Principle of Interaction Design specification

Source: Internet
Author: User

The King of Ancient Babylon promulgated the Hammurabi Code,

Carved in black basalt,

More than 3,700 years from now,

You're in front of the window.

Are you familiar with that? Yes, this is the love of Zhou Dong before the lyrics. Not long ago the work is not very busy, as a rule of the collation of interactive design ideas, that is, carving company user experience design of the Han-la-Rafah code. If we want to make norms, we must first set up a guiding ideology, that is, the Constitution in law; it's like a natural science. Establish a philosophy, as a world outlook and methodology to guide user experience design. Although philosophy is very virtual, but very important oh, the master level of scientists are many philosophers.

User experience design principles like the Constitution, is the interactive design of the most basic guiding ideology and theoretical basis, the design process should always remember the main points. Interactive design is to grasp the purpose of user-centric, in the spirit of empathy to provide users with more comfortable, attentive service. According to the experience of many projects, refer to master books and related normative documents, organize the following principles. Each product has a different order of priorities according to its own circumstances, but the terms are basically the same.

1. Accessibility

On the basis of existing knowledge and experience, the target user can understand the product interface correctly without any need to think, or the user can understand the product interface through their own learning, by means of hints or help. The interface has a learning nature.

What can be learned is to identify the current location, know what to do now, what to do next, quickly identify the elements in the interface and understand its function. Reasonable metaphor, idiomatic usage and effective revelation can be used in the design.

2. Consistency

In similar situations, consistency should be maintained in several aspects: visual performance, interaction behavior, and operational results.

Good consistency, can reduce user learning costs to cultivate user habits, but also reflect the rigorous product design. If they are different, they should be treated differently, especially visual performance.

3. Simple Nature

Less is more, as thin as possible the elements on the interface. When designing a prototype, halve the element and see if it can be simplified again. Life is really simple, but many times we complicate it artificially. Ensure that the main task flow is completed smoothly, eliminating the interference of the remaining unrelated elements.

The simplicity is embodied in four aspects: reducing visual disturbance, simplifying text expression and streamlining operation steps.

4. Fluency

The user operates coherently, the task completes smoothly, avoids interferes or interrupts. Identify the most basic core tasks and ensure its smooth implementation, the auxiliary operation should be carried out without affecting the core tasks.

Avoid interference, so that users clearly in the specific interface of the first tasks and objectives, as far as possible to avoid the interface of visual noise and other interference, to avoid interruptions, so that the user's operation to maintain consistency, the use of modal boxes should be cautious.

5. Timely Feedback

Any operable place in the interface, when the user takes action, should give feedback in time. Let the user understand that the operation has taken effect, the interface is under the control of the user. Feedback includes: User action feedback and product status feedback.

Operation feedback, refers to the interface elements in the user to slide over, click, remove and other operations, the elements of feedback changes. State feedback, refers to the product in the running requires users to wait or system error feedback, so that users understand the situation.

6. Exploratory

Users in the use of the product process is also an exploration process, the product should allow users to make mistakes, even if they make mistakes can not blame users, but also must give users the opportunity to try again, so that users in a relaxed mentality.

In the design process, you first need to help users avoid errors, such as using the appropriate control (in the same case the choice of control is less than the input control error opportunities), give input help or revelation. After the user has made an error, you need to provide the undo or return function, so that the user returns to the previous operation to explore again. Error feedback to be affinity, avoid blaming the user or rash to interrupt or launch the product, be polite to point out the error and provide useful remedial suggestions.

Article Source: reakyzhou.com/archives/123

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