Interactive design: How to make useful products easier to use

Source: Internet
Author: User
Tags interface

Article Description: How to make useful products better use.

We often hear a saying: "Never treat others as fools." "Believe it or not, I believe it anyway", especially when it comes to the immediate interests of others, a dime will be divided into two halves. But sometimes we are willing to be "stupid", of course, the fool here is not really silly, but do not need to move the brain. We are in product design, we should let users less brain, because the mobile phone is their intimate partner, 24 hours a day with the mobile phone half, so people pick up the phone, subconscious is relaxed.

Stay foolish, the success of Steve Jobs, also let us understand that sometimes "less is more" the truth.

One of the most fundamental principles of interaction design is: Don ' make me, this is the starting point for today's talk about how to get useful products to work better:

Take the Android phone as an example, because the elements such as menu make it in the screen space, compared to the iphone, users are rarely able to fully understand the functionality of the page, you must first click the menu button to show more features, so visibility is not good; Due to the multiple versions mentioned above, the variety, multiple screens, multiple applications, multi-user status, Consistency is a serious problem.

At the same time, in our product design, we must first remember the following "5 reduction":

1 Reduce visual pressure--thin text

2 Reduce the pressure of thinking--the usual icon, less choice

3 Reduce memory pressure--keep the design consistent

4 Reduce the movement pressure-display and operation of the nearest

5 Reduce the burden of technology-more popular way to reduce the cost of learning

Design to complete a product is happy, but the design process is painful, the design of excellent products is bitter, sometimes need to do a paranoid, such as Steve Jobs.

First, let's say user interface in the UI! Designers at the beginning often will be user into the interface design considerations of the important elements, but slowly, for the exquisite, texture of the pursuit of unlimited, often let people lose, forget the user's perspective to look at a UI works. As a result, you will often see a software interface that is very delicate, but difficult to use. The part that the user sees, impeccable, but in fact, the use of the feeling is not good, this is useful and good-looking, but not good, this is fatal, because you are not the only choice, in fact, mobile internet users the only choice is almost non-existent, you are not good, you will be easy to use the elimination.

And then we start to think again:

Do they know what this thing is? Do they feel confused?

Are they aware of what they can do with this thing?

Do you know how to do that?

When they are interested in trying, do they know how to start?

When they start, do you know how to proceed next?

Can you quickly figure out how to exit when you don't want to use it?

When they quit, next time to use, do you need to learn how to operate again?

At each step, will they feel the joy or the boredom?

Of course, we advocate the efficiency of software operation, but if users feel pleasure, may not feel the efficiency is too low, in fact, efficiency is a relative statement. Ultimately, this is the user experience.

It can be said that now we are not lack of technology, we do not lack of a shocking vision, which, although the past is what we have been assiduously, now is not surprising. What we lack is the user to use, what we lack is the user continues to pay attention, what we lack is the user experience. The user experience has been having an impact in the past, but has not been given enough attention. The advent of the iphone, especially the iphone4, has subverted many people's perceptions of the user experience, as the user experiences the good and knows better. So this is a ued era, a user experience to win the era, which is to make products better use the reason, but also the method.



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