视觉画布设计
canvas-design
基于设计原则创作静态视觉作品,用于海报与品牌图形。
mental-model-system-vs-interaction【文档与办公】Use this skill when distinguishing the two mental-model types — system models (how the user thinks the system works) and interaction models (how the user thinks they should use it). Trigger when designing onboarding (which model to teach), reviewing user confusion (which model is wrong), or building documentation (which model to explain). Sub-aspect …
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mental-model; read that first.'The book's distinction matters in practice because the two model types are formed differently and need different design responses.
How the user thinks the system works internally. Components, mechanisms, causal logic.
Examples:
System models are often inaccurate without consequence. Most users don't know how email actually routes (SMTP, MX records); their model — "I type address, click send, message arrives" — is sufficient. The system doesn't need an accurate user system model unless the user must reason about edge cases.
When system models matter:
Designers tend to have rich system models (they built it); users tend to have simplified or wrong ones. The gap is acceptable up to a point.
How the user thinks they should use the system. Actions, sequences, expected responses.
Examples:
Interaction models are what designers must align to. A system whose interaction model the user can't form is unusable, regardless of how cleverly its system model is conceived.
When interaction models matter:
Users tend to have weak interaction models initially; with use, they accumulate accurate models through trial. Designers often have weak interaction models because they know "how it really works" rather than "how to use it." Bridging the gap requires user testing.
The book makes this point compactly: designers tend to have complete system models but weak interaction models. Users have weak system models but, with use, develop accurate interaction models.
The implication: designers can't infer the user's interaction model from their own. They must test with real users.
For most products, interaction models are the higher-priority investment. Most users don't need accurate system models; all users need accurate interaction models.
Exceptions:
System model: events stored in a database; synced across devices via cloud.
Interaction model: click date to create event; drag to move; click event to edit.
Most users only need the interaction model. The system model can be opaque ("it just syncs"). Investment: interaction-model design and testing.
System model: code runs in a sandboxed environment; logs stream from server; deploys are versioned.
Interaction model: type code in editor; click run; see output; click deploy.
Power users (developers) benefit from the system model. Investment: both. The IDE's UI handles interaction; documentation, error messages, and visible state handle the system model.
System model: data is shared with third parties for ad personalization.
Interaction model: toggle in settings.
Users must understand the system model to consent meaningfully. Investment: clear explanation of what the toggle actually does, in plain language, at the point of decision.
mental-model (parent).mental-model-mismatch-and-onboarding — bridging the gaps when models diverge.affordance — interaction models at the per-element level.mimicry — borrowing models from familiar systems.