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This article is a summary of the records and thoughts of the individual in the process of reading the iOS user experience. Inevitably there is a mistake, ask the reader to correct, in the following message can be.
Chapter One: An overview of the iOS HMI guide
1, smart phone features: large-size, high-resolution, powerful computing power
2, Signature interaction: Scroll wheel, navigation keys, keys and hard keyboard, soft keyboard, stylus, touch screen, input features are also known as "signature interaction", the user can enter the way the combination of the device brand.
Thinking: For the iphone, signature interactions are mainly buttons, soft keyboards, touch screens
3, professional documents: Human Interface Principles (Humanized Interface principle, hereinafter referred to as HIG) and user Experience Guidelines (User Experience Guide)
4. Apple's priority is on the dynamics of dimensions, gravity sensing, capacitive touchscreen interface input, which means that Apple is intent on making design and development teams more focused on improving input and output technologies.
5. The Apple professional documentation reduces the risk of opening the iOS platform to third-party developers, while maintaining Apple's brand image and people's perception of iOS on the market, thus sustaining their continued success.
Chapter Two: iOS User experience analysis
1, Gestalt effect: Simply said that we experience far more than we perceive the quality of the independent components.
Thinking: We are absent-minded, without thinking state of feeling, that is, the whole! = part of the sum (from Baidu Encyclopedia)
2, the design of virtual keyboard
Requirements: The size is limited, the keys are small and the arrangement needs to be very tight. Sometimes you can't see which key you've pressed.
Apple processing methods:
- Problem with too small a target: Display the touch button above the finger touch point to provide visual feedback to the user
- An issue that is too close to the target: using the hint input algorithm, even if the user does not spell a word, the system will prompt and suggest the word
- An issue that is too close to the target: the use of an inline spell check algorithm to support additional user control and precise input.
Thinking: visual feedback, spelling errors, checking algorithms, eliminating the anxiety of the user, this is a very robust interactive technology
3. Some of the most commonly used gestures
- Tap: Tap
- Drag: Drag-and-drop (supplementary: can be set delegate monitoring Drag status has been a series of business processing)
- Flick: Fast Sliding (the difference between drag and drop is that the sliding object will show inertia and continue to slide)
- SWIP: Swipe (sweep across the screen without lifting your finger)
- Double tap: Two-click (Supplemental: A short 2 consecutive taps, making a graphic or image with a double-click point as the origin, usually scaled by a predefined scale factor. Differentiate key points: time interval)
- Open Pinch: Two fingers open (depending on the opening distance to determine the degree of magnification)
- Close Pinch: Two-finger zoom out
- Long Touch: Usually the user invokes some auxiliary controls (editable text displays enlarged view)
Think: There was a difference between a tap and a double-click, which is based on the time interval of 2 taps. 2 clicks more than double-click time interval can be identified as 2 taps, or double-click behavior.
4, iOS is a kind of plane environment (planar environment), here said the plane environment refers to the user experience is the core manifestation of two-dimensional. Its operation is not entirely two-dimensional, in fact, is 3 interdependent coexistence of the plane between the running. We can view iOS as 3 user interface layers, each with a unique type of interaction that determines the activities of these layers, sorted by importance:
- Default layer: Main application logo and dock
- Hidden layers: For app switcher and display content
- Overlay: Dialog box, warning, modal control, pop-up window
The intervals between these layers are only a few millimeters apart, but there is still a high degree of sensitivity.
Thinking: Compared to the default layer, hidden layer, the characteristics of the overlay is temporary, interrupt user operation, so the overlay must be less use, use caution, otherwise it will frustrate users, affect the user experience. Dynamic, instant feedback can be a good option.
5, simplicity and ease of use, there are several principles, in the design or creation of their own applications should use some of the ideas (emphasis)
- Limited navigation
- Do not provide too many navigation options, completely unnecessary, but let users feel confused, distract the user's attention
- Restricted Control mappings
- Partition the app interface and allow it to accommodate different types of user interface elements, respectively
- Limit the number of controls
- If too many, it should be distributed to multiple interfaces by function, and divide the same class into a group of
- Ensure the simplicity of the controls
- Don't have too many controls, use short labels and easy-to-understand icons as much as possible
- Let the operating system share some tasks
- The settings for the user program are moved to the iOS Settings screen (not commonly used ...). )
- Hide elements of the user interface
- The app's control element does not require four kinds of display on the screen, users can call them through some simple gestures and touch screen time when needed. The key is to provide the user with a mechanism to show that these controls appear temporarily, and let the user know how they should be recalled after they are hidden.
- To unfold incrementally
- Many features do not need to be always available, so you have to work hard to provide only when the user needs it, and to reduce the complexity of the application interface
- Don't focus too much on branding
- Don't mention it in a key place where you can fully display your brand, and then dilute it in other places (the Baidu navigation app is the HUD cue effect to show Baidu's brand)
- Persistence and recovery of the state
- Do not expect users to use the app continuously, the user restarts the application, the previous task can easily reply and continue to go on
- Auto Save
- Any creation-related tasks must be saved and should always be saved automatically
- Limit gesture Types
- Too much will increase the user's learning costs, then your application will be difficult to accept
- Limit hierarchy
- The navigation level is too deep to cause 2 problems: 1. It is difficult for users to understand the navigation structure 2. Moving at different levels can be frustrating. Try not to exceed 3 levels
Thinking: Simple, not simple, sophisticated technology is exposed to the user at the right time, is really simple and easy to use. For example, the first time a general app is launched is to request the user's various permissions, access to the Address Book, when you can locate your location, and so on, if the user needs to use the function to ask may be better.
6, gesture: the ability to touch the interaction of more than directly manipulate the basic interaction of the new heights.
7. Keep it simple: This philosophy has been influencing the design decisions of iOS, and these decisions make iOS easier to use and understand. Simplicity and ease of use are not directly related, but they do complement each other.
Chapter Three: The difference of user experience and its strategy
1, Critical Mass (Critical mass): refers to the accumulation of knowledge technology to a certain critical point, the new technology will be the same as the fission reaction outbreak, and dramatically expand.
2, in the digital products market, designers design and create a user experience with its product users or consumers, homes together to rapidly develop changes. Essentially, this is a feedback loop. With the release of a variety of products, more and more outstanding and unique interactive way in the market, the user's demand for these interactions and acceptance is increasingly strong.
Thinking: It is recommended to use NetEase News and Facebook's paper app to have a deeper understanding
3. The success of any interactive design program is measured by its usability. Focus
4, usability is to drive people to accept an important factor of application, but the multi-faceted needs of users is more important, in order to effectively solve the needs of users, we need to understand the following elements:
- Understand the user's needs, including requirements and perceptions of the current way of interaction
- What are the different experiences you can offer compared to competitor products?
- If you want to talk about user acceptance as a priority, then you may need to focus on arousing their interest
- In today's market, to make users interested in your application, you need to explore extraordinary solutions
5, User Experience Strategy: Technology, demand, user expectations are constantly changing, then there should be a clear plan to deal with this constantly changing state. The many benefits that an effective user experience strategy can bring:
- Keep the different teams involved in product development consistent
- Helps teams keep their focus on the user to ensure user satisfaction
- It allows the user experience to be consistent over the life of the product, so that the existing experience can be maintained or even improved when needed
- Effectively improve product quality and help oversee its deployment risks.
6. A good strategy should be to periodically re-evaluate its objectives, users and market environment, and gradually turn Gray into a set of mature user experience.
Thinking: For Agile development teams, it is easier to apply the constantly revised strategy to the actual development process.
7. Differentiation can be seen as a multitude of possible two opposing ends. Where one end stands for "similarity" and the other end stands for "differentiation". The former represents a more traditional way, the risk is low, the follow-up implementation is serious; otherwise, it represents an unconventional approach, which may be risky, but more innovative.
8. The actual positioning of the user experience strategy depends on the strategy's intended goals for the product, and you need to think about where the application should be positioned to be more competitive in the market or more in line with the needs of the user. Consider whether you should incrementally enhance the existing functionality of your application or completely redesign the application.
9, the role of the outline: To apply the likely to attract people, and then to the hypothetical user outline, these roles should be able to provide you and the design team with enough information, darling to a certain extent close to the real users. In addition to defining their age, gender, income level and occupation, they should also take into account their nationality, family situation, lifestyle and so on, as far as possible to underline the role of interest, hobbies and social activities. If you can rongguo specific use cases to reflect these motives and goals are better.
Thinking: According to the characteristics of the target population, sketched out several roles, and then for the typical role in different scenarios using the app to pave the mat. To calibrate your own judgment on character traits, you can look for people who meet the characteristics of the target group, interview them, and help you make judgments.
10, the role of the scene: the role of the image into the appropriate scene, you can use the target user's perspective to experience the application of your vision
Think: We do a library project, in the PPT introduction, I gave 3 different types of students to use our app and do not use our app's life difference, and then concluded: Our app can really help students to achieve their needs, for their lives to bring great convenience.
11. Evaluate competitors: Understand the strengths and weaknesses of competitors, what competitors are doing, and pick the best apps on the App Store as a reference. Select one of the three applications to do it.
12. Users are not just looking for highly differentiated and highly innovative user interfaces, they only accept them when they feel good about these experiences.
13. In the past, successful interaction schemes were almost all attributed to their availability, and usability at that time embodied an engineering awareness that focused on improving the product through quantifiable user input. Now, with the development of the market, we should not only focus on the usability of the product, but also understand the other aspects of the application experience, in order to make the product to maintain the competitiveness of the market, the user experience of the perspective of integrated aesthetics, perception and emotional input.
Thinking: Usability is the premise, and on this basis consider aesthetics, perception and emotional input
14. The user experience strategy should include the following:
- Clear user roles, including details of their motivations and goals
- User-based cognition to make decisions about the function of the application, and to manage and organize
- Think about how to plan use cases and workflows, and how to associate them with specific user lifestyles, features, motivations, and goals
- How should the user experience be managed after a period of time? Not only do you have a functional roadmap, but you should also consider how the core interaction needs to be further developed.
- Take a holistic view of the continuous consistency of the user experience, including the various aspects of the product life cycle that the application begins to acquire and download, and the relationships with other applications within the product line
- Conduct detailed analysis of competitor's products to guide, validate and improve their product experience
Fourth: Killer app: Designed for mobile environments
1, the core value of mobile computing: Breakthrough Time and space restrictions access to their own data, the use of established functions
Thinking: Before the PC era, people are set primly to do in the computer next to the left hand keyboard right mouse. Now sit on the crooked, whether it is the office seat or toilet toilet, take out the phone and start to brush Weibo, chat, watch video.
2, mobile phone is a personal device, your mobile phone only with you a person closely related. Usually call you to find you, in many cases people will call your agent. People usually say "I call you ..." instead of "I call your phone ...."
3, the ipad is also easy to carry, but the size is too large, it still can not be like the iphone to reflect the true mobility. Of course, his shortcomings are also his limited. We can use the ipad to relax anytime, anywhere, and spend more time on this kind of recreation. See the latest fixed-price quotes on your iphone, the weather of the day or the latest developments in social networks, which are short-time interactions
4. Summary of features
- IPhone: Use high frequency, short time, anytime, anywhere, mobile device, main: Weather and other applications and social networks, e-commerce
- IPad: Low frequency, long time, limited mobility, portable devices, main: Entertainment
5, the ipad lacks the call function, in the emotional factors do not want personal phone as closely related to people, so users are more inclined to share the ipad with others. The iphone is generally not shared with others.
Thinking: In fact, as far as I'm concerned, there are text messages on the phone, photos, can not let others disorderly turn, ipad doesn't matter ~ casually play
6.5 key Use cases for conceptual applications: communications, entertainment, geolocation services, commerce, availability
7, communication: The most core of use cases, telephone, mail, SMS and other one-to-many communications and social, media, forum, such as a multi-communication, where the communication is a broad sense of communication
Think: The one-to-one communication here is not to say that it must be a single, only to say that his characteristics and use of frequency in terms of more than a pair of communication
8. Entertainment: 2 Major themes are game and content consumption, content consumption includes and not limited to video, listening to music, reading, surfing the web, and other activities
9, Location services: GPS and digital Compass technology, and its level of detail and accuracy is amazing. Geolocation service is still a very new use case, and many developers often only touch the fur of these technologies. Most application masters only focus on letting users broadcast their own location, or telling users how to go from a to B. And the key question is: What is the intrinsic value of location services?
Think: Now a lot of geographical location services (LBS), Baidu Map launched a search around the food, there are some foreign applications based on LBS's dating applications. Have seen an interesting application is the bus alarm clock, when the arrival of the automatic reminder, there are really too many things to dig.
10, business: mainly divided into collection and aggregation, the former use of third-party resources to guide complex commodity selection behavior, to provide recommendations and image of the user's purchase behavior, or through a series of custom parameters, from each independent source automatically filter and manage the content of the product.
Thinking: One is passive behavior, one is active behavior
11, Usability: If an app can help users perform a task quickly and efficiently, there will be more people using the app, which is usability. If availability is the target of your application, then there are two points to follow: the right functionality, the efficiency of the task, the number of appropriate functions required to perform a task, and the simplest way to deliver a task.
Thinking: Usability is the use of appropriate functions to facilitate people's lives, improve efficiency
12. Porting to Mobile applications: several basic steps to porting existing applications to the mobile domain:
- Defining a superset of features: Listing feature lists
- Grouping: Grouping similar functions
- Check and analyze: Whether the analysis is suitable for mobile environments
- Filtering: Removing irrelevant functionality based on the main use cases identified in the user experience strategy
- Determine the classification of key functions: determine when to use as a separate application, and when to break up your application into multiple sub-programs
13. One of the major challenges of transplantation: achieving a high functional density on small-sized devices is definitely a challenge. This is not only in UI mapping and layout, but also because the complexity of its functionality implies a deeper level of navigation structure.
Fifth: Using iOS to achieve the best user experience
1, designers need to understand the four key technologies. The four key technologies are divided into 2 categories, the first of which is Apple's own technology, which supports native rendering in an iOS environment, and the second is third-party technology OpenGL, which does support the use of the underlying GPU. From a design standpoint, OST rendering is often associated with a smooth user interface control, while OpenGL often plays a high-performance image rendering of various animations and interactions.
Thinking: GPU English full name graphic processing Unit, Chinese translation into graphics processor. (Image processing Unit) GPU is a concept relative to CPU, due to the processing of graphics in modern computer (especially home system, game enthusiast) becomes more and more important, need a specialized graphics core processor (from Baidu Encyclopedia)
2. Four key technologies: UIKit, Core graphics (cores), core Animation (kernel animation), OpenGL ES (the only technology not provided by Apple)
3, uikit:95% user experience design is implemented with UIKit, including basic button controls, sliders, text boxes, switch controls, and so on, Uikite also provides custom functions of the control, so do not be stuck with the default control. The custom UI space bar also uses some other graphics techniques.
Think: The custom function uses the relatively few, later knows more.
4, Core Graphics: It is the heart of the two-dimensional rendering engine quartz, can be used in the application in advance of different image processing functions. He can not only dynamically draw certain types of images, but also as a full-featured drawing engine, for the application to add and create, edit the image of the function.
Thinking: Uikit has a high degree of flexibility in customizing images, and Core graphics are more useful in complex image transformations, image processing, or real-time compositing of images
5. Core Animation: Provides a simple and easy-to-use solution for users to create and render dynamic visual interactions, because it focuses on animating existing user interface objects, so the core Animation is tightly coupled with Uikit, which is why User interface controls can also be perfectly integrated with animation transitions.
Thinking: The core animation is better than the core grapics for ease of use
6. OpenGL ES: Essentially an image rendering API for embedded devices that allows you to embed hardware acceleration directly in an iOS device, however, it does not itself display the user interface and must be used in conjunction with core animation to display user interface elements. This powerful technique can be used to render images that are extremely difficult to handle for lovemaking, and are often used to render 3D objects in real time in the game.
7, custom interface: If you use the SDK default object to build the app, then long indicates that you are actually using Apple's native visual elements, that is, users feel the user experience provided by Apple. Of course, this is not a bad thing, but if you want users to be able to feel the unique, non-distinctive user experience, this approach is probably inappropriate.
8. Native applications and Web applications: There is a gap in the user experience of Web applications and device native rendering. While there are many technologies in the browser environment that can render an extremely compelling experience, the effect is still not comparable to the native environment. Apple provides you with a very powerful technology that not only allows you to achieve a high degree of customization and performance in Hong Kong excellence. The Web ' solution can only provide some of the functionality of its native experience. Native UI rendering is powerful and dynamic, while the Web-based experience is flexible and easy to maintain.
Thinking: In recent years, major enterprises have been advocating the app to die, after the big entrance era, and Baidu also based on the trend out of the "light Application" products, launched a public account, each it big guy to seize the internet entrance. But the current user experience, whether it's a light application or a public account, cannot be compared to a native experience, but this trend is not to be underestimated.
Sixth: Interaction modeling and creation of innovative concepts
1. What is "amazing"? In terms of the interaction of iOS apps, we define "amazing" as an emotional expression that goes beyond the user's emotional threshold, which ultimately depends on the user. The key factors are as follows:
- Immediate response: The design must be able to guide the user to respond immediately
- Awareness of creativity or diversity: it must be possible for the user to identify the concept of the design, or at least to feel that it differs from the regular user experience
- Positive response: The design itself should be able to alleviate the user's unfamiliar user experience may not be used to
By implementing these 3 factors, you can create an excellent application that exceeds the user's emotional threshold.
2, some properties of the design scheme:
- Appearance: Refers to the appearance properties of the screen structure, layer, rendering, and static visual elements in the design scheme
- Interaction mechanisms and interactions: the physical interaction, gestures, and general input required by the user when interacting with user elements of the program
- Visual interaction, motion, and animation: These dynamic elements that animate a design and enable feedback through user input
Thinking: In today's application, the interface is beautiful and no longer unusual, so it is necessary to work in interactive mechanisms, interactive behavior, animation and motion.
3. The interactive modeling process consists of four main tasks: the first three (requirements analysis, use case and scenario development, application Workflow) are essential preparations, and the fourth attempts to model the interaction itself.
4, demand analysis: Generally in the formal requirements of the document detailed description, if you adopt the Agile development method, then the requirements are relatively easy to release changes, but you should at least before you start modeling to identify the key requirements of the application basic functionality, after the need to confirm, you can start to design the appropriate use cases.
Thinking: It is a good choice to seize the core requirements and adopt the Agile development approach.
5. Use cases and scenario development: Use cases, especially scenario-driven use cases, are an important part of interaction modeling, and a number of use cases can help teams understand the overall process that users experience when using the app, and how to meet the needs of users in the context of use.
6. Application Workflow: From a design standpoint, we focus more on decision logic, key interactions, and navigation structures that guide users from application A to B, a user-centric concept that establishes the relationship between the features and functionality that the application presents to the user, and Darling defines the structure of the application. A well-defined workflow can provide you with precise results for your application, but he cannot provide a way to render the interaction mechanism and functionality.
Thinking: Requirements analysis (what the user needs to implement), use cases and scenarios (the target user uses the app in different scenarios)--Workflow (the target user uses the app's workflow), with these basics, you can talk about interaction modeling.
7, in order to model the interaction, you need a more detailed workflow, rather than abstract and high-level workflow, but also do not need Mandarin details, interactive mode of the detailed procedures depend on the nature of the application.
8. Interactive modeling requires attention to the problem: when you start interaction modeling, you need to think in an abstract way, without the need for specific functionality and content, and to consider the different interactions that your application might adopt, thereby understanding how to use them to control the elements on the interface. Figuring out where and how best to differentiate your application's interactions is one of the most important challenges for differentiated design.
Thinking: The specific details of the interaction modeling are not described in the book, and interested readers are advised to purchase related books for study.
9, if a technology does not help you hit the desired effect, or some aspect of the solution may not be applicable to other parts of the application, in these cases, you need to rely on some basic problem-solving techniques to help you out of trouble.
Thinking: That's why good interaction designers need to know a certain procedure for developing technology.
10. Powerful Core Animation: The system provides designers with powerful features to help them create a fascinating user experience. Animation doesn't just add some effects to some random elements, it's also a powerful interactive tool.
11. Animation: Animation is a mechanism that can change the properties or characteristics of an object over time, and the key here is "time", which is the most powerful tool you can use to solve key interaction design problems. If the interaction space is limited, then the concept of time becomes particularly useful, and in the case of space constraints, it is very difficult to implement complex interactions or to render a large amount of information. At this time there are generally 2 methods of treatment:
- Significantly increase information density (disadvantage is not easy for readers to read and understand)
- Extreme or reduced amount of information to match screen controls (because the incomplete nature of a message does not meet design needs or design requirements well)
The introduction of time latitude provides us with another solution to the problem of space limitation.
Thinking: Space latitude is limited, then we need to change a kind of thinking, from the latitude of time, state to solve the problem of information display. The state latitude is explained below.
12. What is the status? It refers to all the properties and characteristics of the object that the user observes or controls that the system manages.
Think: In short, such as user login interface, when the account input is finished, even if the prompt account does not exist, is based on the input status to display information.
13, the interpretation of several concepts:
- Interactive mode: The basic unit of human-computer interaction, such as: Click on a button or swipe on the screen, its essence is the user at the prompt of the system to make some kind of input operation.
- Interaction behavior: Includes the user's input and feedback from the system, which is the lattice effect perceived by the system's interactive approach (forgetting the effect's forward turn)
- Interactive mode: Cumulative effect of various interactive behaviors that can be predicted and well organized
Thinking: The interaction mode is more focused on the input operation, the interaction is input and feedback, the interaction pattern is the overall effect.
14, the basic process of interactive modeling:
- Abstraction: Component abstraction, demonstrating its basic logic
- Transformation and reorganization: the reorganization planning of visual interaction according to basic logic
- Validation: Investigate whether this interaction is applicable to existing workflows
- Problem solving: Triggering from 3 different latitudes of space, time, and state to solve their conceptual and interactive problems.
- Extensions: Explore how you can apply your interactions to all of the app's features
- Record: Record the thought process as a document and record the thought results in detail
- Repeat: Repeat the above until you have achieved satisfactory results.
- Documentation: Create a document that describes clarity and visualization for the interaction model you have conceived
The 7th chapter: Spatial Mapping and touch screen ergonomics
1, why should learn the basic knowledge of ergonomics? Some apps may be fun to get people to download, but it's very difficult and uncomfortable for people to use it, so they don't stay on the user's device for too long. So when you're designing apps for the iphone or ipad, it's important to take the time to learn the basics of ergonomics.
2, the iphone's 6 basic holding posture: one-handed portrait operation of the iphone, a portrait grip, one-hand operation of the iphone, two-handed operation of the iphone, single-handed operation of the iphone, lateral grip, the first operation of the iphone, hands horizontal operation of the iphone
Think: Why did iphone5s not imitate Samsung to make a big screen phone? Maybe it's about the user's basic grip. From one-handed portrait hold operation to the single-hand vertical grip operation The iphone has an impact on the user experience, so the iPhone5 increases the height while making the fuselage thinner, so that the comfort of one-handed portrait grip. The opposite example is Xiaomi 3 ... And the four corners of the iphone, the dimensions of the corners of the application clip, the Four corners of the application are consistent, from visual and tactile to the user with unparalleled comfort. It seems to say too much ....
3, the ipad 4 basic holding posture: A portrait of the ipad, a hand to operate, the hands of the ipad, portrait of the hands, a horizontal hand, hand-held, hands-on operation, horizontal operation.
4. There are 2 basic factors you need to consider when designing a touch control:
- Size: The size of the target area of the control you are designing
- Spacing: The distance between the control and other user interface elements around it
Issues to be aware of: in order to ensure the possibility of the system, you must consider all possibilities, including the parallax caused by the touch sensor calibration market and the offset plane. This also takes into account the user's need for a large-size control to bring in the heart-feel more comfortable touch operation.
Think: Download Baidu navigation app you will find that its button is particularly large, is to consider the use of the scene is basically walking, cycling, driving and other prone to jitter scene.
6. A principle of design control interval: The spacing of two touch objects should be inversely proportional to their size. If they are tightly placed, they can make it easy for the user to get a wrong point.
7, Feedback: To provide users with effective feedback is the basis of all design solutions, through feedback we can confirm that the time has occurred, and was captured by the system. The concept of real sister-in-law refers to a kind of feedback, we live in a certain natural law dominated the world, we should pay more attention to the real experience in their own lives, so that the house interactive design to show their most natural reaction
Think: From the previous hard keyboard, to the touch screen, the user reached a level of direct manipulation, from touch screen to gesture, the user reached a variety of life in the real control state. Slowly blurring the boundaries of the real world, the interaction models abstracted from nature are often breathtaking and easy to accept. If you haven't downloaded Facebook's paper, download it and try it.
8, feedback attention to the problem: if in the design of the integration of more powerful interactive feedback, then be sure to consider the concept of time. The time here refers to the event trigger and the display speed, as well as the duration of the display effect. Because you need to know how animations or effects affect the overall process of a task, these are important factors
Think: If you have to wait for the end of the feedback effect before the system switches to the laughing part of the workflow, then the user will feel frustrated. This is to be avoided.
9. Hints for hidden controls: In a state-driven user interface, the control should be paged out before the user can manipulate the control, and if this is the case, you must give the user some hints or hints about how to bring up the hidden controls. (A simple practice is to set all hidden controls to be visible when the app starts, and then move them out of the screen in some way)
Eighth: Automation of ease of use and functionality
1, the automation technology is the application in recent years, is a very interesting part of the user experience. Automation technology is compelling because he hides the user-critical details of the operational application.
2, as the market matures, users have become more complex, in the process there is a trend-the user is eager to increase the control of the application, and this control can appear on the level of detail, which exposes a large number of functional details, users can determine the use of the application needs to display what features. In many cases, when the user is familiar with the application and its complex operations, it is natural to explore more control in the application, simplifying its own process.
Think: Today, many apps appear to be customized to meet the user's control requirements. Users can simplify their own operation process according to their own needs. Developers can also count these operational process data, and further optimize the app, now a lot of statistical platform can be very good to achieve this demand, you can learn about the Cloud Alliance.
3, using the technology of iOS to optimize the operation process for users, assistive technology:
- Gps
- Triaxial Accelerometer (micro-movement, speed, and acceleration relative to the previous position, finer than GPS)
- Gyroscope (device orientation)
- Digital Compass (device orientation of the Earth's magnetic field)
- Distance sensor (distance between object and device surface)
- Camera
- Microphone
4, how to deal with the automation of functions? There is a slightly different approach to removing the user's actions and replacing them with automated techniques, in addition to the appropriateness of the previously mentioned approach to the home operation process, which we can split into two basic ways:
- Cut user control: Remove certain input actions that require user execution based on speculation about user intent
- Enhanced user control: simplifies user operations or directs user actions based on assumptions about user intent
5, although the complexity of the application and user awareness are growing, but the ease of use is still the most important aspect. From the point of view of interaction design, it should be simplified and optimized as long as there is the possibility of simplifying interaction, workflow, or application.
iOS User Experience