"iOS User Experience" summary and thinking-modified version

Source: Internet
Author: User
Tags uikit

Assume that this article is reproduced. Please specify the source: http://blog.csdn.net/paulery2012/article/details/25157347, thank you.


Objective:

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. The input attribute is also referred to as "signature interaction", and the user is able to enter the combination of ways not 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. Apple professional documentation reduces the risk of opening the iOS platform to third-party developers. At the same time, Apple's brand image and people's view of iOS on the market have been maintained, thus maintaining 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 overall!

= part of the sum (from Baidu Encyclopedia)

2, the design of virtual keyboard

Requirements: The size is limited, the keys are very small, the arrangement needs to be very close.

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
    • The problem is that the distance between targets is too close: the algorithm using prompt input. Even if the user is not spelling a word. The system will also 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 error hints, checking algorithms. Eliminate the user's inner anxiety. This is a very robust interactive technique.

3, the most frequently used in several gestures

    • Tap: Tap
    • Drag: Drag-and-drop (supplemental: ability to set delegate monitoring Drag status for a series of business processes)
    • Flick: High-speed sliding (the difference with drag is. Sliding object will show inertia and continue sliding)
    • SWIP: Swipe (sweep across the screen without lifting your finger)
    • Double tap: Two-click (Supplemental: A very short interval of 2 consecutive taps, making a graphic or image with a double-click point as the origin, usually scaled by a pre-defined scale factor. Differentiate key points: time interval)
    • Open Pinch: Two fingers open (depending on the opening distance to determine the magnification level)
    • Close Pinch: Two-finger zoom out
    • Long Touch: Regular user calls some auxiliary controls (editable text display enlarged view)

Think: There was a difference between a tap and a double click, which is based on a 2-tap interval. 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. is actually performed between the 3 interdependent planes of coexistence. We can view iOS as a 3 user interface layer. Each layer has a unique type of interaction that determines the activities of these layers. Sort 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 form

The intervals between these layers are only a few millimeters apart, but there is still a high degree of sensitivity.

Thinking: The overlay is characterized by a temporary, disruptive user operation compared to the default layer and hidden layer. So the overlay must be used sparingly and sparingly. Otherwise it will frustrate the user and affect the user experience.

Dynamic, instant feedback can be a good option.

5, simplicity and ease of use, there are several principles. Some ideas that should be used when designing or creating your own applications (emphasis)

  • Limited navigation
    • Do not provide too many navigation options, is not necessary, 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
    • Assuming too much, it should be distributed to multiple interfaces by function. and divide the same class into a group of
  • Ensure the simplicity of the controls
    • There are not too many kinds of controls. Try to use short labels and easy-to-understand icons
  • Let the operating system share some tasks
    • The settings for the user program are moved to the iOS Settings screen (not often used ...). )
  • Hide elements of the user interface
    • The app's control element does not require four kinds of display on the screen. Users are able to invoke them with simple gestures and touch-screen time when they need to. The key is to provide the user with a mechanism to indicate that these controls appear to be temporary, and to let users know how they should be called again when they are hidden.
  • To unfold incrementally
    • Many features do not need to be always available, so try to make them available only when the user needs them. And to reduce the complexity of the application interface
  • Don't focus too much on branding
    • Do not repeat the mention, in a fully display the key to the brand, and then in other places to dilute its existence (Baidu Navigation app is the use of the HUD effect to display Baidu brand)
  • Persistence and recovery of the state
    • Do not expect users to use the app's functionality without interruption. When the user restarts the app. The previous task can be very easy to reply and continue to go on
  • Take the initiative to save
    • No matter what creation related tasks must be saved, and should always be on their own initiative to save
  • Limit gesture Types
    • Too much will increase the user's learning costs, then your application will be very difficult to accept
  • Limit hierarchy
    • The navigation level is too deep to cause 2 problems: 1. The user is very difficult to understand the navigation structure 2. Moving at different levels can be frustrating. Try not to exceed 3 levels

Thinking: Concise rather than simple. A sophisticated technology that is exposed to the user at the right time is truly simple and easy to use.

For example, the first time a general app is launched is to ask the user for various permissions to access the Address Book. When you are able to locate your location and so on, it might be better to ask when the user is using the function.

6. Gesture: The ability of touch interaction is increased to a new height that not only directly manipulates basic interactions.

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, although not directly related, 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 point. The new technology will explode like a fission reaction and expand dramatically.

2, in the digital products market, designers design and create a user experience with its product users or consumers, homes and common high-speed development and change.

Essentially, this is a feedback loop. With the release of a variety of products, more and more outstanding and unique interactive way out of the market today, 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. Regardless of the success of the interactive design program is measured by its availability. 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:

    • Understanding the user's band, including requirements and perceptions of the current way of interaction
    • Compare with competitor's products. What are the different experiences you can offer
    • 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 the non-common solution

5, User Experience Strategy: Technology, demand, user expectations are constantly changing, then there should be a clear plan to deal with such a constantly changing state. The many benefits that an effective user experience strategy can bring:

    • Align with different teams that participate in product development
    • Helps teams keep their focus on the user to ensure the user's comfort
    • It enables the user experience to be consistent across the product life cycle. So that you can maintain the existing experience and even improve it when you need it.
    • Effectively improve product quality and help oversee its deployment risks.

6, a good strategy should be a regular assessment of its objectives, users and market environment, and gradually gray to form a set of mature user experience.

Thinking: For Agile development teams, it's easier to apply a constantly revised strategy to the actual development process.

7. Differentiation can be seen as a multitude of possible two opposing ends.

The one end represents "similarity" and the other end represents "differentiation".

The former represents a more traditional way, the risk is low, the follow-up implementation is serious; otherwise it represents a very regular way, it may be high risk. But the innovation is also stronger.

8, the actual positioning of the user experience strategy depends on the strategy for the product development of the expected target, you need to think about where the application should be positioned to make it more competitive in the market or more in line with the needs of users. Consider whether you should incrementally enhance the existing functionality of your app, or design it thoroughly again.

9, the role of the outline: Want to apply the likely to attract people, and then to the hypothetical user to outline. These roles should provide you and the design team with enough information. Darling to a certain extent close to the real users. In addition to the understanding of their age, gender, income level, occupation, should also take into account their nationality, family situation, lifestyle and so on. As much as possible to underline the role of interest, hobbies and social activities. It is better to assume that these motives and goals can be rongguo in detailed use cases.

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 ground. To calibrate your own assumptions about character traits. Be able to find people who meet the characteristics of the target group, interview them and further assist you in making inferences.

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 at the time of PPT introduction. I gave 3 different types of students the difference between using our app and not using our app, and came to the conclusion that our app really helps a variety of students to meet their needs. Has brought great convenience to their lives.

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.

You can choose one of the three applications.

12. Users are not just looking for highly differentiated and highly innovative user interfaces, they only have to accept them when they feel good about these experiences.

13. Past successful interaction schemes have almost been attributed to their availability. Usability at that time embodies a sense of project. That is to focus on improving the product by quantifying user input. Today, with the development of the market, we can not only focus on the usability of the product, but also understand the other aspects of the application experience, so that the ability to maintain the competitiveness of the market, the user experience of the views of the integration of 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:

    • Understand the user role, including their motives and goals and other details
    • Based on the user's cognitive function to make decisions, and to manage and organize
    • Think about how to plan use cases and workflows, and how to relate them to specific user lifestyles, features, motivations, and goals
    • How should the user experience be managed after a period of time? Not only will there be a functional road map. Consideration should also be given to how the core interactions need to be further developed.
    • Take a holistic view of the continuous unity of the user experience. Includes all aspects of the product life cycle for acquiring and downloading applications, and relationships with other applications within the product line
    • Conduct specific 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 constraints access to their own data, the use of established functions

Think: Ever PC era, people are set primly do in the computer next to the left hand keyboard right mouse. Now sit on the crooked. Whether it is the office seat or the toilet toilet, take out the phone and start to brush Weibo, chat, watch video.

2, mobile phone is a personal device, your mobile phone is only closely related to you. Generally speaking you call is to find you, in very many cases people call the phone as your agent. People usually say "I call you ..." instead of "I call your phone ...."

3, ipad is also easy to carry, but the size is too large, it still can not be like the iphone as 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. Check out the latest fixed-price quotes on your iphone, the weather of the day or the latest news on social networks. is a short-time interaction

4. Summary of features

    • IPhone: High frequency of use. Each time is short. Anytime, anywhere use, mobile devices, main: weather and other applications and social networks, e-commerce
    • IPad: Portable devices with low frequency, long time, limited mobility. Main: Leisure and entertainment

5, the ipad lacks the call function. People are more inclined to share the ipad with others than they do emotionally, as they don't want personal phones to be relevant. 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, the 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, but that his characteristics and frequency of use is a pair of communication

8, Entertainment: 2 major themes, each game and content consumption, content consumption including 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 specific degree and accuracy is amazing.

Geolocation service is still a very new use case, and very many developers often just touch the fur of these technologies. Most application masters only focus on letting the user broadcast their own location, or telling the user how to go from a to B. And the key question is: What is the intrinsic value of location services?

Think: Today a lot of geographical location services (LBS), Baidu Map launched a search for the surrounding 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 their own initiative to remind, 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. Otherwise, the parameters are defined by a series of themselves. Proactively filter and manage the content of your products from individual sources.

Thinking: One is passive behavior, one is active behavior

11, Usability: If an app can help users run a task quickly and efficiently, there will be a lot of other people using the app. This is usability. Assume that availability is the target of your application. Then there are two points to follow: the right function, the efficiency of the task, the number of functions required to run a task, the simplest way to provide the ability to run 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 just about the UI mapping and layout today, but also the complexity of its functionality means that the navigation structure is deeper.

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 the point of view of design. Soundtrack rendering is typically associated with a smooth user interface control, while OpenGL often uses a variety of animations and interactions for high-performance image rendering in language games.

Thinking: GPU English full name graphic processing Unit. The Chinese translation is a graphics processor. (Image processing Unit) The GPU is a concept relative to CPUs, because the processing of graphics in modern computers (especially home systems, game enthusiasts) is becoming more and more important. Need a dedicated 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. Contains the main button controls, sliders, text boxes, switch controls, and so on, and Uikite also provides the control's own functionality, so don't be overly specific to using the default controls. Defining the UI space bar also uses some other graphics techniques.

Think: You define the function with less, and learn more about it later.

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. Not only does he have the ability to draw certain types of images on the fly, but also as a full-featured drawing engine. The ability to add and create and edit images for your app.

Thinking: Uikit has a high degree of flexibility in defining 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, as it focuses on adding animations to existing user-interface objects. So the core animation is tightly coupled with Uikit. Because of this, 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 features directly in iOS devices, 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, which are often used to render 3D objects in real time in the game.

7. Define your own interface: If you use the SDK's default object to build your app, it means that you are actually using Apple's native visual elements, which means that the user experience that Apple provides is what users feel.

Of course, this is not a bad thing, but suppose you want users to feel the unique, non-distinctive user experience. I'm afraid that's not the right way to go.

8. Native applications and Web applications: There is a gap in the user experience of Web applications and device native rendering. Although 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 offers you a very powerful technology that will not only enable you to achieve a high level of customization and performance in Hong Kong. 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 of exit "light application" products, launched a public account. Each it big guy grabs the internet entrance. But right now, whether it's a light application or a public account, the user experience doesn't compare with the native experience, but this trend is not to be underestimated.

Sixth: Interaction modeling and creation of innovative concepts

1. What is "amazing"? The interaction aspect of the iOS app. We define "amazing" as an emotional expression that goes beyond the user's emotional threshold, and this threshold is finally determined by the user. Key factors such as the following:

    • Immediate response: The design must be able to guide the user to respond immediately
    • Perception 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

After implementing these 3 factors. You can create an excellent application that goes beyond the user's emotional thresholds.

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 mechanism and interaction behavior: when interacting with user elements of a user program. The physical interactions, gestures, and general input that users need
    • Visual interaction, motion, and animation: These dynamic elements that can animate a design, and can be fed back 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 contains four basic tasks: Among the top three (requirements analysis, use case and scenario development, and application workflow) are indispensable preparations. The fourth tries to model the interaction itself.

4, demand analysis: Generally in the formal requirements of the specific description of the document, assume that you use the Agile development method, then the demand is more easy to release changes, but you should at least before the start of modeling to understand which limits the application basic functions of the key requirements, after the need to confirm, You can start designing the right use case.

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 they use the app, and how they can meet the needs of their users in the context of their 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 clearly defined workflow can provide you with accurate results for your application. But he could not provide a way to render the interaction mechanism and function.

Thinking: Requirements analysis (what users need to implement), use cases and scenarios (the target user uses the app in different scenarios)--Workflow (the target user is using the app's action flow). With these basics, you can talk about interaction modeling.

7, in order to model the interaction, you need to be more specific workflow. Rather than abstract and high-level workflows, but there is no need for Mandarin to be specific, the specific process of interactive mode depends on the nature of the application.

8. Interactive modeling requires attention to the problem: you need to think in an abstract way when you start interacting with modeling. There is no need for detailed functionality and content, but to consider the different interactions that may be used by the application. This is how to use them to control the elements on the interface. It is one of the most important challenges for differentiated design to figure out where and how best to use the interactive approach to differentiation in the design.

Thinking: The detailed details of interactive modeling are not described in the book. Interested readers are advised to purchase related books for study.

9. Suppose that a technology does not help you hit the desired effect, or that one aspect of the solution may not be applicable to other parts of the application. In these cases, you need to rely on some of the major problem-solving techniques to help you get out of the mess.

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 functions. Help them create a fascinating user experience. Animations don't just add some effects to some random elements. It's also a powerful interactive tool.

11, Animation: Animation is an object can be the properties or characteristics of the transformation of time with the change of mechanism, the key here is "time." It's the most powerful tool you can use to solve key interaction design problems.

Assume that the interaction space is limited. Then the concept of time becomes extraordinarily useful. In the case of space-receiving restrictions. Very much that enables complex interactions or renders large amounts 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 information to match on-screen controls (not very well suited for design needs or design requirements due to incomplete data)

The introduction of time latitude provides us with a solution to the problem of space limitation.

Thinking: space is limited in latitude. Then we need to change a thinking, from the time, state latitude to solve the problem of information display.

The state latitude is explained in the following.

12. What is the status? It refers to all the properties and characteristics of the objects that the user observes or controls that the system manages.

Think: In short, for example, user login interface. When the account input is finished, even if the prompt account does not exist, it is based on the input status to display information.

13, the interpretation of several concepts:

    • Interaction: The basic unit of human-computer interaction, for example: Click on a button or swipe on the screen, the essence is the user at the prompt of the system to make some kind of input operation.
    • Interaction behavior: Contains the user's input and the system's feedback on it, which is the lattice effect perceived by the way the system is rendered interactive (forgetting the effect of a forward turn)
    • Interactive mode: Cumulative effect of various interactive behaviors that can be pre-measured and well-organized

Thinking: Interactive way more side and input operation, interaction is input and feedback, interactive mode 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.
    • Extension: Study how to apply your interaction to the full functionality of the app
    • Record: Record the thought process as a document, and record the thought results in detail
    • Repeat: Repeat the above until it reaches a pleasant effect.
    • Documentation: Create a document that describes the clarity and visualization of the interactive model you have conceived

The 7th chapter: Spatial Mapping and touch screen Human Project science

1, why should learn the basic knowledge of human body Project study? Some apps may be interesting enough to entice people to download. But people use it to feel very difficult and uncomfortable, so that they do not stay on the user's device for too long. So when you're designing apps for the iphone or ipad. It is necessary to take the time to understand some of the basics of human project learning.

2, the iphone's 6 main 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 just a consideration. The user's basic grip is shifted from one-handed portrait hold operation to the single-hand vertical grip to operate the iphone's impact on the user experience, so the iPhone5 adds height at the same time to make 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's Radian, the dimensions of the corners of the application, the four corners of the application are consistent, from the visual and tactile to the user with unparalleled comfort. It seems to say too much ....

3, the ipad 4 of the main 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: to ensure the possibility of the system, you must consider all possibilities. Includes parallax from the touch sensor calibration market and offset plane.

This is also due to the user's need for large-size controls to bring the heart of the protection-feel touch operation more comfortable.

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. Assuming that they are tightly placed will result in a very easy and wrong user.

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 the touch of a real sister in fact refers to a kind of feedback. We live in a world dominated by definite laws of nature, and we should pay more attention to the real experience in our own life, so that we can show our natural reaction in the interaction design.

Thinking: From the previous hard keyboard, to the touch screen, the user reached a level of direct manipulation. From touch screen to gesture, the user has reached a variety of life in the real state of manipulation. Slowly blurring the boundaries of the real world, the interaction models abstracted from nature are often breathtaking and easy to accept.

Let's say you haven't downloaded Facebook's paper yet. Download try you will have a different feeling than today.

8, feedback attention to the problem: assuming that in the design of the integration of a lot of other powerful interactive feedback, then you must 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 be frustrated.

This is to be avoided.

9. Hints for hidden controls: In a state-driven user interface, the control needs to be paged out before the user can manipulate the control, assuming such a scenario, you must give the user some hints or hints to tell them how to bring up the hidden controls. (It's a simple practice to make all the hidden controls visible when the app just starts, and then move them out of the screen with some animation)

Eighth: Ease of use and function of self-initiative

1, self-active technology is the application of recent years, is a very interesting part of the user experience. Self-motivated 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 add the corresponding control, and such control can be at the level of detail today. This level exposes a large amount of functional detail that allows users to decide which features to display when using the app. In very many cases, when users are familiar with the application and its complex operations, they naturally explore many other ways of controlling the application. To streamline your processes.

Think: Today, many apps appear to be personalized to meet the user's control requirements. Users can simplify their own processes according to their own needs. Developers are also able to count these operational process data to further optimize the app, and today very many statistical platforms have been able to implement this requirement very well, and you can get to know 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 self-initiative of the function? In addition to the previous mentioned to try to make the operation of the appropriate place to delete the user's operation. and take the initiative of their own technology to replace. Another slightly different approach. We are able to split such a method into two basic ways:

    • Deletion of user control: According to the user's intention to guess, remove the user needs to run some input operations
    • Enhanced user control: simplifies user operations or directs user actions based on guesses of user intent

5, although the complexity of the application and user awareness are constantly growing. But ease of use is still the most important aspect. From the point of view of interaction design, it should be simplified and optimized only if there is the possibility of simplifying interaction, workflow, or application.


"iOS User Experience" summary and thinking-modified version

Related Article

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.