Android UI Design Remember

Source: Internet
Author: User
Keywords No appropriate behavioral patterns should dialog box

Android's Official developer blog has sent a slide show of some Android http://www.aliyun.com/zixun/aggregation/8760.html ">ui design tips, Roger is here in the form of a look at the picture, and interested readers continue to flip. The whole PPT is divided into 5 parts, part I translates the first two parts.

As developers, why do we care about the UI, the front of the pile can be ignored, skip to the last one. Because good UI design can help us sell more copies and make more money ^_^

Don ' t:

1> do not copy your UI design on other platforms, you should make the user feel like you're actually using an Android software to balance your logo display against the overall perception of your platform.

2> do not overuse modal dialog boxes

3> do not use fixed absolutely positioned layouts

4> do not use PX units, use DP or use SP for text

5> do not use too small a font

DO:

1> Create a resource for a high-resolution screen (always better to zoom out)

2> need to click on the element to be big enough

3> icon Design follows Android guidelines

4> use appropriate spacing (margins, padding)

5> supports D-pad and trackball navigation

6> the correct management activity stack

7> correctly handle changes in screen direction

8> uses themes/styles, dimensions, and color resources to reduce excess values

9> collaboration with visual interaction designers!!!

Design philosophy:

1> clean and not too simple

2> focus on content rather than cosmetic

3> keep consistent, make users easy to put in, can attach a little change

4> uses cloud services (storing and synchronizing user data) to enhance the user experience

Excellent interface Design Guidelines:

1> Focus on users

2> Display the correct content

3> gives users appropriate feedback

4>-rule-based Behavioral patterns

5> Tolerance Error

Focus on users:

1> Know your users (age, skills, culture, needs for your application, equipment used, where and how to use the equipment)

2> ' user first ' design mindset (user is usually a task-oriented behavior pattern)

3> earlier and more frequently tested by real users

Display the correct content:

1> most commonly used operations need to be seen and available to the user as soon as possible

2> less commonly used features can be placed in the menu

Give users appropriate feedback:

1> Interactive UI elements need to reflect at least 4 different states (default,disabled,focused,pressed)

2> guarantees that the results of the operation are clearly visible

3> give users more progress tips, but don't interfere with their current operations

rule-based Behavior Pattern:

The 1> behavior pattern follows the user's expectations (the correct action stack, which displays the information and actions the user expects to see)

2> use appropriate ways to enhance feature visibility (clickable elements should appear to be clickable)

3> If a user completes a task that requires complex operations, rethink your design!!!

Tolerance Error:

1> only meaningful actions (disable some buttons appropriately)

2> Minimize non-fallback operations

3> allow rollback (undo) is better than using a OK dialog box (in fact, you should try to use a certain dialog box sparingly, which is a distraction to the user)

If the error is possible, it must happen.

Design Considerations:

Physical dimensions of the 1> screen

2> screen Density

3> the direction of the screen (vertical and horizontal)

4> Main UI interaction (touch screen or use D-pad/trackball)

5> Soft keyboard or physical keyboard

6> It is important to understand the differences between different devices.

7> reading CDD, learning where equipment may differ

8> understand screen size and density classification

Source: http://www.ucd-grow01.com/?p=115

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