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700 lines
27 KiB
Plaintext
Hi, I’m Carrie Anne, and welcome to Crash Course Computer Science!
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(。・∀・)ノ゙嗨,我是 Carrie Anne \N 欢迎收看计算机科学速成课!
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So, over the course of this series,
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在这个系列中,
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we’ve focused almost exclusively on computers –
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我们聊的话题几乎全是计算机-比如电路和算法
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the circuits and algorithms that make them tick.
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我们聊的话题几乎全是计算机-比如电路和算法
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Because...this is Crash Course Computer Science.
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毕竟这是*计算机*速成课
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But ultimately, computers are tools employed by people.
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但归根结底,计算机只是给人用的工具
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And humans are… well… messy.
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而人类有点... 乱
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We haven’t been designed by human engineers from the ground up
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人类不是被工程师设计的,没有具体性能规格
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with known performance specifications.
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人类不是被工程师设计的,没有具体性能规格
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We can be logical one moment and irrational the next.
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我们一会儿是理性的,一会儿是不理性的
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Have you ever gotten angry at your navigation system? Surfed wikipedia aimlessly?
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你有没有对导航生过气?或是漫无目的的刷维基百科?
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Begged your internet browser to load faster?
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求浏览器加载快点?
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Nicknamed your roomba?
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给扫地机器人取名?
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These behaviors are quintessentially human!
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这些是人类行为!
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To build computer systems that are useful, usable and enjoyable,
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为了做出使用愉快的计算机
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we need to understand the strengths and weaknesses of both computers and humans.
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我们需要了解计算机和人类的优缺点
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And for this reason, when good system designers are creating software,
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优秀的系统设计师在创造软件时
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they employ social, cognitive, behavioral, and perceptual psychology principles.
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会运用社会心理学,认知心理学,\N 行为心理学,感知心理学的原理
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No doubt you’ve encountered a physical or computer interface
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你肯定见过难用的物理界面/计算机界面 \N 阻碍你做事
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that was frustrating to use, impeding your progress.
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你肯定见过难用的物理界面/计算机界面 \N 阻碍你做事
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Maybe it was so badly designed that you couldn’t figure it out and just gave up.
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甚至糟糕到放弃使用
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That interface had poor usability.
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那个界面的"易用度"很差
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Usability is the degree to which a human-made artifact – like software
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"易用度"指的是人造物体,比如软件 \N 达到目的的效率有多高
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– can be used to achieve an objective effectively and efficiently.
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"易用度"指的是人造物体,比如软件 \N 达到目的的效率有多高
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To facilitate human work, we need to understand humans
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为了帮助人类工作,我们需要了解人类 \N - 怎么看,思考,反应和互动
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- from how they see and think, to how they react and interact.
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为了帮助人类工作,我们需要了解人类 \N - 怎么看,思考,反应和互动
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For instance, the human visual system has been well studied by Psychologists.
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举个例子,心理学家已经对 \N 人类的视觉系统做了全面的研究
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Like, we know that people are good at ordering intensities of colors.
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我们知道人类擅长给颜色强度排序
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Here are three.
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这里有三个颜色
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Can you arrange these from lightest to darkest?
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你能从浅色到深色排序吗?
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You probably don’t have to think too much about it.
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你可以轻易做到
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Because of this innate ability, color intensity is a great choice
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所以颜色强度很适合显示连续值
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for displaying data with continuous values.
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所以颜色强度很适合显示连续值
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On the other hand, humans are terrible at ordering colors.
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另一方面,人类很不擅长排序颜色
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Here’s another example for you to put in order.
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这是另一个例子
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is orange before blue, or after blue?
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把橙色放到蓝色前面还是后面?绿色放哪里?
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Where does green go?
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把橙色放到蓝色前面还是后面?绿色放哪里?
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You might be thinking we could order this by wavelength of light,
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你可能想通过光的波长排序 \N 就像彩虹一样,但这样太累了
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like a rainbow, but that’s a lot more to think about.
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你可能想通过光的波长排序 \N 就像彩虹一样,但这样太累了
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Most people are going to be much slower and error-prone at ordering.
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大部分人会很慢而且容易出错
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Because of this innate ineptitude of your visual system,
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由于视觉系统天生是这样
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displaying continuous data using colors can be a disastrous design choice.
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所以用不同颜色显示连续性数据,是个糟糕的选择
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You’ll find yourself constantly referring back to a color legend to compare items.
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你得经常看表格来对比数据
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However, colors are perfect for when the data is discrete with no ordering,
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然而,如果数据没有顺序,用不同颜色就很合适
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like categorical data.
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比如分类数据
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This might seem obvious, but you’d be amazed at
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也许这些看起来很明显 \N 但你会惊讶有多少设计把这些基本事情搞错
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how many interfaces get basic things like this wrong.
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也许这些看起来很明显 \N 但你会惊讶有多少设计把这些基本事情搞错
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Beyond visual perception, understanding human cognition helps us
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除了视觉 \N 理解人类的认知系统能帮我们设计更好的界面
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design interfaces that align with how the mind works.
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除了视觉 \N 理解人类的认知系统能帮我们设计更好的界面
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Like, humans can read, remember and process information more effectively
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比如,如果信息分块了 \N 会更容易读,更容易记
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when it's chunked–that is, when items are put together into small, meaningful groups.
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分块是指把信息分成更小,更有意义的块
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Humans can generally juggle seven items, plus-or-minus two, in short-term memory.
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人类的短期记忆能记住5到9个东西
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To be conservative, we typically see groupings of five or less.
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保守一点,分组一般是5个或更少
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That’s why telephone numbers are broken into chunks, like 317, 555, 3897.
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所以电话号码一般分块,比如 317-555-3897
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Instead of being ten individual digits that we’d likely forget, it’s three chunks,
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10个连续数可能会忘,分成3块更好记
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which we can handle better.
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10个连续数可能会忘,分成3块更好记
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From a computer's standpoint, this needlessly takes more time and space,
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从计算机的角度来看,分块更费时费空间
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so it's less efficient.
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效率更低
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But, it’s way more efficient for us humans –
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但这对人类更有效率
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a tradeoff we almost always make in our favor,
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- 碰到这种抉择时,我们总是以人类优先
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since we’re the ones running the show...for now.
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现在我们还是老大.. 暂时啦
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Chunking has been applied to computer interfaces for things
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界面设计用了分块 \N 比如下拉菜单 和带按钮的菜单栏
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like drop-down menu items and menu bars with buttons.
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界面设计用了分块 \N 比如下拉菜单 和带按钮的菜单栏
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It’d be more efficient for computers to just pack all those together, edge to edge
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对电脑来说,全部挤在一起更有效率
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– it’s wasted memory and screen real estate.
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分块浪费内存 浪费屏幕
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But designing interfaces in this way makes them much easier
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但这样设计更容易扫视,记住和访问
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to visually scan, remember and access.
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但这样设计更容易扫视,记住和访问
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Another central concept used in interface design is affordances.
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界面设计中另一个重点概念是"直观功能"
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According to Don Norman, who popularized the term in computing,
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Don Norman 让这个词在计算机界流行起来,根据他的说法
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"affordances provide strong clues to the operations of things.
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"直观功能 为如何操作物体提供线索
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Plates are for pushing.
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平板用来推
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Knobs are for turning.
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旋钮用来转
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Slots are for inserting things into.
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插槽用来插东西
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[...] When affordances are taken advantage of, the user knows what to do just by looking:
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[...]直观功能做的好,用户只需要看一眼就知道怎么做:
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no picture, label, or instruction needed."
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不需要图片,标签或指南来说明"
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If you’ve ever tried to pull a door handle, only to realize that you have to push it open,
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如果你拉过门把手打不开,然后意识到要推开才对
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you’ve discovered a broken affordance.
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那么你发现了一个坏掉的"直观功能"
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On the other hand, a door plate is a better design
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平板是更好的设计
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because it only gives you the option to push.
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因为只能推开
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Doors are pretty straightforward – if you need to put written instructions on them,
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门是简单的东西,如果你要贴指示让人们明白怎么用.
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you should probably go back to the drawing board.
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那么也许你应该重新设计
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Affordances are used extensively in graphical user interfaces,
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"直观功能"广泛用于图形界面
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which we discussed in episode 26.
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我们在第26集讨论过
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It’s one of the reasons why computers became so much easier to use than with command lines.
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这是图形界面比命令行更容易用的原因之一
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You don’t have to guess what things on-screen are clickable, because they look like buttons.
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你不用猜测屏幕上什么东西是可点的,\N 可点的会看起来像按钮
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They pop out, just waiting for you to press them!
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他们弹出来,只是等着你压他们!
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One of my favorite affordances, which suggests to users that an on-screen element is draggable,
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我最喜欢的"直观功能"之一,是向用户表明元素是可拖动的
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is knurling – that texture added to objects
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"滚花" - 一种视觉纹理
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to improve grip and show you where to best grab them.
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告诉用户哪里可以拖动
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This idea and pattern was borrowed from real world physical tools.
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这个点子来自现实世界中的工具
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Related to the concept of affordances is the psychology of recognition vs recall.
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和"直观功能"相关的一个心理学概念是 "认出与回想"
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You know this effect well from tests –
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如果你考过试,肯定感受过这个
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it's why multiple choice questions are easier than fill-in-the-blank ones.
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这就是为什么选择题比填空题容易
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In general, human memory is much better when it’s triggered by a sensory cue,
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一般来说,用感觉来触发记忆会容易得多
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like a word, picture or sound.
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比如文字,图片或声音
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That’s why interfaces use icons – pictorial representations of functions
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所以我们用图标代表功能
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– like a trash can for where files go to be deleted.
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- 比如"垃圾桶"图标 代表里面放着被删除的文件
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We don’t have to recall what that icon does, we just have to recognise the icon.
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我们不用去回想图标的功能是什么,只要能认出来就行了
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This was also a huge improvement over command line interfaces,
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比命令行好得多
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where you had to rely on your memory for what commands to use.
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命令行得依靠记忆来输命令
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Do I have to type "delete", or "remove", or... "trash", or… shoot, it could be anything!
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到底是输入"删除""移除""垃圾"还是"射出"?\N 可能是任何命令!
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It’s actually "rm" in linux,
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顺带一说,在 Linux 里删除文件的命令是 "rm"
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but anyway, making everything easy to discover and learn sometimes means slow to access,
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回到正题,\N 让所有菜单选项好找好记,有时候意味着用的时候会慢一些
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which conflicts with another psychology concept: expertise.
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这与另一个心理学概念冲突:"专业知识"
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As you gain experience with interfaces, you get faster,
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当你用界面熟悉之后,速度会更快一些
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building mental models of how to do things efficiently.
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建立如何高效完成事情的"心理模型"
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So, good interfaces should offer multiple paths to accomplish goals.
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所以 好的界面应该提供多种方法来实现目标
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A great example of this is copy and paste, which can be found in the edit dropdown menu
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一个好例子是复制粘贴,可以在"编辑"的下拉菜单中找到
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of word processors, and is also triggered with keyboard shortcuts.
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也可以用快捷键
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One approach caters to novices, while the other caters to experts, slowing down neither.
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一种适合新手,一种适合专家,两者都不耽误
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So, you can have your cake and eat it too!
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鱼和熊掌兼得!
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In addition to making humans more efficient,
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除了让人类做事更高效,
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we'd also like computers to be emotionally intelligent –
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我们也希望电脑能有一点情商
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adapting their behavior to respond appropriately
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能根据用户的状态做出合适地反应
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to their users' emotional state – also called affect.
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能根据用户的状态做出合适地反应
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That could make experiences more empathetic, enjoyable, or even delightful.
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让使用电脑更加愉快
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This vision was articulated by Rosalind Picard in her 1995 paper on Affective Computing,
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Rosalind Picard 在 1995 年关于"情感计算"的论文中,阐述了这一愿景
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which kickstarted an interdisciplinary field combining aspects
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这篇论文开创了心理学,社会科学和计算机科学的跨学科结合
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of psychology, social and computer sciences.
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这篇论文开创了心理学,社会科学和计算机科学的跨学科结合
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It spurred work on computing systems that could recognize,
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促进了让计算机理解人类情感的研究
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interpret, simulate and alter human affect.
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促进了让计算机理解人类情感的研究
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This was a huge deal, because we know emotion influences cognition and perception
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这很重要,因为情绪会影响日常活动
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in everyday tasks like learning, communication, and decision making.
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比如学习,沟通和决策
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Affect-aware systems use sensors, sometimes worn, that capture things like speech and
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情感系统会用传感器,录声音,
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video of the face, as well as biometrics, like sweatiness and heart rate.
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录像(你的脸)以及生物指标,比如出汗和心率
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This multimodal sensor data is used in conjunction with computational models that represent how
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得到的数据和计算模型结合使用
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people develop and express affective states, like happiness and frustration,
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模型会写明人类如何表达情感,怎么是快乐 怎么是沮丧
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and social states, like friendship and trust.
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以及社交状态,比如友谊和信任
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These models estimate the likelihood of a user being in a particular state,
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模型会估算用户的情绪
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and figure out how to best respond to that state,
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以及怎样以最好的回应用户
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in order to achieve the goals of the system.
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以达到目标
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This might be to calm the user down, build trust, or help them get their homework done.
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比如让用户冷静下来,建立信任,或帮忙完成作业
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A study, looking at user affect, was conducted by Facebook in 2012.
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Facebook 在 2012 年进行了一项"影响用户"的研究
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For one week, data scientists altered the content
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数据科学家在一个星期内
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on hundreds of thousands of users' feeds.
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修改了很多用户 时间线上显示的内容
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Some people were shown more items with positive content,
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有些人会看到更多积极向上的内容
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while others were presented with more negative content.
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有些人会看到更多负面消极的内容
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The researchers analyzed people's posts during that week,
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研究人员分析了那一周内人们的发帖
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and found that users who were shown more positive content,
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发现看到积极向上内容的用户,
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tended to also post more positive content.
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发的帖子往往更正面
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On the other hand, users who saw more negative content, tended to have more negative posts.
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另一方面,看到负面内容的用户,发的内容也更负面
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Clearly, what Facebook and other services show you
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显然,Facebook和其他网站向你展示的内容
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can absolutely have an affect on you.
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绝对会对你有影响
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As gatekeepers of content, that’s a huge opportunity and responsibility.
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作为信息的守门人,这是巨大的机会 同时也是责任
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Which is why this study ended up being pretty controversial.
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研究结果相当有争议性.
|
||
|
||
Also, it raises some interesting questions about
|
||
而且它还产生了一个有趣的问题:
|
||
|
||
how computer programs should respond to human communication.
|
||
计算机程序如何回应人类
|
||
|
||
If the user is being negative, maybe the computer shouldn’t be
|
||
如果用户的情绪比较负面,也许电脑不应该
|
||
|
||
annoying by responding in a cheery, upbeat manner.
|
||
以一种烦人的 "你要振作起来呀" 的态度回答问题.
|
||
|
||
Or, maybe the computer should attempt to evoke a positive response,
|
||
或者,也许电脑应该试着积极正面的回应用户
|
||
|
||
even if it's a bit awkward.
|
||
即使这有点尴尬.
|
||
|
||
The "correct" behavior is very much an open research question.
|
||
什么行为是"正确的",是个开放性的研究问题
|
||
|
||
Speaking of Facebook, it’s a great example of computer-mediated communication, or CMC,
|
||
既然说到Facebook,\N 这是一个"以计算机为媒介沟通"的好例子,简称 "CMC"
|
||
|
||
another large field of research.
|
||
也是一个很大的研究领域
|
||
|
||
This includes synchronous communication – like video calls, where all participants are online
|
||
这包括同步通信 - 所有参与者同时在线进行视频通话
|
||
|
||
simultaneously – as well as asynchronous communication – like tweets, emails, and
|
||
以及异步通信 - 比如推特,邮件,
|
||
|
||
text messages, where people respond whenever they can or want.
|
||
短信,人们可以随时随地回复信息
|
||
|
||
Researchers study things like the use of emoticons, rules such as turn-taking,
|
||
研究人员还研究用户怎么用表情包,怎么轮换发言,
|
||
|
||
and language used in different communication channels.
|
||
以及用不同沟通渠道时,用词有什么区别.
|
||
|
||
One interesting finding is that people exhibit higher levels of self-disclosure
|
||
一个有趣的发现是,比起面对面沟通,
|
||
|
||
– that is, reveal personal information –in computer-mediated conversations,
|
||
人们更愿意在网上透露自己的信息
|
||
|
||
as opposed to face-to-face interactions.
|
||
人们更愿意在网上透露自己的信息
|
||
|
||
So if you want to build a system that knows how many hours a user truly spent
|
||
所以如果想知道用户 \N 真正花了多少小时看"大英烘培大赛"(电视节目)
|
||
|
||
watching The Great British Bakeoff, it might be better to build a chatbot
|
||
比起做个带脸的虚拟助理 \N 做 聊天机器人 是个更好的选择
|
||
|
||
than a virtual agent with a face.
|
||
比起做个带脸的虚拟助理 \N 做 聊天机器人 是个更好的选择
|
||
|
||
Psychology research has also demonstrated that eye gaze is
|
||
心理学研究也表明,如果想说服,讲课,或引起注意 \N 眼神注视非常重要
|
||
|
||
extremely important in persuading, teaching and getting people's attention.
|
||
心理学研究也表明,如果想说服,讲课,或引起注意 \N 眼神注视非常重要
|
||
|
||
Looking at others while talking is called mutual gaze.
|
||
在谈话时看着别人叫 相互凝视
|
||
|
||
This has been shown to boost engagement and help achieve the goals of a conversation,
|
||
这被证明可以促进参与感 帮助实现谈话目标,
|
||
|
||
whether that’s learning, making a friend, or closing a business deal.
|
||
不管是学习,交朋友,还是谈生意
|
||
|
||
In settings like a videotaped lecture, the instructor rarely, if ever, looks into the
|
||
在录像讲座中,老师很少直视相机 \N 一般是看在场学生
|
||
|
||
camera, and instead generally looks at the students who are physically present.
|
||
在录像讲座中,老师很少直视相机 \N 一般是看在场学生
|
||
|
||
That’s ok for them, but it means people who
|
||
对他们没问题,但这会让在线看视频的人 没什么参与感
|
||
|
||
watch the lectures online have reduced engagement.
|
||
对他们没问题,但这会让在线看视频的人 没什么参与感
|
||
|
||
In response, researchers have developed computer vision
|
||
为此,研究人员开发了计算机视觉和图形软件 \N 来纠正头部和眼睛
|
||
|
||
and graphics software that can warp the head and eyes,
|
||
为此,研究人员开发了计算机视觉和图形软件 \N 来纠正头部和眼睛
|
||
|
||
making it appear as though the instructor is looking into the camera
|
||
视频时会觉得对方在直视摄像头,看着他们
|
||
|
||
– right at the remote viewer.
|
||
视频时会觉得对方在直视摄像头,看着他们
|
||
|
||
This technique is called augmented gaze.
|
||
这叫"增强凝视"
|
||
|
||
Similar techniques have also been applied to video conference calls, to correct for
|
||
类似技术也用于视频会议
|
||
|
||
the placement of webcams, which are almost always located above screens.
|
||
纠正摄像头位置,因为摄像头几乎总在屏幕上方
|
||
|
||
Since you’re typically looking at the video of your conversation partner,
|
||
因为你一般会盯着屏幕上的另一方 \N 而不是盯着摄像头
|
||
|
||
rather than directly into the webcam,
|
||
因为你一般会盯着屏幕上的另一方 \N 而不是盯着摄像头
|
||
|
||
you'll always appear to them as though you're looking downwards –
|
||
所以视频里看起来像在向下看
|
||
|
||
breaking mutual gaze – which can create all kinds of
|
||
没有相互凝视 - 这会导致各种不幸的副作用,比如权力不平衡
|
||
|
||
unfortunate social side effects, like a power imbalance.
|
||
没有相互凝视 - 这会导致各种不幸的副作用,比如权力不平衡
|
||
|
||
Fortunately, this can be corrected digitally, and appear to participants
|
||
幸运的是 可以用软件修正
|
||
|
||
as though you're lovingly gazing into their eyes.
|
||
看起来像在凝视着对方的眼睛
|
||
|
||
Humans also love anthropomorphizing objects, and computers are no exception,
|
||
人类也喜欢"拟人化"的物体,对计算机也不例外
|
||
|
||
especially if they move, like our Robots from last episode.
|
||
特别是会动的计算机,比如上集说的机器人
|
||
|
||
Beyond industrial uses that prevailed over the last century,
|
||
在过去一个世纪,除了工业用途机器人
|
||
|
||
robots are used increasingly in medical, education, and entertainment settings,
|
||
有越来越多机器人用于医疗,教育和娱乐 \N 它们经常和人类互动
|
||
|
||
where they frequently interact with humans.
|
||
有越来越多机器人用于医疗,教育和娱乐 \N 它们经常和人类互动
|
||
|
||
Human-Robot Interaction – or HRI
|
||
人机交互,简称 HRI
|
||
|
||
– is a field dedicated to studying these interactions,
|
||
- 是一个研究人类和机器人交互的领域,
|
||
|
||
like how people perceive different robots behaviors and forms,
|
||
比如人类如何感受 机器人的不同形式和不同行为
|
||
|
||
or how robots can interpret human social cues to blend in and not be super awkward.
|
||
或是机器人如何明白人类暗示来社交,而不是尴尬的互动
|
||
|
||
As we discussed last episode, there’s an ongoing quest to make
|
||
正如上集说的,我们有追求
|
||
|
||
robots as human-like in their appearance and interactions as possible.
|
||
把机器人的外表和行为,做得尽可能像人一样
|
||
|
||
When engineers first made robots in the 1940s and 50s, they didn’t look very human at all.
|
||
工程师在1940 1950年代刚开始做机器人时,\N 看起来完全不像人
|
||
|
||
They were almost exclusively industrial machines with no human-likeness.
|
||
是完完全全的工业机器
|
||
|
||
Over time, engineers got better and better at making human-like robots
|
||
随着时间的推移,工程师越来越擅长做类人机器人
|
||
|
||
– they gained heads and walked around on two legs,
|
||
它们有头,而且用两条腿走路
|
||
|
||
but… they couldn't exactly go to restaurants and masquerade as humans.
|
||
但它们做不到伪装成人类去餐馆点餐
|
||
|
||
As people pushed closer and closer to human likeness,
|
||
随着机器人可以做得越来越像人类
|
||
|
||
replacing cameras with artificial eyeballs, and covering metal chassis with synthetic flesh,
|
||
用人造眼球代替摄像头,用人工肌肉盖住金属骨架
|
||
|
||
things started to get a bit... uncanny...
|
||
事情会开始变得有些.. 奇怪.. \N 引起一种怪异不安的感觉
|
||
|
||
eliciting an eerie and unsettling feeling.
|
||
事情会开始变得有些.. 奇怪.. \N 引起一种怪异不安的感觉
|
||
|
||
This dip in realism between almost-human and actually-human became known as the uncanny valley.
|
||
这个"几乎像人类"和"真的人类"之间的小曲线,叫 "恐怖谷"
|
||
|
||
There’s debate over whether robots should act like humans too.
|
||
对于机器人是否应该有人类一样的行为,也存在争议
|
||
|
||
Lots of evidence already suggests that even if robots don’t act like us,
|
||
很多证据表明,即使机器人的行为不像人类
|
||
|
||
people will treat them as though they know our social conventions.
|
||
人类也会用社交习俗对待它们
|
||
|
||
And when they violate these rules – such as not apologizing if they cut in front of
|
||
而当机器人违反习俗时 - 比如插队或踩了脚不道歉 \N 人们会很生气!
|
||
|
||
you or roll over your foot – people get really mad!
|
||
而当机器人违反习俗时 - 比如插队或踩了脚不道歉 \N 人们会很生气!
|
||
|
||
Without a doubt, psychology and computer science are a potent combination,
|
||
毫无疑问,心理学+计算机科学是强大的组合
|
||
|
||
and have tremendous potential to affect our everyday lives.
|
||
可以影响日常生活的巨大潜力
|
||
|
||
Which leaves us with a lot of question, like you might lie to your laptop,
|
||
这也带来了很多开放式问题,比如你可能会对计算机撒谎
|
||
|
||
but should your laptop lie to you?
|
||
但计算机应不应该对你撒谎?
|
||
|
||
What if it makes you more efficient or happy?
|
||
如果撒谎能让你更高效更快乐呢?
|
||
|
||
Or should social media companies curate the content they show you to
|
||
或社交媒体公司 \N 是否应该精心挑选展示给你的内容
|
||
|
||
make you stay on their site longer to make you buy more products?
|
||
让你在网站上多待一会儿,买更多东西?
|
||
|
||
They do by the way.
|
||
顺带一说,他们的确有这样做
|
||
|
||
These types of ethical considerations aren’t easy to answer, but psychology can at least
|
||
这类道德问题不容易回答,但心理学至少可以
|
||
|
||
help us understand the effects and implications of design choices in our computing systems.
|
||
帮助我们理解不同选择 带来的影响和意义
|
||
|
||
But, on the positive side, understanding the psychology behind design
|
||
但从积极的方面来说,了解设计背后的心理学
|
||
|
||
might lead to increased accessibility.
|
||
能增加易用性
|
||
|
||
A greater number of people can understand and use computers
|
||
让更多人可以明白和使用电脑,如今计算机比以往更加直观
|
||
|
||
now that they're more intuitive than ever.
|
||
让更多人可以明白和使用电脑,如今计算机比以往更加直观
|
||
|
||
Conference calls and virtual classrooms are becoming more agreeable experiences.
|
||
线上会议和虚拟教室的体验越来越好
|
||
|
||
As robot technology continues to improve, the population
|
||
随着机器人技术不断提高,互动也会越来越舒适
|
||
|
||
will grow more comfortable in those interactions.
|
||
随着机器人技术不断提高,互动也会越来越舒适
|
||
|
||
Plus, thanks to psychology, we can all bond over our love of knurling.
|
||
另外,感谢心理学,让我们能分享对"滚花"的热爱
|
||
|
||
I’ll see you next week.
|
||
我们下周见
|
||
|