App development design should be people-oriented! On the principle of app interaction design

Source: Internet
Author: User

Why does app development design need principles? Design principle is in fact some design process based on the human cognitive Law on the design of some guiding principles, and has become the industry consensus design experience to do a summary, to guide designers to define problems, improve efficiency.


First on the app development design http://www.czwew.com Changzhou Bamboo Cloud Technology Product Manager to share the interaction design when the most people recognize the design principles: learning, consistency, simplicity, fluency, timely feedback. Except for six of these? Is there anything else? You can rest assured that if you need more.

first, what are the design principles that are often used?

1. Can learn

The target user can understand the product interface correctly on the basis of existing knowledge and experience, no need to think and at a glance, or the user can understand the product interface through their own learning, with hints or help instructions. The interface has a learning nature.


What you can learn includes identifying your current location, knowing what you can do now, what to do next, quickly identifying the elements in the interface, and understanding its functionality. In the design, we can adopt reasonable metaphor, customary usage and effective revelation. For example, the radio in the Phone FM display and volume control, analog Real Radio, at a glance. In fact, this is the metaphor of the method, metaphor is very conducive to new users learning, from the real world directly mapped over.

2. Consistency

In a similar scenario, consistency should be maintained in several areas: visual representation, interactive behavior, and operational results. Good consistency, can reduce user learning costs to cultivate user habits, but also reflect the rigorous product design. If there are differences, the corresponding distinction should be dealt with, especially the visual representation to be differentiated.

3. Simplicity

Less is more, as thin as possible elements on the interface. When designing prototypes, halve the elements first and then see if they can be simplified again. Life is simple, but many times we complicate it. Ensure the main task flow is completed smoothly, and reduce the interference of the remaining irrelevant elements.

Simplicity is reflected in three areas:

    • reduce visual disturbances;

    • concise text expression;

    • Simplify the operation steps.

4. Fluency

The user's operation is coherent and the task is completed smoothly, avoiding interference or interruption. Define the most basic core tasks and ensure its smooth implementation, the auxiliary operation should not affect the core tasks on the basis of the deployment.

Avoid interference, let users clear the first task and target in a particular interface, avoid visual noise and other interference on the interface as much as possible, avoid interruption, keep the user's operation consistent, and use the modal frame with caution. Gmail after the deletion of the message will be deleted from the frame to the list notification non-modal this way, remind the user to undo just delete, this processing, so that the removal process smoother and easier.

5. Timely Feedback

Any operable place in the interface, when the user occurs, should give feedback in time. Let the user know that the operation has taken effect, the interface is still under the user's control. Feedback includes: User action feedback and product status feedback.

Operation feedback, refers to the interface elements in the user to slide over, click, move away and other operations, the element feedback changes. Status feedback, refers to the product in the operation of users need to wait or system error feedback, let the user understand the situation. Thunder every time the download is complete there is a sound to remind the Music playback progress bar display is such feedback.

6. Exploratory

Users in the use of the product process is also an exploration process, the product should allow users to make mistakes, even if the mistake can not blame users, and must give users the opportunity to try again, so that users are in a relaxed state of mind.

In the design process, first of all to help users avoid errors, such as the use of appropriate controls (in the same case, the selection of controls more than the input control error opportunities), give input help or revelation. In the process of landing the mailbox if you forget your password, there will be a "forgot password" next to the login icon? Hint icon to remind the user not to worry, click Enter to solve the problem.

After the user has made an error, you need to provide a undo or a return feature that allows the user to return to the previous operation for re-exploration. Error feedback to be pro-and avoid blaming users or reckless interruptions or product launches, be polite to point out the error and provide useful remedial advice.

Except for six of these? Is there anything else? You can rest assured that if you need more.

1. An interface is designed for the main character, not for everyone.

2. Do not let the edge scene dominate your design for everyday scenarios.

3. All habits and behaviors require learning, and good habits are learned only once.

4. The mouse action is supported in addition to all behaviors, except that all the behavior of the drawing supports keyboard operation.

5. With the need to meet the progress of the interface, the less information the better.

6. With the need to meet the needs of the forward, the less functional interface, the better.

7. With the need to meet the progress of the interface, the less interaction, the better.

8. The interface of the operation of the best at a glance, do not need help.

9. Predictable before operation, feedback in operation, and can be undone after operation.

10. Make full use of the metaphor design.

11. Let the user know where the body is.

12. The interface structure is reasonable, the function layout, the wording is unified, highlights the key.

13. The interface used in the daily scene should be placed in the main position, and as large as possible.

14. The general interface color does not exceed 3 kinds, and avoids the large area to use the dazzling color.

15. Reduce the user's memory burden, as far as possible to allow users to identify, not memories.

16. Respect the user's customary thinking and behavior, unless you have a better design.

17. Focus on the user's goals, not the tasks.

18. Avoid the dialog box as much as possible, and the depth of the dialog should not exceed 3 levels.

19 ...

Have you seen the vomit now?

Second, the design principle so much, in the end how to use AH?

Bamboo Cloud Technology Products Department deeply feel that if each time to do design according to these principles of a way to compare, then will be "a complex one, the principle of how many", so simplified summed up a bit, the interaction is the design behavior, behavior is a series of actions, specific to the action of each link will have a moving object, For example, click the button, pop-up window, read the contents of the popup, close the popup, and so on, to intercept an object in the whole sequence of actions-the button to see, divided into the front, middle and back three stages:

Pre-click: the user before clicking on the results after the psychological is expected, is the context of the previous page and the button itself information (copy, shape, etc.) to determine;

Mid-term: every step of the action needs a button to have a feedback, the mouse into the sensor area of the button, suspension (hover) on the button, the button should have a state of the changes, such as color, click should also have a change;

Post: Manual Click after the popup dialog box is consistent with the user's psychological expectations, such as the text on the top of the button is "Download", is expected to be downloaded document, the results pop up a dialog box to tell you that the points are not enough, so the experience is not good.

The simple button is this, the complex login registration process is even a few days interval of the process is also the case, are suitable to use this three stages to divide, just the size of the problem.

Although the design principles are numerous, they can be divided into four categories:

1. Design value

This is the design work is the necessary conditions for the effectiveness of the decision on a few levels of the sub-principle is actually whether the design meets the needs of users, whether to meet the user's goal, the interaction design at this level can do for users. This layer does not work well, the back of the all to avoid talking.

2. Conceptual Design

Used to define product definitions, how products are integrated into a wide range of usage scenarios, and how are products used? In what form is it presented to the user? Is it web or app? is to guide the novice or for the middle user to provide convenience and so on.

3. Principles of Conduct

Describe the behavior of the product in the general situation and special situation, this is a bunch of design principles we mentioned above, what timely feedback, can learn.

4. Interface principles

Describe the effective visual communication of behavior and information, this is the "layout to highlight the focus", "an interface at the same time it is best to complete a task" and so on.

third, in line with the design principles and meet the user goals conflict, how to weigh?

Design is the essence of the user to solve problems to provide value, design-oriented, user goals are the most important.

App development design should be people-oriented! On the principle of app interaction design

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