Experience accumulation of interactive design comes from accumulation no crash method

Source: Internet
Author: User
Tags abstract

In the work of the interaction designer, the basic tools, common sense, process ..., which can be easily learned, the final output, can also find a mature model, and only the middle of experience, only from the accumulation, there is no crash method.

This sharing is a little example of some of the experiences you've gained in your growth and communication, coupled with a bit of interaction, hoping to provide some help to friends who are interested in interactive design.

Outline:

1. Getting Started

1.1. Tools

1.2. Principles/Common sense

2. Competent

2.1. Experience

2.2. The starting point of experience accumulation--imitating and thinking

3. Advanced

3.1. A certain degree of violation of logic

3.2. Expand Related Skills

1.1. Tools:-Everything can be used to draw wireframe, expression of interactive design blueprint tools, even with very non-mainstream ppt, or directly with the front-end language to write, the most used, the most suitable for course is axure, the specific use of the tutorial does not speak, you can refer to:

  The application of Axure in prototype design

[2010w13] Morning reading: Axure

In the use of axure, individuals think it is important to get started on two points:

Grid-The layout of the grid system, and properly aligned, you can facilitate the next UI colleagues to design, you need to note:

(a) The conceptual design phase of the programme has not yet been defined, do not pursue alignment and aesthetics, able to smooth the interaction design, more than anything else, if the software interface to automatically want to align, and time is not sufficient, rather than the first draft on paper, also do not want to align and affect the design ideas; After the experience matures, of course, it says, Can be in the guarantee of clear interaction on the basis of the interface between the beautiful (interactive draft and visual version of the spacing between the ratio, it is likely very different, the worst case may be due to the spacing problem, resulting in the need to overturn interactive manuscript);

B to draw a wireframe, you can draw a lot of neat and beautiful, but the specific design must be done by a more professional UI colleagues.

Grayscale--In the same interface, with different depths of gray, representing the weights and correlations of different regions

1.2. Principles/Common sense

This is not the start of the tutorial, the basics of some tutorials, such as "Web Usability Design" Don t make me feel, can learn some of the most basic knowledge.

2.1. Experience

I think that, like any subject or skill, there are also objects of work (processes, controls, control groups) and goals (requirements) in the interaction design, as well as the experience of interactive design for the content that is contained in these two aspects, which are subtly differentiated and controlled respectively.

To achieve the same goal, such as the most basic, we need a portal, click on it, trigger new content or function.

There are many ways: buttons, the length of different text chain, drop-down menu, tab, Radio Group ...

Which also contains different colors, underline styles ...

They correspond to different use scenarios, and the effects are subtly differentiated.

In the face of target needs, it can be abstracted, when the content does not affect the form (or most of the time, we try to achieve the same effect: in the face of different content, we use this form can be compatible), you can put aside the specific content of the requirements, but to consider it to achieve what kind of interactive form.

such as an example:

Original requirements: To have two head graph carousel, one is Activity bulletin, one is product recommendation, but I worry about two will move, become very strange ... But all want to put ...

Abstract requirements: There are two modules, the contents of the module is the plural entrance, picture mode, to avoid mutual interference;

Analysis:

1. The contents of two automatic rotations appear in the first screen area, which will obviously interfere with each other.

2. The purpose of automatic carousel is to obtain more display;

2.1. The practice of not automatically carousel and still be able to show some of the information

So this is the effect on the line, the lower right is a relatively rare extension of the entrance design, not the current state of the picture, the title can be displayed.

Interactive draft:

If the experience of the interaction designer, only in the specific task of accumulating concrete experience, this process is undoubtedly too long and less effort, master the general Law of Abstract unity, and grasp the nuances, this way, can make the accumulation of experience and design work more effective.

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