The courage of interactive design

Source: Internet
Author: User

The original interactive design era, probably the beginning of 2004, our gorgeous Web page Design era significantly heating up, in just two years after the streets are already computer training institutions, that era of attention is special effects, the white is the technology behind the special effects, you do not see the Web page is to let people see dazzling ah, here bling Bling sparkling, floating box jumping. Then is a variety of web design templates, to make a lot of complex government websites out.

Following the era of a large number of "art" came into being, let's say the art ERA for advanced interactive design era, attention is: visual effects. And, the original web design of the bosses who have become a senior visual connoisseur. Art times "Art" very painful-simply rely on visual effects to evaluate the work is good or bad, too subjective, too casual. As a result, they usually do n versions, repeatedly modified until the art crashes or the boss crashes.

In the 2005, the UI Interaction Design era has included user users as an important element of the interface design considerations. But for the exquisite, texture of the pursuit of unlimited, still will make people lose, forget from the user's perspective to look at a UI works. As a result, you will often see a software interface that is very delicate, but difficult to use. What users see is impeccable, but do they know what this is, what to do with it, how to do it, and when they are interested to try, do they know how to start? How do I exit the next step? Do you want to learn how to do it again after you quit? Do each step bring them pleasure or boredom? We advocate operational efficiency, but efficiency is relative, in the final analysis, is the user experience.

2007 ued thought into our minds. We do not lack of interactive design technology, not lack of visual shock, but we lack of continuous attention, lack of user experience. After the WEB2.0, the user's participation degree is more and more high, the user from the passive recipient becomes the editor-in-chief, the editor-in-chief, the photographer, the writer ... They are the protagonist, the use of the problems encountered, of course, can not rely on the site of customer service calls or help tutorials to fix, they need self-help, so, reduce the use of the threshold, eliminate the use of barriers to attract them to re-use, is the direction of each site.

So what is the interactive design that our ued team is doing every day?

People can be trained to change their feedback on behavior, to obtain behavioral identity, is what we usually say "upbringing", and machines, systems have no vitality, it needs to be given to the various behavior feedback mechanism. And the interaction designer is to give it to the user's expectation, let it give the reasonable feedback behavior.

It's easy for beginners to focus on iterative presentation, what tools do they care about? In fact, the tool is really not the point, the idea if there is, white paper and pens are the best tools. So the advanced interaction designers will understand this later and they will return to the demand source: What is this? What are we going to solve?

For interactive design, the first and most important, to understand the needs of users, and solve a problem to meet a demand, there are many ways. Some belong to the excessive design. Some belong to nowhere near--it takes a long time to solve the problem. So the interaction needs to have 42 to dial the consciousness of the daughter, in the exploration stage, not miss an inspiration, do some more exploration to find the best solution. In the latter part when the Gordian knot, when the break is broken.

Compared with designers in other fields such as architecture, engineering, machinery and so on, the most indispensable thing for interaction designers is to create the soul, the real designers, can see his character and temperament in their design, also called "style". Like Apple, he adheres to almost all usability rules, but still creates a new user experience like the iphone. Most of us take someone else's "style" as a "standard" to learn, imitate, execute, but do not know how to produce in the product, inject their own style. The pattern of design is killing every one of us's ideas and ideas, the farther we go, the worse we die.

Familiar with the rules, but not by these rules bundled, take out the "design courage", dare to face the doubts of others, do not be the first to question their interactive designers.

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