跟讀練習: How to solve problems like a designer - 通過影片學習英語口語

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56 句
如果句子過短或過長,請點選 Edit 進行調整。
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This is the first Apple computer mouse.
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It came with Apple's $10 ,000 Lisa computer, and it was designed by a product design consulting firm that would eventually become known as IDEO.
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The assignment was straightforward.
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They had to take the computer mouse, a $400 device at the time, and bring it down to under 35 bucks, make it mass -producible and reliable.
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And above all, it needed to be simple.
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We control Lisa by pointing to these images on the screen with this unique item called a mouse.
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Fast forward about 30 years and IDEO doesn't really create products anymore.
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They've transitioned to designing networks and experiences, things like Los Angeles's voting system and the Red Cross's method for finding donors, even entire schools.
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So what does making a computer mouse have to do with creating a school system from scratch?
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It It turns out, quite a lot.
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The world we live in is one where really the complex things are the things that are mostly broken, not the simple things.
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We have lots of great products, lots of beautiful products, lots of products we can use every day.
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Everything from, you know, furniture to tableware to consumer electronics.
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They're mostly pretty good, right?
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And yes, there's opportunity to do better and do more.
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But I'm interested in the things that don't work very well
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and the things that you can impact society with and then mostly the more complex things.
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Back in 1971, a designer named Victor Papanek wrote a book called Design for the Real World.
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The premise was pretty simple.
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Creators could take some of the same design strategies from the creation of industrial products
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and use them to tackle problems like pollution and overcrowding and food shortages.
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By 2001, IDEO had done just that, pivoting from products to real -world experiences.
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But the design steps?
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Tim Brown says they stay just about the same.
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The first piece is observing the world in order to ask an interesting question, right?
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And you can observe the world in lots of different ways.
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When we talk about human -centered design, we're really talking about observing the way humans live their lives and asking interesting questions about, hey, why does somebody do this and not that?
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Or why is somebody struggling with this problem?
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Why is it hard for somebody to open that jam jar lid?
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Well, so maybe I could redesign the jam jar lid, right?
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Or maybe I could give them a tool to help them, right?
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So why is this happening?
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So the first step is that looking at the world and coming up with a good question." For making a mouse,
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that means watching how people use computers and observing what they want and what they don't.
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For designing a school, that meant spending a month in Peru, Meeting with students and parents,
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teachers, investors, government and business leaders to address needs like academic planning, modular classroom space, accessible technology, and affordable tuition.
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The next step is taking all the insights you have about those questions and starting to imagine ideas.
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Like, here's what I could do, here's what I might imagine doing better or differently.
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So that's what we often call ideation or idea -making.
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Then comes the fun part.
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You test it out.
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Right at the beginning of the process, it might be a really simple cardboard model or a quick sketch, or if it's digital, it might be a quick digital simulation or something.
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And you try it out with people.
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Sometimes those drafts can be pretty rough.
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The first prototype for the mouse was a roll -on deodorant stick and a butter dish from a Palo Alto Walgreens.
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And you test it and it doesn't work.
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OK, so I need to rethink my idea and I do it again, and this is where the iteration comes in.
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You learn from the prototype, you realize what's not working, or maybe it's a crummy idea, you have to go back and find a new idea again, and you go through that loop over and over again,
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asking the question, having ideas,
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prototyping, learning, until you get to something that truly meets somebody's needs or a set of people's needs.
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Now, the last bit of the process, which arguably happens in that iteration also,
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is the storytelling piece, because always you're trying trying to explain to people why your idea is interesting.
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I think what you need to design a complex system is not one brain, you need lots of brains.
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You need lots of brains with different perspectives, different creative contributions that you make, working together to get to an outcome that is literally rich enough
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and sophisticated enough to be able to behave like a system instead of being like an object.
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Thank you.

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本課的詞彙與口語要點

這段影片共有 56 個句子、795 個單詞可供跟讀。 講話部分時長為 4:37。 說話人語速自然,每分鐘約 172 個詞,接近日常對話。 84% 的單詞屬於英語最常用的 3,000 詞,其餘的詞建議在練習前先學一下。

影片中的重點詞彙

影片中 15 個值得學習的單詞,附發音和釋義:

單詞發音釋義
mouse 名詞/maʊs/лочў, 鳥鼠 /鳥鼠
observe 動詞/əbˈzɜːv/遵守, 遵循
prototype 名詞/ˈpɹəʊtətaɪp/原型, 雛形
transition 名詞/tɹænˈzɪʃ.ən/過渡 /過渡, 轉變 /轉變
designer 名詞/dɪˈzaɪnɚ/設計師 /設計師, 設計家 /設計家
butter 名詞/ˈbʌtɚ/牛油, bá-tah
contribution 名詞/ˌkɑntɹɪˈbjuʃən/貢獻 /貢獻
furniture 名詞/ˈfɝ.nɪ.t͡ʃɚ/傢俱
loop 名詞/luːp/圈, 環 /環
reliable 形容詞/ɹɪˈlaɪəbl̩/可靠, 穩妥 /穩妥
affordable 形容詞/əˈfɔɹ.də.bəl/支付得起的, 付得起的
creator 名詞/kɹiːˈeɪ̯təː/造物主
dish 名詞/dɪʃ/碟子, 盤子 /盤子
pollution 名詞/pəˈluʃən/汙染
electronics 名詞/ɪˌlɛkˈtɹɑ.nɪks/電子學 /電子學

影片中出現的短語動詞

單詞釋義
come up with 動詞想出, 提出
go back 動詞回去, 返回
go through 動詞通過 /通過
turn out 動詞原來 /原來

需要注意的發音

說話人用了 9 次縮略和弱讀形式,例如 doesn't, don't, I'm。請按聽到的簡短形式來說。

  • “sh” 和 “zh” 音: transition /tɹænˈzɪʃ.ən/, contribution /ˌkɑntɹɪˈbjuʃən/, dish /dɪʃ/, pollution /pəˈluʃən/, tuition /tjuːˈɪʃən/
  • 長單詞——注意重音位置: contribution /ˌkɑntɹɪˈbjuʃən/, differently /ˈdɪf.ə.ɹənt.li/, affordable /əˈfɔɹ.də.bəl/, electronics /ɪˌlɛkˈtɹɑ.nɪks/, accessible /əkˈsɛs.ɪ.bəl/

如何用這段影片練習

  1. 先完整聽一遍影片,不要開口,記下不認識的單詞。
  2. 先用 0.75 倍速逐句跟讀,熟練之後再回到正常速度。
  3. 錄下自己的聲音並與原聲對比,特別注意 mouse, observe, prototype 這類單詞。

什麼是跟讀法?

跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。

影子跟讀法: 閱讀完整分步指南 →