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Err, you can never have. Internet products for the user groups are diverse, different education background, different behavior habits, which makes the user's real operation and product design when the idea will appear certain. In recent years, with the advent of the mobile Internet era, users will be in a variety of strange application scenarios and environment to use products. Sitting or lying down? In the public transport or in the toilet? Is it quiet or noisy? These complex and diverse scenarios make it particularly important to design error feedback for user manipulation errors.
Examples of product error feedback design
This design is more common, now basically all search engines will have such error feedback design. Search engines provide error-correcting help for possible spelling errors that occur when a user searches for a keyword. Take the example of Baidu, the author searches for the designated house (this example may not be good enough), Baidu based on key words to judge the intention of the user, gave a search card house results page, give a copy to tell users this is the keyword card house search results, and provide users to insist on search "designated house" link. The reason for this is that if the user entered the keyword does not appear wrong, is what he wanted, just happen to this word is relatively unpopular, then users can quickly search through the link to the keyword. Sogou Search Practice is a page at the same time display "designated house" and "card House" two keywords search results, which is also a better design.
Input method software is common use of the Internet products used more frequently, take Sogou input method to examples. The author wants to enter the product two words, at this time because N and b these two letters on the keyboard position is very close, causes the user to enter quickly very likely to press the wrong letter. As shown in the figure above, the author mistakenly chanp into CHABP, when the input method gives the results, including the wrong results but the user would have wanted to input. This kind of design not only improves the fault-tolerant ability of the product, improves the user input efficiency, but also brings the feeling of surprise to the user, and produces the latent goodwill to the product.
Let's talk about MIUI. Users of the Millet mobile phone may find that when a message is received after a long period of time does not open, the message will ring again. This is also a product of the error feedback design, by setting the timeout time, to determine the user may not notice a message, and give a second hint. Of course, for the majority of users with obsessive-compulsive disorder, may cause confusion, if the user already know this message is not to point to open. A good solution is to give the tag to the SMS prompt, letting the user know that the message rang two times.
The above picture is the author listens to the song with the Jing.fm, here also has the error feedback design. If the song has not played more than 15s, the user has done a bit of praise operation, the product will give the picture as shown in the copy tip: If you really like, at least listen to 15s~. The user's point of praise operation was stranded. The advantage of this design is: If this error feedback design match the user error scene, will give users a more profound impression, bring goodwill. The disadvantage is that in fact, some scenes are users listen to the melody has already known this song, and really like this song. Then cancel the user's point of praise operation is a bit rough. The author's improvement advice is the product gives a hint "haven't heard 15 seconds oh, confirm like this song?" Then give the button that cancels the red heart. This should be a more natural way.
An example of a negative example (micro-letter) that did not make a good error-feedback design was derived from the article with the Dish Head micro-letter public number. The following user uses the micro-letter scenario may be this: a user in the circle of friends to see a friend to share an article, after reading the article, feel very interesting on the way the article author and the public number of the dish head. Day by day the past, the user is very busy recently, open the micro-letter found and vegetables hair came to a pile of articles, due to the article a daily push, the user does not want to be distracted by these articles, then click on the upper right corner, Cancel received from and the food head public number. Time and day by day past, the user idle down, perhaps because the previous days busy dizzy, the user forgot has canceled and dish head public number of the message push. So the sad story happened. The user to and the dish head of the public number of frequent speakers, asked why so long do not update the article, and the food head in the background to see the message, replied that there has been updated articles and provide possible solutions, but these responses to the user is also not received. From the above example, you should also be able to think that for this possible error, the good feedback design should be: If the user cancels the receipt of the message to the Subscriber, when the user sends the message to the Subscriber, it should be prompted: If you want to receive the reply of the subscription number, please open the message receive button in the upper right corner. ~
How to do product error feedback design?
Since to do a good job of error feedback design, of course, first of all to find the user may be errors, the following introduction three kinds of authors think more effective methods:
Using the traditional use-case analysis method, the user uses the scenario simulation (use case analysis, storyboard) to analyze the functions that users may use and the product usage process, and then analyze the user's possible mistakes. But the storyboard compares to the traditional use-case approach, the user will be more detailed to simulate the use of the scene, by telling a story, to create a situation including the use of the background, the state of the environment, to simulate the use of the product scene, by visualizing the story, describing the user's use of the product process, to judge whether the design concept conforms To make product corrections.
Data driven by the analysis of a large number of data to find the law between the data, such as the analysis of the data displayed by the user to use the product path and product design path between the differences, and then judge the user may be errors, to find out the design defects. The product is updated to verify the existence of the defects through grayscale publishing, or to verify that there are design flaws through user interviews. The final implementation of the data to guide the design of the product.
User behavior observation This is the most direct way, but it costs a lot. By directly observing the user's process of using the product, they discover the errors they are doing. The real reason for these errors can be obtained by interviewing, and then the error feedback design is directed. For mobile internet products, product managers need to use your products, at different times, different places, different moods, a variety of scenarios, to discover the problems of products, to develop their own in the design of the App scene feeling. Tencent has a "pro rule": Product managers must do 10 user surveys per month, focus on 100 user blogs, and collect feedback for 1000 user experiences. This is a more effective way to make good products and design stupid. In addition, if the product is designed to be simple enough, the error will become very small.
What are some of the principles that you should follow when designing a product's error-Feedback design by finding out where the user may have made the mistake and analyzing why? I think there are two points, one is a reminder, clearly told the user now the operation may be wrong operation, and pointed out where the error, that is, the cause of the error. Of course, the description of the wrong copy needs to meet the characteristics of the product users, according to the target user design. The second is to give the solution, if the accurate judge of the reasons for the user error is very confident, you can directly help the user to correct the error, the normal results presented to the user, and informed that has been corrected. If you only know that the user this operation may be wrong operation, and the probability is not high, you can present the normal results to the user, and give the error correction button to allow users to choose.
This article only discussed the error feedback design, the product good fault-tolerant design on the one hand must rely on the good guidance to reduce the user to err the probability, for instance the micro-letter public number to send the message, will give the first to the user the option, guarantees the mass content correctly. On the other hand, we have to provide the recovery mechanism after the error to restore the user's operation errors caused by the loss, such as the Windows system in the Recycle Bin, such as the site to write articles, the browser accidentally closed, re-enter the site to write articles, before the article will be retained.
Today, everyone is talking about user needs, user experience. Then the user needs and user experience in the end is what, the author feels very simple. User demand refers to the user feel useful, user experience is the user did not think so good! Fault-tolerant design is beyond the expected design, because no one feels stupid. Talk is easy, but it takes a lot to make a product that really has a good user experience. So don't just remember to look up at the stars and forget how to get down to earth.