IOS Design Guide: User Interface principles

Source: Internet
Author: User

A good user interface should follow the "human-user-thinking and work" concept in the user interface design principle, rather than the technical level that the device can achieve. A plain, complex, and non-logical user interface can make a good application become incoherent, just like a roller coaster. A beautiful, intuitive and attractive user interface will increase the functional sense of the program and the user's positive emotions.

Aesthetics integrity

The aesthetic integrity here is not a measure of how beautiful a program is, but a measure of the combination of the user interface and functions of an app. When designing applications, you should make reasonable plans for the trade-off between user interfaces and functions.

Consistency

User interface consistency allows us to move our knowledge and skills from this application to another application. Program consistency is not simply copying from other programs, but should be a standard or model that makes users more comfortable to use in programs.

How to determine whether an application has the consistency principle can be divided into the following considerations:

1. Is the program consistent with the iOS standard? Are you using the default system operation and appearance? Is there a reliable way to combine the features of the device?

2. Is the program consistent? Does the user input box use a uniform style? Does an icon share the same meaning? Does the same operation mean the same in different places? Does the custom UI control have the same appearance and function?

3. are different versions of the program consistent within a reasonable range? Are the terms and definitions consistent? Does the basic principle change?

Intuitive operation

When you manipulate objects on the screen to replace traditional indirect operations, you can focus more on the task itself, and they are happy to understand the role of these operations. IOS users can enjoy direct operation through multi-touch. Using gestures makes the user feel the virtual object better, because no additional device, such as the mouse, is required.

For example, you only need to open and close your fingers to achieve scaling. In a game, users only need to interact directly with objects on the screen, such as tapping to unlock an item.

In iOS applications, you can experience the following operations:

1. rotating and moving devices

2. Finger operation

Feedback

Users always expect the program to quickly respond to their operations.

The built-in Program Design in Apple mobile devices allows you to intuitively view the changes in the status. For example, a project in the user's point list is highlighted. When an operation lasts for a period of time, the progress bar should be used. If possible, instructions should also be displayed.

Subtle animations help users understand the role of operations. For example, adding a new item to the List allows you to directly feel visual changes.

The voice can also give feedback to users. However, sound should not be the main means to respond to users, because the user's environment may not be able to hear the sound.

Metaphor

When the Virtual Devices and behaviors in an application are based on our real life model, users can easily understand their operations. The most typical example is "folder": You can put files in folders according to the actual situation, so that you can easily understand the meaning of putting files into folders on your computer.

Examples used in iOS:

1. iPod playback control

2. Drag and Drop, click, slide, and other gestures in the game

3. sliding on/off Control

4. Slide the visible area of the image list

In general, it is advantageous to extend the practical metaphor to make the program usable. For example, if you use a virtual archive cabinet in your PC, it will definitely reduce the usability of the program.

User Control

Users should be allowed to trigger and control operations, rather than applications. Although the program can suggest users how to operate or remind users of dangerous operations, it is up to the program to decide, and it is wrong to stay away from the user. A good application should weigh user and program control to achieve the best balance.

Try to use familiar operation methods and actions as much as possible, and make your program operations as concise and clear as possible, so that users can easily understand and remember these operations.

When designing an application, pay attention to the following operations you want:

1. Leave room for cancellation before performing an operation;

2. When performing a dangerous operation, let the user decide the confirmation process;

3. There should be a transitional process when the stop operation is executed.

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