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问题概述

  需要给用户适当挑战以保持他们的参与度。

示例

用途
  • 用于当过于困难的挑战会让用户倍感压力、焦虑不安时;
  • 用于当过于简单寻常的任务会让有经验的用户感觉无趣时;
  • 用于当同一系统需要同时满足有经验和没有经验的用户时。
解决方案

  为了让用户保持活力,需要给他们适当的挑战。挑战难度太高会让用户倍感压力、焦虑不安,而挑战太容易会让用户感觉无趣,这二者都会导致用户离开活动。
  适当地挑战要在焦虑和无聊之间保持审慎的平衡。为了保持用户参与度,需要在难度曲线和学习曲线之间保持平衡,这是个细致活。[1]
  如果用户参与活动的经历像过山车一样,那他们的参与度最高。换句话说,有时难度很高的挑战才有趣,人们得不断提高技能水平才能克服苦难,难题攻克后也有意思,因为人们能掌控挑战或轻松完成任务,但在用户感到无聊之前,必须再次提高挑战水平。[2]

说明
  挑战难度太高会让用户倍感压力、焦虑不安,而挑战太容易会让用户感觉无趣。为了保持用户参与度,需要在难度曲线和学习曲线之间保持审慎的平衡。

  结合用户场景,设计与之匹配的挑战与体验,即挑战与体验随着时间改变。这与标准可用性方法大相径庭,后者注重简单至上。在随时间改变的设计中,还要注重随着用户能力的提升而提高挑战难度,以适应用户日益增长的技能水平。[3]
  用户活跃度高,他们会积极地参与任务,不想被与挑战及目标无关的事物分心[4]。
  为了让用户保持活力,需要给他们适当的挑战。挑战难度太高会让用户倍感压力、焦虑不安,而挑战太容易会让用户感觉无趣,这二者都会导致用户离开活动。
  适当地挑战要在焦虑和无聊之间保持审慎的平衡,以保持用户参与度。
  当考虑在设计中应用适当挑战时,通常是设计一系列事件,技能水平要求逐步提高。在电子游戏中,事件通常是指等级,而在线上学习中,事件通常是指课程中的每节课。要完成挑战,必须进行必要的学习。[5]

原文地址:http://ui-patterns/patterns/Appropriate-challenge

[1]原文:To design for appropriate challenges is to keep a careful balance between neither producing anxiety nor boredom. To keep users in the flow channel. It’s a careful dance keeping balance between the difficulty curve and the learning curve.
[2]原文:Users are most engaged, if they follow a roller-coaster pattern through the Flow Channel. It’s more fun in other words, if challenges sometimes seem too difficult – until our rising skill level flattens the curve. The ensuing mastery is also fun as we dominate the challenge or breeze through a task. But before it becomes old, the challenge level must rise again.
[3]原文:Consider the context of your users and design appropriate challenges and experiences which suit it. That is, design for changes over time. This is a radical break from the the standard usability approach, where everything is concentrated around making things as easy as possible. By designing for changes over time, you also concentrate on making things harder to do as users progress, to suit their growing skill level.
[4]原文:We’re in flow when we experience a task so positively that we do not allow ourselves to be diverted by distractions that don’t support the challenges and goals we are pursuing.
[5]原文:When you think about appropriate challenges in your design, you are most often designing for a sequence of events that progressively require an increased skill level. In video games, the events are often represented by levels; in e-learning, by lessons within courses. To complete a challenge, it is necessary that the requisite learning takes place.

本文标签: Challenge