In the life of the interactive clothing storage

Source: Internet
Author: User

Libra woman born beauty, regularly buy back a pile of favorite clothes piled in the wardrobe. More and more clothes, wardrobe more and more small, often encountered in the morning to wear clothes how can not find, make a fuss, or suddenly one day found a long time ago bought clothes, tag has not cut the style has not been loved. How can you tolerate such a situation happening? Then in a serious summary of the past failures of experience and lessons, combined with the usual methods of work, I have a revolution in the home of clothing storage.

I. Problems to be faced

Ii. Solutions

First of all, the clothing to summarize, classify, and reduce clothing. According to different clothing selection of different storage methods, there are stacks, some rolls, some hang. Use different stacking methods to place different items in combination with place. such as drawers suitable for unwinding neatly, shallow cabinets stacked neatly in order, deep inside the cupboard is not commonly used, the outside put often used, high cabinets hang more long fear wrinkles clothes.

Second, the most frequently used things should be put in the easiest place to take. Do not spread the same kind of, pay attention to observe the frequency of use. Space can be divided into five parts: the arm naturally droop the line of sight and fingertips to put the most frequently used; the position of the fingertips to the line of sight when the hand is lifted up, and the position of the fingertips to the knee when the hand is naturally drooping, and the position of the fingertips above and below the knee are not often used when the hand is lifted upwards.

Third, the study of the morning after the route, the establishment of strict procedures, save time and effort.

Third, the interactive behavior borrowed from

1. Who uses--identify users

Determine the user, understand the user is a good interactive design of the premise and foundation

The purpose of determining the user is to minimize subjective guesswork and understand what the user really needs to know how to better serve different types of users.

Determine the benefits of the user:

A. Bringing attention

It's impossible to create a website for everyone. Successful business models are usually targeted only at specific groups. A team no matter how strong, resources after all is limited, to ensure good steel used in the blade.

B. Promoting unity of opinion

Help the team establish appropriate expectations and goals, together to create an accurate shared version. Determine the user can help everyone heart to a place to think, the force to a place, with understanding instead of meaningless PK, improve work efficiency.

C. Bringing better decisions

Knowing the user's goals, actions, and opinions can make decisions better in the following situations

--When developing a product strategy

--When discussing product requirements

--When sorting project priorities

--In the task analysis

--While pondering the interactive process

--When choosing a design style ...

2. Spatial content generalization--Information architecture

How to make use of the limited page space? The content needs to be rationally planned, sorted out, streamlined, and the most suitable content is placed in different sections. That's the information architecture.

Information architecture is the structure of information organization, in which the information architecture is a site for classifying content and creating interactions to navigate the design of the content. An effective information architecture allows people to approach the information they need logically, without hindrance, step by step. The information architect is the person who designs the information of the website, the location of the page, and assists the designer and the programmer to complete the system and build the effective information architecture.

Most people notice the existence of an information architecture only if they cannot find the information they need, or when they are puzzled by the search for information. (This means that you don't feel hindered when using a well-designed system, and you don't notice the existence of an information architecture)

3. Frequent use-data analysis

Site after a period of time to accumulate a certain amount of click Data, from which you can refer to the way the design is effective, if the effect is good to continue to maintain, the effect should be adjusted in a timely manner.

The data analysis of the website is the record and the classification of the website access information, and on the basis of statistical analysis, such as web site traffic growth Trend chart, user access to the highest period of time, the most visited Web pages, stay, users use the search engine, key keywords, etc., these can be called site access to the basic analysis of data.

4. Convenient--goms model

The GOMS model is used to predict the time required for an experienced worker to perform a specific operation under a given interface design. GOMs is a modeling technique that is used in interactive systems to analyze user complexity, and is mainly designed by software to build user behavior models. The GOMS model is an abbreviated term, with G representing goals (target), O representing operations (operation), M representing Methods (method), and S for selection rules (selection rule).

The Goals (goal) is the result that the task ultimately wants.

Operations (operation) is the bottom of the task analysis of the behavior, is the user in order to complete the task must perform the basic action.

Methods (method) is a process that describes how to accomplish a goal.

The Selection rules (selection rule) are the rules that users must follow to determine which methods are used in a particular environment.

A typical G O M model can be used to compute task time. A typical set of task times was calculated by a number of studies: Keystroke action (K e y i n g), K requires a typical time of 0.2 seconds; The user uses a graphics input device to point to a position on the screen (P o i n t i n g), the typical time required for P is 1.1 seconds; the homing action is the user's input from the keyboard and graphics. Conversion between devices (H o m i n g), H required a typical time of 0.4 seconds, the user enters the next psychological preparation time (Me N t a l l y p r E p a r i ng), the typical time required for M is 1.35 seconds. For example, in a dialog box to hit a letter action, the user needs to complete the basic actions are: pointing P, homing h, keystroke K, complete this series of actions required a basic time of 1.1+0.4+0.2=1.7 seconds.

Next trailer: The interaction in the life of the booth design see interaction

Author: s++

Article Source: Ctrip ued reprint Please indicate the source link.

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