therefore, be presented the most simple and straightforward interfaces possible. These users are also accustomed to hardware controls.
这些界面的使用者通常都不是科技狂人,因此应该呈现给他们最简单且最直接的界面,这些使用者通常都非常习惯使用硬件控制。

-- 来源 -- About Face 3交互设计精髓

3. It is also important to realize that customers seldom actually use the product themselves, and when they do, they use it quite differently from the way their users do.
同样要意识到这些顾客实际上很少使用产品,当他们使用时,也和用户的使用方式不同。

-- 来源 -- About Face 3交互设计精髓

4. Most users have no problem understanding the visual affordance. The problem is that the image on the face of the butcon is seldom that clear.
大部分人都可以迅速理解其视觉启示,问题在于图标按钮上面的图像很少是清晰明了的。

-- 来源 -- About Face 3交互设计精髓

5. Market segments can be used in the Research phase to limit the range of personas to target markets. However, there is seldom a one-to-one mapping between market segments and personas.
市场划分能够在研究阶段限制目标市场人物角色的范围,然而很少存在市场划分和人物角色之间一对一的映射。

-- 来源 -- About Face 3交互设计精髓

6. Direct manipulation idioms often must be taught, but their strength is that teaching them is easy, and once taught, they are seldom forgotten. It is a classic example of idiomatic design.
直接操作习惯必须通过他人教授才能学会,但是教起来不难,通常只需指出它们。 而且一旦学过,就很少会忘记,这是一个经典的根据习惯用法设计的例子。

-- 来源 -- About Face 3交互设计精髓

7. Necessary use interactions demand pedagogy because they are seldom encountered: Users may forget how to access the function or how to perform tasks related to it.
用户需要学习掌握必须使用交互,因为这些情形很少会遇到,用户可能会忘记如何操作,以及如何执行相关任务。

-- 来源 -- About Face 3交互设计精髓

8. This seldom occurs in the standard development process, where hardware engineering teams regularly hand off completed mechanical and industrial designs to the software teams, who must then accommodate them, regardless of what is best from the user’s perspective.
硬件工程师完成机械和工业设计部分后,如果不从用户的角度考虑最佳方案,而只是将其简单地扔给软件团队便再也不管了,那么软件团队将不得不削足适履,这完全不是正确的标准开发流程。

-- 来源 -- About Face 3交互设计精髓

9. Personas are segmented along ranges of usage behavior, not demographics or buying behavior, so there is seldom a one-to-one mapping of market segments to personas.
人物角色的划分是按照使用行为的范围来进行的,而不是人口统计或者购买行为,所以很少存在一一对应的市场划分和人物角色。

-- 来源 -- About Face 3交互设计精髓

10. We prefer the term perpetual intermediates, because although beginners quickly improve to become intermediates, they seldom go on to become experts.
因为新手虽然能很快进步成为中间用户,但他们很少能够继续成为专家。

-- 来源 -- About Face 3交互设计精髓