I do not know what is recognized as a standard of evaluation, here I do a belongs of their own ideas, not only to evaluate other people's UI design works, but also to their own UI design works of reflection and evaluation. For reference only, I hope to like the design, like the UI, attention to the details of children's shoes have a certain role.
A complete set of UI design is actually more complex, from requirements analysis to market positioning, from drafts to plans, from combinations of creative elements to idea precipitation, from design specifications to breakthrough traditions, from paper to computer, from individual to team, from team to individual, from material collection to material processing, from 0 to accidental, etc. In fact, design a thing really really will encounter too many too many problems, such a complicated process, what other people see is only "surface", the designer will not expose their inner real things, so most people do not fully understand a work really want to express things, so, Do not rely on the evaluation of a piece of work entirely by others, nor rely on self-evaluation. Of course, good or bad, there are some basic premise, with these prerequisites, the work is better or worse, the carrot of their own strokes.
If there are no preconditions, just a half-baked, even if they say their own style, in fact, in the eyes of others is a small joke, a little stubborn to escape it.
The following is a few personal thought of small standards, these are their own summary, not what the expert theory or network theory, careful reference Oh, I summed up 8 points:
1, Color Comfort degree
A first look at the assorted color, or no primary and secondary points of simplicity, or does not look like the visual comfort of the saturation or light intensity does not adjust the color, I think it has been unable to continue to look at the longer. Because the first thing a person sees, is the color of an object, is the shape.
2, the primary and secondary of the text
Any design work must convey the message to convey the thought, if a set of fonts in a design, text size and text thickness, spacing between the lines do not have a "primary and secondary logic", I find it difficult to find the information I want, whether the design is cool or complex or simple and refreshing, light energy to show the information is far from enough, Every detail of the text of the message determines the primary and secondary thought of a design, and remember, you are going to guide others to see, and not others to guide you to design. There is no real death in this world standard, but the most basic, at least let others see what your words are written, so, the different colors between the text, but also can make the text primary and secondary aspects.
3, Information readability
With the text base, the layout of each module, color block, illustrations, background and so on, will make your message has a strong readability. Don't follow your hobby: I like cool, I like simplicity, I like elegance, I like two goods. Convey the message you most want to convey in your design, even if some information is overlooked by others, you are still successful. If users do not even want to see, even the most basic information can not be conveyed, the work of any style, is only verbal bragging. You want to set your target users, you want to eat all over China and the whole world, the whole industry? Unless, no, not unless.
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4,ui recognition
This point on the icon is very strong, whether you design flat or materialized or Van Gogh style, not necessarily 3 seconds to see the meaning of the icon, but also to allow people to appreciate the beauty of this icon at the same time, probably "heart know", this icon to convey a what. A website banner design, a page navigation design, must consider the recognition, you want to convey this image what connotation? What is the purpose of your graphic? All designers need to consider.
5, interactivity and ease of use
The work above is done almost, and the rest is used. Whether it's a mobile theme or a website design or app or game, get someone else to start quickly, can play, can use, even with simple, play simple, even if you use the Galaxy does not have cool interaction, or use the earth has been endangered by the design of Earth, to facilitate the use of fine quality, your work is too good to see, There's also a place to look.
6, thoughts, the transmission of life
The work is what kind of, generally can see from another level some designers to the life to the work to the emotion attitude and the state, therefore do not underestimate a work the power, it may be conveys your own true heart the medium, may you did not discover, but the bystander has discovered you.
So, it is difficult to integrate into the life design, but also the easiest, do you expose your most careless and boring side to the design work? Do you convey the most nuanced and intriguing aspect of your mind to the user? A picture can be seen (of course this does not mean all Ah, Some designers look at the works for a few days and you don't see who he is and what he lives for.
7, tiny details and tiny ideas.
Don't say this is what you created, because God is older than you. A thread in the UI design, a pixel, color saturation of the nuances, a small gradient, the choice of a font, the size of the canvas, with the thickness of the pen, these small details, although not everyone can say, but can first "look at the heart, feel the bones", so even if not said, Details can also make anyone feel the first time, do not ignore every little detail, it may be your fortress of success, but also a chance to let you fail the arrow.
In the details, you will be able to create a few small creative, creative creativity, no details, how to talk about creativity? That's just an armchair, Kothe.
8, a reference to the way of expression in life
A simple parallax, a simple fall, a simple glass broken, a simple leaf falling, a piece of paper simple angle furnishings, a pot of plant simple shooting, these things can create your infinite expression, of course, it is more difficult to integrate life into the design, is to accumulate, Not a two-day experience.
If you want more generalizations, then there is no, because I now can only feel so much, still can not perceive more, perhaps later can perceive more, haha.
Summary: Don't open your mouth to evaluate a design works of good or bad, the work is not good or bad, it is the heart of every real designer, radish strokes. Some of the basics of small standards can be seen by the designer to design the work is "good or bad." Even some basic standards have not been achieved by heart, perhaps, there is no need to evaluate the UI design works. Because of that work, there is no intention to be judged by others. Why would you do that?