新手互動設計師進階的10個步驟(IxD)--包你嗨設計英語
10 Steps to Interaction Design (IxD)
Guide and resources for first time interaction designers
互動設計的10個步驟
新手互動設計師的指南和資源
Learning new stuff is tough. But Interaction design is, rather, exciting!
學習新東西很難的一件事。 但是,學互動設計卻又是令人興奮的事情!
Are you transitioning from visual design, psychology or computer science or any other field (chemical engineering in my case) into Interaction design (IxD), UX or HCI? Then this post is for you. If your title is UX designer and you are still working on UI designs, this is for you too. I will touch base on various aspects which are close to IxD field. So let’s get started.
如果你是從視覺設計,心理學或電腦科學或任何其他領域(我的情況是從化學工程)過渡到互動設計(IxD),UX或HCI的嗎? 如果是那麼這篇文章適合你。 如果你的職業是UX設計師並且你仍在從事UI設計,那麼這也適合你。 我將從基於與IxD領域相近的各個方面進行入手。 所以讓我們開始吧。
1. Understanding the basics -what is Interaction Design?
1.瞭解基礎知識 - 什麼是互動設計?
“Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond. Our practices evolve with the world” — IXDA
“互動設計(IxD)定義了互動系統的結構和行為。 互動設計師致力於在人們與其使用的產品和服務之間建立有意義的關係,從計算機到移動裝置再到家用電器等。 我們的做法隨著世界的發展而發展” - IXDA
By interactive system, it means with every input added, there is an action or feedback associated with it. Hence this is the core difference between Interaction and Communication design that comm design doesn’t respond back when you interact (touch, wave, pinch, see, smell etc.) with it.
通過互動式系統,它意味著每增加一個輸入,就會有一個與之相關的動作或反饋。 因此,這是互動和通訊設計之間的核心差異,當你與它互動(觸控,波動,捏,看,嗅覺等)時,通訊設計不會響應。
If you like reading books, I would highly recommend Dan Saffer’s Designing for Interaction. It lays out all the basics very clearly.
如果你喜歡閱讀,我會強烈推薦Dan Saffer的為互動而設計。 它非常清楚地列出了所有基礎知識。
http://www.designingforinteraction.com/designingforinteraction2_sample.pdf
Interaction Design is a part of Experience Design
互動設計是體驗設計的一部分
The following small free Udacity course is a great point to start. Learn about basic terminologies and underlying base of IxD.
下面小型免費的Udacity課程是一個很好的起點。你可以學習IxD的基本術語和基礎知識。
https://www.udacity.com/course/intro-to-the-design-of-everyday-things--design101
Here is another Udacity course in collaboration with Facebook:
這是與Facebook合作的另一個Udacity課程:
https://www.udacity.com/course/mobile-design-and-usability-for-ios--ud1034
2. Start noticing affordances, signifiers, feedbacks around you
2.開始注意你身邊的功能可見性,示意符號和反饋
By now, I am assuming you would have gone through Don Norman’s Udacity course where he talks about affordances and signifiers…
現在,我假設你已經上完了Don Norman的Udacity課程,在那裡他談到功能可見性和示意符號......
Affordance: “Relationship between properties of an object and the capabilities of an agent that provide clues to the use of an object. Affordances must be perceivable / visible to be effective ”. Therefore, affordances are what an object can do. For e.g. a chair object can be picked, thrown at someone, dragged, inverted etc.
Signifier: “Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person”. Therefore, signifiers indicates what the object should do, making the affordances clearer to the user. For e.g. the tires of the chair indicates it can be dragged. The arms of the chair indicates that I can rest my arms on them. The shape of the chair indicates that I can sit on it.
功能可見性:“物件的屬性與其功能之間的關係,關係提供了使用物件的線索。功能可見性必須能夠有效地被感知或識別”。 因此,功能可見性是一個物件可以做的事情。例如椅子這個物件可以被挑選,扔給某人,被拖,放倒等。
示意符號:“任何標記或聲音,任何可感知的指示器,都在向人傳達適當的行為”。 因此,示意符號傳達了物件應該做什麼,使得使用者可以更加清晰使用功能。 例如椅子的輪胎表明它可以被拖動。 椅子的扶手錶明我可以將手臂放在它們上面。 椅子的形狀表明我可以坐在上面。
This world where you live is a gift from fine innovative craftsmen who worked for generations to make our lives easier. So examine this world around you; you will find many examples of affordances, feedbacks, signifiers, feedforward and system image (explained in Don Norman’s course) which we ignore in our day to day lives. Take pictures, as many as possible. This will make you a “curious” being — one of the most essential part of being an interaction designer. It helps generate new ideas for innovative products.
你居住的這個世界是來自一群精湛的創新工匠的禮物,他們世代相傳,讓我們的生活更舒適。 所以,審視你周圍的世界,你會發現許多在日常生活中忽略的功能可見性,反饋和示意符號,前饋和系統形象的例子(在唐諾曼的課程中解釋)。 儘可能多地拍照。這會讓你成為一個“好奇”的人 - 成為互動設計師最重要的性格之一。 它有助於為革命性產品創造新的想法。
Listen what Don Norman has to say →
https://www.facebook.com/Vox/videos/855333381320932/
a) Good example of signifiers: Google Classroom’s buttons inviting us to click on them b) This door handle is a bad example of a signifier as it doesn’t tell if it needs to be pushed or pulled c) Good e.g. of feedback: A visual and haptic feedback when you enter wrong passcode
a)示意符號的優秀案例:Google Classroom的按鈕誘導我們點選它們;b)這個門把手是功能可見性的一個差案例,因為它沒有告訴它是否需要被推或拉;c)優秀的反饋案例:輸入錯誤密碼時的視覺和觸覺反饋
A) Good e.g. of Fitt’s law: Majorly all google products follow Fitt’s law quite nicely i.e. you comfortably clicking on a document with mouse (on web) or finger (on phone). On right click, user can quickly reach out to all the associated actions B) In Bank of America app, the buttons are too thin that it needs more accuracy/effort from user to click
A)優秀的菲茲定律案例:基本上所有的谷歌產品都很好地遵循菲茲定律,即用滑鼠(在網頁上)或手指(在手機上)輕鬆點選文件。 在右鍵單擊時,使用者可以快速聯絡到所有相關操作;B)在美國銀行應用程式中,按鈕太小,需要使用者更精確、更費力地點選。
Here you can learn more about UX laws:
在這裡你可以瞭解有關UX法則的更多資訊:
3. Every design starts with the research —
3.每個設計都從研究開始 -
When i say research, I mean understanding the system thoroughly. How to do that? —
當我說研究時,我的意思是徹底瞭解系統。 怎麼做? -
Browse: What is available on the internet about it, who is doing what or where is the market going.
瀏覽:網際網路上有關它的資訊,誰在做什麼或市場會走向何方。
Observe: Are you trying to improve the coffee shop experience? Then visit that cafe. Are you trying to improve buying vegetables experience, then go to Walmart, Target. You cannot know the system by sitting at your desk. Understand the existing experiences. Take notes. Types of observation methods include Fly on the wall, Shadowing, contextual inquiry, undercover agent. Find more about them in Dan Saffer’s book mentioned in the beginning.
觀察:你是否正在努力改善咖啡店體驗? 去那家咖啡館。 您是否想要改善購買蔬菜的體驗,前往沃爾瑪,直達目標。 你坐在辦公桌前無法瞭解系統。 瞭解現有的經驗、做筆記。 觀察方法的型別包括牆上的蒼蠅,陰影,情境調查,臥底特工。 在文章開頭提到的Dan Saffer的書中找到更多關於它們的資訊。
Talk to people: You will gather insights which you have never expected before. The ‘aha’ moments. Keep the questions open ended. And try to keep the interview location where the interviewee is most comfortable at — where they work, live, eat etc. Keep it concise.
與人交談:你將收集到你以前從未預料到的見解。 這就是'啊哈'時刻。 保持問題是開放性結尾。 並儘量將訪談地點保持在受訪者最適合的地方 - 他們工作,生活,吃飯上網地方等。保持簡潔。
A few methods include Directed storytelling, Unfocus group, Role playing, Extreme user interviews, Desk/purse/briefcase tour and 100 other ways…literally! To learn which methods should be used where, check out one of my favorite books:
一些方法包括直接講故事,非焦點小組,角色扮演,極端使用者訪談,書桌/錢包/公文包旅遊和其他100種方式…要了解在哪裡應該使用哪些方法,請閱讀我最喜歡的一本書:
https://www.amazon.com/Universal-Methods-Design-Innovative-Effective/dp/1592537561
You can also read about the research methods in Dan Saffer’s book.
你還可以閱讀Dan Saffer的書中的研究方法。
https://www.amazon.com/Designing-Interaction-Creating-Innovative-Applications/dp/0321643399
4. Analyze and Synthesize the research
4.分析和綜合研究
This is the process of organizing and evaluating research data:
這是組織和評估研究資料的過程:
Immediately after the interview, review your notes.
訪談結束後,立即回顧你的筆記。
Get all the insights from your notes on sticky notes.
通過便籤提煉筆記中的所有見解。
By now there would be a shitload of sticky notes. Now it is time to create some meaning out of this data. Start by finding relation between two insights. For e.g. In coffee shop research, two insights might say, “I like the ambience”, “i come here work everyday because it is quiet and has a slow music. Don’t feel like leaving”.
到現在為止,會有大量的便籤。現在是時候從這些資料中創造一些價值了。首先找出兩種觀點之間的關係。例如在咖啡店的研究中,有兩種觀點可能會說,“我喜歡這種氛圍”,“我每天都來這裡工作,因為它很安靜而且音樂很慢。使我不想離開”。
Start clustering the sticky notes. Look for insights with similarities. In coffee shop research example, one cluster might be based on “coffee shop ambience”. This is how you find patterns.
開始聚集起這些便利貼。尋找有相似之處的觀點。在咖啡店研究案例中,一個數據組可能是基於“咖啡店氛圍”的。這就是找到模式的方法。
Now generate one statement per cluster. For e.g. “People like going to XYZ coffee shop to enjoy the ambience”. This could be your clustered insight.
現在每個資料組生成一個語句。對於例如“人們喜歡去XYZ咖啡館享受氛圍”。這可能是你的叢集洞察力。
For all these “statements” (clustered insights) now it is time to convert them into a particular form of question statement— “How might we…”. For e.g. “How might we provide better ambience experience to people coming to XYZ coffee shop”. This helps us generate ideas with an open mind with lesser biases. Read more here.
對於所有這些“陳述”(聚類見解),現在是時候將它們轉換成特定形式的問題陳述 - “我們怎麼可能......”。對於例如“我們怎樣才能為來XYZ咖啡店的人們提供更好的氛圍體驗”。這有助於我們以開放的心態產生具有較小偏見的想法。在這裡閱讀更多。
Find all the methods mentioned in Dan Saffer’s book.
也可以在Dan Saffer的書中找到提到的所有方法。
5. Think from others perspectives
5.從別人的角度思考
Always think from the perspective of the customer/user/audience (or whosoever your design is for). Make this a habit. It will be helpful at every step of the process. If you are interviewing a patient, try to be in their shoes and feel their pain. Empathize with them. This is a great way to overcome our own life biases and build something FOR THEM. Apply this superpower in every aspect of your life.
始終從客戶/使用者/受眾(或任何你設計服務的物件)的角度思考。 養成這個習慣,這將有助於在成為互動設計師中的每一步過程。 如果你正在採訪一位病人,試著穿上他們的鞋子,感受他們的痛苦。 與他們產生同理心。 這是克服我們自己的生活偏見併為他們建立一些東西的好方法。 在生活的各個方面應用這個超級武器。
Are you building your portfolio? Think what if you were a recruiter, What would you need from a portfolio? How much time would you have per portfolio? What would you be feeling? etc.
你有在建立你的作品集嗎?想想如果你是招聘人員,你需要從作品集中得到什麼?你每個作品集需要多少時間?你會有什麼感受?等等。
If you had an argument with fellow designer/developer, think what were they feeling in that scenario? What were you feeling (self-empathy)? What could have been their intention, your intention? What does that situation reflect about your self-image, their self-image? Next time, how could you have prevented it?
如果你與設計師/開發人員有爭執,那麼想想他們在那個場景中的感受是什麼? 你的感受是什麼(自我同理心)? 他們的意圖可能是什麼,你的意圖又是什麼? 這種情況反映了你什麼樣的自我意象,他們什麼樣的自我意象? 下次,你怎麼能阻止它?
Watch this video to learn more on empathy
觀看此視訊,瞭解有關同理心的更多資訊
https://www.thersa.org/discover/videos/rsa-shorts/2013/12/Brene-Brown-on-Empathy
6. Think in systems
6,在系統中思考
While paying attention to details, do remember to look at the bigger picture as well. Sometimes when we digging deeper into the details, we overlook how it affects other elements in our system. Whenever an action takes place, one way is to look back to the system structure and analyze what has changed in the system and which elements get affected by that.
在注意細節的同時,也要同時記住要看著更大的框架。有時,當我們深入挖掘細節時,我們會忽略它如何影響我們系統中的其他元素。 每當一個行為產生時,一個方法是回顧系統結構並分析系統中發生了哪些變化以及哪些因素受到影響。
You can read Meadows’ Thinking in systems or read this article that describes how to find the leverage points in the system to intervene.
你可以在閱讀《Meadows’ Thinking in systems》或該文章,該文章描述瞭如何在系統中找到要進行干預的槓桿點。
《Meadows’ Thinking in systems》https://www.amazon.com/Thinking-Systems-Donella-H-Meadows/dp/1603580557
Article:http://donellameadows.org/archives/leverage-points-places-to-intervene-in-a-system/
Have a look at this video that explains how World Health Organisation (WHO) created even bigger problem while solving relatively smaller problem.
看一下這個視訊,它解釋了世界衛生組織(WHO)在解決相對較小的問題時如何創造更大的問題。
https://www.youtube.com/watch?v=17BP9n6g1F0
We also discussed how it is important to think from users perspectives. Now it is time to design for that! User conceptual models are a great way to consolidate all the ideas into a structure.
我們還討論了從使用者角度思考是如何的重要。 現在是時候該為此設計了! 使用者概念模型是將所有想法整合到結構中的好方法。
Conceptual models help us (designers) think what is necessary for the user to know about the product.
概念模型幫助我們(設計師)思考使用者瞭解產品所需的內容。
Video:Conceptual Models: Core to Good Design
Check out the last two projects on my website to learn how to use conceptual models. My website includes various type of Systems design projects: Application systems, Feedback control systems, Dynamic systems, Automatic control systems, Product systems etc:
檢視我網站上的最後兩個專案,瞭解如何使用概念模型。 我的網站包括各種型別的系統設計專案:應用系統,反饋控制系統,動態系統,自動控制系統,產品系統等。
Author's blog:http://sohajsinghbrar.com/systems.html
7. Rapid prototyping — Secret of Innovation
7.快速設計原型-創新的祕密
Don’t prototype, but “pretotoype”. Get your hands dirty. Start with prototyping as early as possible. Some designers even start with prototyping along with the research. You can call sticky notes on top of a blank sheet as your “website prototype” and that’s fine! Point is, the quality doesn’t matter at this stage. Because your first draft is always wrong. But it will be quick and inexpensive which will give you authentic reactions. It’s the cheapest and most efficient way to test the ideas.
不是設計原型,而是設計“早期原型”。親自快速動手吧,儘可能早地開始原型設計。 一些設計師甚至從研究開始進行原型設計。你可以把在白板上面的便籤稱為“網站原型”,這很好!重點是,現階段好壞無關緊要。 因為你的初稿總是錯的。但它因敏捷且輕量級,會給你真實的反饋。 這是測試這些想法的最划算和最有效的方法。
In theory, Interaction design follows a double diamond process . But in reality, its pretty much an iterative process. Therefore, the secret mantra of successful products is:
理論上,互動設計遵循“雙鑽石模型”的過程。 但實際上,它幾乎是一個迭代的過程。 因此,成功產品的祕訣是:
Make something and learn from it, and learn something out of what you made and then remake from the learnings and so on…
做一些事情並從中學習,從你所做的事情中學到一些東西,然後從學習中重新制作,如此往返...
Watch these paper prototype and power of prototyping lecture videos by Scott Klemmer from the free course on Prototyping.
檢視這些紙質原型和Scott Klemmer在免費課程視訊中原型的力量。
paper prototype:https://www.coursera.org/learn/human-computer-interaction/lecture/78yeB/storyboards-paper-prototypes-and-mockups
power of prototype:https://www.coursera.org/lecture/human-computer-interaction/the-power-of-prototyping-25EPu
A millions tools that you can use: Pen/Paper (recommended), Sketch, Invision, Studio, Framer (my favorite), Figma, proto.io, Adobe XD, Marvel, UXPin, Keynote
你可以使用的成千上萬的工具:筆/紙(推薦),Sketch、Invision、Studio、Framer(我最喜歡的),Figmaproto.io、Adobe XD、Marvel、UXPin、Keynote
8. Usertest — Show than tell
8.使用者測試 - 展示勝於空談
Obvious is not always obvious. We tend to get biased towards our designs. I have seen even the good designers to make the mistake of testing the prototype once it’s “ready”, and by “ready” they mean ‘clickable’. But usually, it’s already too late to test.
顯而易見的並不總是明確可知的。我們傾向於我們的設計偏見。我甚至見過一些優秀的設計師在原型“就緒”後錯誤地對其進行測試,他們所說的“就緒”指的是“可點選的頁面”。但通常情況下,這時測試已經太遲了。
Once it is on the paper, it is ready! And testing should happen throughout the design process. Create a flow — show it to the people, draw some sketches — show it to the people, create wireframes — show it to the people… At every step, take their authentic feedback. You will be learning a lot from them. “People” can be users, other designers, engineers, other stakeholders etc.
當它在紙上時,測試就已經準備好了!測試應該貫穿整個設計過程。建立一個流程 - 向人們展示,繪製一些草圖 - 向人們展示,建立線框 - 向人們展示......在每一步中,都要採納真實的反饋。你會在從中學到很多東西。 “人” 可以是使用者,其他設計師,工程師,其他利益相關者等。
And I am a big fan of guerilla testing. It is a method of testing your product with people sitting alone in cafe’s, restaurants etc.
我是游擊隊測試法的忠實粉絲。 這是一種與在咖啡館、餐館中獨坐一人測試的測試產品的方法。
Check out this article explaining how to do guerilla testing:
看看這篇解釋如何進行遊擊隊測試的文章:
https://medium.springboard.com/a-guide-to-the-art-of-guerrilla-ux-testing-69a1411d34fb
Also, have a look at this years old video of Jakob Nielsen, where he talks about how to conduct a simple test.
另外,看看今年雅各布尼爾森的視訊,他談到了如何進行簡單的測試。
https://www.youtube.com/watch?v=r0A6IW2TFFI
9. The wonders of storytelling
9.講故事的妙處
I cannot tell you how important this is. Storytelling is the key to success. Whatever success means to you…
我無法告訴你這有多重要。 講故事是成功的關鍵。 無論成功對你意味著什麼......
Our (users, designers, stakeholders, all humans, may be aliens too…) brains are wired to express our thoughts through this powerful tool of storytelling. This secret power extends to researchers, strategists and designers. Whether we (Interaction Designers) talk about doing research, creating the visuals, designing a prototype, making a video, or a client presentation or your own portfolio, we always…always need to tell a good story — a story that the audience can relate to, that can create a ‘conflict’ in their minds, that can make them wonder and eventually change their perspectives. I will talk more about storytelling in my next blog post.
我們(使用者,設計師,利益相關者,所有人類,也可能是外星人......)大腦通過強大的敘事能力來表達我們的想法。 這種祕密力量延伸到研究人員,戰略家和設計師。 無論我們(互動設計師)談論做研究,做視覺效果、設計原型,製作視訊,客戶演示或自己的作品集,我們總是......總是需要講一個好故事 - 一個與觀眾有關的故事,這能夠會在他們的大腦中創造“衝突”,這會讓他們感到好奇並最終改變他們的觀點。 我將在下一篇博文中詳細講述講故事。
Check out this amazing talk by David J Philip on storytelling.
檢視David J Philip講述這個講故事的精彩演講。
And watch this Ted Talk by Filmmaker Andrew Stanton of ‘Toy Story’.
觀看由電影製片人安德魯斯坦頓撰寫的“玩具總動員”的特德談話。
https://www.youtube.com/watch?v=KxDwieKpawg
So, how do you tell story in non-fiction work life?
那麼,你如何講述非小說作品中的故事呢?
Read this awesome book Story Craft by Jack Hart and read on hero’s journey. Here is amazing article describing different ways of building a narrative arc:
閱讀傑克哈特這本精彩的故事書,閱讀英雄的旅程。 這篇精彩的文章描述了構建敘事的不同方式:
https://www.sparkol.com/en/Blog/8-Classic-storytelling-techniques-for-engaging-presentations
10. Collaboration is the key
10.合作是關鍵
Collaboration is another form of interaction design where the interaction is between human to human.
協作是互動設計的另一種形式,其中互動是人與人之間的互動。
And from my experience I have learned that talent can only take you to a certain level. But with good collaboration and communication skills, sky’s the only limit. I personally used to focus lesser on this aspect. Hence my performance was plummeting in group projects even though I was doing pretty well in the solo projects. And btw, most of the projects in any company are within teams.
根據我的經驗,我瞭解到天賦只能幫你到一定程度。 但憑藉良好的協作和溝通技巧,天空是唯一的限制。 我過去常常很少把注意力集中在這方面。所以,即使我在單獨行動中做得很好,但我的表現在小組專案中直線下降。 順便說一句,任何公司的大多數專案都在團隊中。
In such situations, we justify the situation explaining ourselves that co-worker has shallow subject knowledge or their egoistic nature is the hinderance. That’s what many of us think. But, fortunately, it’s never anyone’s ‘mistake’ rather it’s our inability to interact and collaborate with each other that we feel unsuccessful or exhausted. Which we can learn. How?
在這種情況下,我們理所當然地認為這種情況,即自己同事具才疏學淺或者他們的自私自利是我們的阻礙。 這就是我們許多人的想法。 但是,幸運的是,這絕不是任何人的“錯”,而是我們無法與我們感到不成功或疲憊的彼此互動和協作。 我們可以學到什麼。怎麼做?
Pay attention to what teammates are saying. Listen to them. Think from their perspective. Give importance to their opinions. Sometimes you need to sacrifice your good ideas for the greater good of the team. Time is the key, you cannot do everything on your own, at least not as fast as a collaborative team would. 1+1=11
注意隊友說的話。聽他們說。從他們的角度思考。重視他們的意見。有時你需要為了團隊的更大利益而犧牲你的好主意。 時間是關鍵,你不能自己做所有事情,至少沒有無法像協作團隊那麼快。1 + 1 =11
So, if you are a designer, you need to design, not only your product, but also your methods of communication with others.
所以,如果你是一名設計師,你不僅需要設計產品,還需要設計與他人溝通的方法。
The trouble is, we think we still have time.
麻煩的是,我們認為我們還有時間。
Design your life
設計你的生活
Use these methods and apply them not only in your work, but personal life and growth. Think how can you prototype your life. These days with free internet, it is super easy to learn basics about any field all by yourself. Do that! Learn coding online. See if it excites you. Build something and see if this is something you want to pursue. If not, discard. Learn something else, say, neuroscience, or electronics or business models or taekwondo or snooker or painting. Life is too short to not enjoy it!
使用這些方法,不僅適用於你的工作,還適用於個人生活和成長。 想想你怎麼能為你的生活做好準備。 如今,通過免費上網,您可以自己學習任何領域的基礎知識。 開始吧! 線上學習編碼。 看看它是否讓你興奮。 設立一些東西,看看這是否是你想要追求的東西。 如果沒有,丟掉。學習其他東西,比如神經科學,電子學或商業模式或跆拳道或斯諾克或繪畫。 人生苦短,何樂不為!
I understand that it is difficult to digest all this information in one go. No worries at all, take your time and go through all the references step by step. Things will slowly start to make sense. And practice is the only thing that would make you better. So, always challenge yourself with new problems and implements these new tricks and tips to get a better hold at Interaction Design.
我明白,很難一次性消化所有這些資訊。 不用擔心,花點時間一步一步地完成所有資料。 事情會慢慢開始變得有意義。而練習是唯一可以讓你變得更好的東西。因此,總是帶著新問題挑戰自己,並用上這些新的技巧和技巧,以便更好地掌握互動設計。
I hope you learned something new today. See you next time.
我希望你今天能學到新東西。 下次見。
Be humble, be curious!
保持謙虛,保持好奇!
小彩蛋:感謝你閱讀到文章的最後,獲取更多國外優秀設計第一手資訊,請關注微信公眾號:包你嗨設計英語學習社群