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[8] Cooper A, Reimann R, Cronin D, Noessel C, 等. About Face: The Essentials of Interaction Design (4th ed.)[M]. Hoboken: Wiley, 2014. ISBN: 9781118766576 中译本:艾伦·库伯 等. About Face 4:交互设计精髓[M]. 倪卫国, 刘松涛, 薛菲, 杭敏 译. 北京: 电子工业出版社, 2015. 第二部分四个小节的出处:目标导向设计与用户目标的三层划分见第 1、3 章;实现模型/心理模型/呈现模型的区分见第 1 章;负担(excise)及其分类见第 12 章;永久的中级用户见第 10 章
[9] Desurvire H, Wiberg C. Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration[C]. Lecture Notes in Computer Science, 2009, 5621: 557-566. DOI: 10.1007/978-3-642-02774-1_60 把通用可用性准则改造成游戏版,54 名玩家对 116 条候选启发式打分,筛出能区分高/低分游戏的那批。
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