Reprinted: http://ued.taobao.org/blog/2010/02/the-practice-guidelines-of-interaction-design-dont-make-me-think/
In principle, it is designed to conform to the user's mental model. It can be roughly described in the following aspects:
1 text: easy to understand and quick to remember. Based on the positioning of different products, finding the right entry point, the text is too long or users do not understand the situation, such as technical words, marketing words, etc., will make people refer to the cloud.
Omitted redundant texts, such as over-modification, welcoming, and redundant indicative statements, may affect users' understanding and judgment of key information and must be eliminated.
2. Graphics: good graphic expression is better than text, but the image does not clearly express the content, but it is counterproductive, causing understanding problems for users.
In many cases, we seem to like to make some dazzling icons to express some content, which will be attractive, but remember one thing, is your image a good explanation of the content? If you cannot, remove it. It is better to enlarge the title.
Each website needs to have its unique characteristics to attract users. However, expressing these unique elements and examples cannot interfere with users' understanding of the content. It is very important that we design what we want to express, for what, and how to help users better understand these expressions.
Websites are not tech-savvy and should be designed to serve the content.
3. Information: information is a mixture of text, graphics, and other forms. Whether a correlation is established between information, and whether interference occurs between irrelevant information.
Whether a large amount of information has been properly classified to reduce the user's search time. There is a deep-breadth problem in information classification processing. Because of the low level of the wide site, users can reach the bottom layer without clicking too much. The deep site needs to be clicked more times, however, it can minimize human thinking at every level. For more information, see here.
Therefore, effective and reasonable information classification can help users quickly and accurately browse and complete tasks.
4. Guidance: effectively guides the user's behavior path through menus, navigation, and breadcrumbs, so that the user can easily go where he wants to go back to where he wants to go.
On the side of the road, we want street signs; in magazines, we want directories in front, and on every page we want pages, in website design, we provide guidance on the content that users need to browse. When users need it, we provide website tools to conveniently complete tasks. At this point, we often hope to provide new features and highlight the features, I don't know if the user thinks this way. What does the user need here.
5. Operation Method: it fully complies with the user's Psychological Thinking to design functional operations, so that users can get started quickly.
When the steering wheel of a car is switched to the left, the car is switched to the left. The plug-in power supply is switched on. The relevant operations are placed next to the relevant content, and the drop-down content is displayed when the operation is pointed down. These operations must conform to the user's mental model.
6. Consistency: The design is consistent with the same product (or even similar products), which can greatly reduce the user understanding cost, quickly get started, and increase the user usage.
The consistency here includes color, shape, content, and operation method. For example, if the traffic lights are different from each other, the arrival of outsiders will not lead to traffic chaos. The same website should also have such consistency, and some of them can maintain industry consistency. For example, using the same page flip on the page can reduce production costs, it also provides good user experience and help. To a certain extent, it will also improve the cognition of a brand, such as the three bars that Adidas uses everywhere.
Interactive Design Practical Guide series (10)-Don't let me think