Thoughts on reading "Designing Interfaces"

Source: Internet
Author: User

Thoughts on reading "Designing Interfaces"

Interaction design is a guarantee of success for a large project, whether or not it is done exactly as the book does, but this is always a necessary process. This book in a certain facts and the corresponding theoretical basis, but also listed some very specific methods, operability is relatively strong, of course, in fact, its theory in our opinion is not very advanced, may be the way of thinking and the long-term education environment of different causes, in my opinion, Their theory is a metaphysical logical proof of their views or methods, but this is the most important, if logically not have the derivation, the concrete method again how to say the hype also have no credibility. Let's talk about some of my summaries of the book.

(1) Three models of the product

A realistic model that describes how a product works.

A mental model that expresses how the user understands it.

The performance model, the designer model, is how the designer presents the reality to the user and should be as close to the user's psychological model as possible, but the corresponding workload will increase.

(2) 4P of knowledge system

process, process, whole design. My understanding, such as some common processes.

Pattern, patterns, some problem-solving methodology. such as user research.

Principles, Principles, rules of some customary usage. For example, "Don't let the user think."

Practices, practice, the above 3 theoretical embodiment, find the product, the team's better practice, each time will be different. In addition to the product-related peripheral team's influence, do not let non-core mistakes bad things.

(3) Five steps to define a requirement

1, describe the existing problems and want to achieve the prospect (from the user research and user model to obtain the basis, rather than create in thin air);

2, brainstorming;

3, the character of the expectation (according to the user's psychological model);

4. Construct situational scenario scripts;

5. The need to extract personas from the final confirmed scenario scenario (including actions, objects, and situations)

Situational scenarios are stories about people and their activities, which are points of contact between major and minor roles and systems within a meaningful period of time. It should be broad and shallow, and should not be confined to product or interactive details, but should focus on describing actions from a user's perspective in a specific context.

(4) Principles of interactive design

1. The user interface should be based on the user's mental model and not on the implementation model; (requirements, not production)

2. The user does not understand the Boolean logic. (Users prefer graphic things, not numbers)

3. Do not copy the user interface of the mechanical era products, but must be in accordance with the objective situation of the information age to improve. (Primary and secondary performance)

4. Significant changes must be very good changes.

5. No one wants to stay at the beginner level.

6. Optimized for intermediate users. (Normal distribution map)

7. Think of the user as a very smart but very busy person. (Novice tutorial can not procrastinate)

8. The design focus of each interface is a single, primary persona. (Each interface corresponds to a current use target)

9. Before you design a product's "How to" behavior, define the product to do "what". (target demand decision)

10. At an early stage of design, assume that the interface has a magic effect. (Jump out of the frame to design the interface)

11. Never show your dissatisfied design to the stakeholders, maybe that's what they like. (Design tips to reduce error options)

12. Use the cursor hint to indicate the meaning of the non-key.

13. One click to select Data or change control state.

14. Double click to add an action.

15. Pressing the mouse on the object or the data means the selection.

16. Pressing the mouse over the control means preparing the action and releasing the mouse means performing the action.

17. The visual transmission of the paradigm.

18. Use the cursor hint to express the paradigm.

19. Make the selection visually clear and eye-catching.

20. The drag-and-drop candidate must visually display its ability to accept.

21. The drag-and-drop cursor must visually represent the source object.

22. Any scrollable drag-and-drop target object must support automatic scrolling.

23. Drag to all to vibrate.

24. Any program that requires precise alignment must provide a precise scrolling cursor tool.

25. The dialog is another room, before going to have a good reason.

26. Place the functions in the window where they are needed.

27. The use of any interactive idiom is related to the context in which it is located.

Thoughts on reading "Designing Interfaces"

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