MOPCON 2013 - APP急速視覺UX回饋應用

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在APP中最重要的一環就是UX,而且這常常是非常視覺化的,要如何以快速的方法回應使用者的操作,一直都是一個不可忽略的重要主題,此議題在解說在建立APP UX時該如何透過一些該注意的編程技巧,讓使用者的體驗可以順暢的被延續,而不會因為劣質的程式結構而造成中斷,並以AR應用為案例主軸,分析如何設計AR擴充實境應用。 http://mopcon.org/2013/

Transcript of MOPCON 2013 - APP急速視覺UX回饋應用

APP急速視覺UX回饋應⽤用Anistar Sung

Sunday, October 27, 13

Anistar Sung 宋志峰Work @

http://www.facebook.com/anistarsunghttp://blog.riaproject.com

Mobile DeveloperClient DeveloperServer DeveloperInstructor & Consulter & Author

專注:iOS, Android, HTML5, Flash, PHP...

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New York Times TOP10 photography APPUS App Store TOP 2 paid photography APPWorld TOP 40 APPBest APP review in some review sites

http://www.riaproject.com

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什麼是UI與UX?

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這是UI還是UX?Sunday, October 27, 13

這是UI還是UX?Sunday, October 27, 13

那這個呢?

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UX不是就是特效嗎?

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體驗經濟:塑造感官體驗及思維認同.

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速度是重要的體驗所以我們今天要討論UI Performance 這個主題

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10個技巧讓你遠離效能低落陷阱

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AR (Augmented Reality)

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AR (Augmented Reality)

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1. 使⽤用極短轉場效果

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使⽤用者討厭等候, 別挑戰他們的耐⼼心.

1. 使⽤用極短轉場效果

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轉場動畫別超過1秒鐘.通常建議0.4秒就要完成.

1. 使⽤用極短轉場效果

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2. 善⽤用多執⾏行緒

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2. 善⽤用多執⾏行緒 PROCESS 1 PROCESS 2 PROCESS 3

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2. 善⽤用多執⾏行緒

Phone Middle Layer Service

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2. 善⽤用多執⾏行緒

Phone Middle Layer Service

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2. 善⽤用多執⾏行緒主⾏行程處理UI要求.⼦子⾏行程處理其他⼯工作.

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2. 善⽤用多執⾏行緒

PROCESS 1

PROCESS 2 PROCESS 3

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2. 善⽤用多執⾏行緒能量守恆定律:多執⾏行緒不是萬能的, 你可以使⽤用的總資源是不變的.

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3. CPU vs GPU

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3. CPU vs GPU在處理⼤大部份的圖形要求上, GPU總是遠遠快過CPU運算.

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3. CPU vs GPUEX: 同⼀一個圖⽚片做Blur運算, GPU可以快上近50倍.

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3. CPU vs GPU

CPU Rendering

GPU Rendering

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4. 元件顯⽰示階層

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4. 元件顯⽰示階層越多的顯⽰示階層代表有越多的⼯工作需要處理.

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4. 元件顯⽰示階層越多的顯⽰示階層代表有越多的⼯工作需要處理.

Layer 1Layer 2Layer 3Layer 4Layer 5

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4. 元件顯⽰示階層

Layer 1 Layer 2 Layer 3 Layer 4 Layer 5

越多的顯⽰示階層代表有越多的⼯工作需要處理.

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4. 元件顯⽰示階層

過多階層 正確做法

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5. 減少畫⾯面演算次數

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5. 減少畫⾯面演算次數

OpacityBlend

ShadowMask

還有更多...

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5. 減少畫⾯面演算次數讓每個畫⾯面render次數降低.

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6. 重複使⽤用元件

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6. 重複使⽤用元件初始化⼀一個元件需要很⼤大的⼒力氣.

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6. 重複使⽤用元件

偵測 Viewport 的範圍來決定是否需要被 Reuse.

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7. 圖⽚片讀取效能

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7. 圖⽚片讀取效能JPG 消耗較多CPU運算.

PNG 消耗較少CPU運算.JPG 消耗較少容量.PNG 消耗較多容量.

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7. 圖⽚片讀取效能2795x1899的圖⽚片

JPG: 567msPNG: 4ms

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7. 圖⽚片讀取效能圖⽚片格式.圖⽚片尺⼨寸.圖⽚片⾊色域.

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8. 網路連線限制

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8. 網路連線限制⾏行動裝置過多連線數會造成連線阻塞.

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8. 網路連線限制例如:iPhone 最多容忍4條連線數.

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8. 網路連線限制例如:iPhone 最多容忍4條連線數.

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8. 網路連線限制例如:iPhone 最多容忍4條連線數.

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8. 網路連線限制合併API以減少連線數.建⽴立連線Queue呼叫機制.

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9. 使⽤用最少資源佔⽤用

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9. 使⽤用最少資源佔⽤用CameraCompassScrollView還有許多...

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9. 使⽤用最少資源佔⽤用

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9. 使⽤用最少資源佔⽤用Camera

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9. 使⽤用最少資源佔⽤用

GyroscopeCompass

Camera

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9. 使⽤用最少資源佔⽤用

GyroscopeCompass

Camera

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9. 使⽤用最少資源佔⽤用

GyroscopeCompass

Camera

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9. 使⽤用最少資源佔⽤用減少callback的頻率.減少取回資源的品質.

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10. 效能測試⼯工具

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10. 效能測試⼯工具

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10. 效能測試⼯工具Core Animation分析CPU狀態.OpenGL ES Analysis分析GPU狀態.

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Q&Acfsung@yahoo-inc.com

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