"Cognition and Design-second Edition", "Elements of user experience"
User-generated product loyalty: UGC and SNS.
The cognition I'm referring to here is:
1. Past--Experience
2, current--the environment
3, the future--our goal
What does cognitive impact design?
Consistent and easy to understand objectives
The effect of Gestalt principle on vision:
1. Similarity:
Shape, size, line, pattern, symbol, texture, color, distance
2, the proximity of:
Control the distance between similar elements or associated elements
3. Continuity:
Intermittent Brain Tonic.
4. Sealing:
The Broken brain complements
5. Symmetry:
The impact of cognition on the user's operating process:
1, sometimes do not move the brain more than the key
2, guide the user to the best path
3, to help experienced users improve efficiency
User behavior cycle:
1. Target 2, set and execute a series of actions 3, assess whether to achieve the goal, how far away from the target
User behavior cycle: "Target----perform----evaluation" with short-term memory, focus on the attention of each other.
How does the software help users complete such "targeted----execution----evaluations"?
1, the goal. Provides a clear path for the software to achieve the goals the user has designed, including the starting step.
2, implementation. Concepts (objects and actions) in software should be based on tasks rather than how they are implemented (see Chapter 11th). No
Forcing the user to figure out how the objects and actions in the software correspond to the tasks to be performed. In every need to be real
Clear information smells are provided on the nodes that are now targeted for selection.
3, evaluation. Provide progress feedback and status information to the user. Allows users to move away from actions that are not helping to achieve their goals.
One of the consequences of attention shifts is that people often forget to work on tasks
To avoid such mistakes, the interactive system can and should be designed to be able to remind of things that have not been done thoroughly. Some feelings
The system can even finish its own work.
Software designers should consider whether the tasks supported by the system they are designed to have is that users may forget
For If so, then the system should be designed to help the user remember, or not to be remembered by the user at all.
The impact of recognition and memory on design
1. It is easier to see and choose than to recall and enter.
2, as far as possible to use images to express functions, such as today's user interface often use images to express the function
3, as little text, less people to read
Use of the Pop-up dialog box:
The Pop-up dialog box lets the user stop the original path and turn their attention here. This is mainly for emergencies.
Lesson:
Feedback: A clear understanding of the state of the system.
Reversible: The operation is as reversible as possible.
System Consistency:
Product Design:
1) Strategy Layer 2) Scope Layer 3) structural Layer 3) Frame Layer 5) Presentation layer
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