1. From this point on, you should refer to the persona by his or her name.
从这时开始,你就要用他或者她的名字来描述人物角色。

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2. Although the paradigm was called menu-based at the time, we refer to these menus as sequential and hierarchical to differentiate them from the menus in widespread use today.
尽管这种界面范例在那时称为“基于菜单”,而我们称这些菜单为“顺序层次关系菜单”,与今天流行的菜单区分开。

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3. Around the studio, we often refer to this as “the rectangles phase” because our sketches start out by subdividing each view into rough rectangular areas corresponding to panes, control components (such as toolbars), and other top-level containers (see Figure 7-1).
在我们的工作室中,我们称之为“方块图阶段”。 因为这个阶段中我们的草图多用粗略的方块图来表达并区分每个视图,用方块图对应窗格、控制部件(比如工具栏),以及其他高层次的容器。

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4. Typically, menus and dialog boxes offer the most, which is why we refer to them as pedagogic vectors.
通常来说,菜单和对话框提供最多的支持和帮助,因此我们把这两种方式叫做“学习途径”。

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5. A better approach, which we’ve used successfully on numerous projects, is a technique we refer to as natural language output. Using this technique, the program provides an array of bounded controls for users to choose from.
我们已成功使用的另一个方法是一种称为“自然语言输出”的技术,使用这种技术,程序为用户提供一系列受限控件,让用户从中选择。

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6. What we commonly refer to as intuition is actually a mental comparison between a new experience and the things we have already learned.
我们通常所指的直觉,确切地说,是头脑中新体验与旧知识的一种心理比较。

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7. We use the term pliant to refer to objects or screen areas that may be manipulated by a user.
我们在这里使用“受范”一词来表达物体和屏幕区域是可以被使用者操作的。

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8. These objects are also commonly selected independently of their spatial relationships with each other. We refer to these as discrete data, and their selection as discrete selection.
这些对象也可以彼此独立地选择,我们把它们称为“离散数据”,针对它们的选择称为“离散选择”。

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9. It is also commonly mischaracterized as “skinning” the interface; we’ve even heard people refer to it as “hitting the product with the pretty stick.”
另外,视觉界面设计也常常被认为是界面“表皮的设计”,我们甚至听到有人把它比喻成“用漂亮的小棍敲打产品”(译者注:意思是使产品外观看起来更漂亮)。

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10. Important things to consider when making these decisions include persona experience goals (refer to Chapter 5), attitudes, aptitudes, and environmental factors, as well as brand and experience keywords, market research, manufacturing costs, and pricing targets.
在决定这些问题时,要重点考虑人物角色的体验目标(参见第5章)、态度、能力和环境因素,以及品牌和体验关键词、市场研究、制造成本及预期的价格等。

-- 来源 -- About Face 3交互设计精髓