IOS User Experience summary and thoughts

Source: Internet
Author: User

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Preface:

This article is a summary of the record and personal thoughts in the Process of reading "ios user experience. If there are errors, please correct them and leave a message below.


Chapter 1: Overview of ios Man-Machine Interface Guide

 

1. Smartphone features: large size, high resolution, and powerful computing power

2. Signature Interaction: scroll wheel, navigation key, buttons and hard keyboard, soft keyboard, touch pen, and touch screen. The input feature is also called "signature interaction ", you can use a combination of input methods, not the device brand.

Thinking: For iphone, signature interaction mainly includes buttons, soft keyboards, and touch screens.

3. Professional documents: Human Interface Principles and User Experience Guidelines)

4. Apple gives priority to dimensions, gravity sensing, and capacitive touch screen interface input. This shows that Apple intends to make the design and development team focus more on the improvement of input and output technologies.

5. Apple's professional documentation reduces the risk of opening the iOS platform to third-party developers. It also maintains Apple's brand image and people's views on iOS on the market, so as to maintain their continuous success,

 

Chapter 2: Analysis of iOS User Experience

 

1. lattice tower effect: Simply put, what we experience is far greater than the quality of the independent components we notice.

Thinking: We are absent-minded. We don't feel like we are thinking about the status, that is, the whole! = Sum of parts (from Baidu encyclopedia)

2. Design of the virtual keyboard

Requirement: limited size, very small buttons, and very tight arrangement. Sometimes you cannot see which key you press.

Apple processing method:

  • To solve the problem that the target is too small: the touch button is displayed above the touch point of the finger to provide visual feedback to users.
  • To solve the problem that the distance between objects is too close: the system will prompt and suggest the word even if it is not spelled by the user using the prompt Input algorithm.
  • To solve the problem that the distance between objects is too close: The Inline spelling check algorithm is used to support additional user control and precise input.

Thinking: visual feedback, spelling error prompts, checking algorithms, and eliminating users' worries. This is a very stable interaction technology.

3. The most common gestures

  • Tap: Click
  • Drag: drag (Supplement: You can set delegate to listen to the Drag status for a series of business processing)
  • Flick: Fast Slide (the difference with dragging is that moving objects will show inertia and continue to slide)
  • Swip: sweep (scan across the screen without raising your finger)
  • Double Tap: Double-click (Supplement: the interval is very short, so that the image or image uses Double-click as the origin, and usually scales according to the predefined proportional coefficient. Key points: time interval)
  • Open Pinch: Double-finger Open (depending on the Open distance)
  • Close Pinch: Double-finger narrowing
  • Long Touch: users usually call some auxiliary controls (editable text display to enlarge the view)

Think: the difference between a single click and a double-click is to distinguish between two click times. Two clicks are considered as two clicks after the double-click interval. Otherwise, the double-click operation is performed.

4. iOS is a planar environment. The plane environment mentioned here refers to the two-dimensional core expression of user experience. Its operations are not completely two-dimensional, but are actually executed between three mutually dependent and co-existent planes. We can regard iOS as three user interface layers, each of which has a unique interaction type. These specific interaction mechanisms determine the activities of these layers, sorted by importance:

  • Default layer: mainly application Logo and Dock
  • Hidden Layer: used for App Switcher and display content
  • Stack layer: dialog box, warning, modal control, and pop-up window

The interval between these layers is only several millimeters, but there is still a high degree of discrimination.

Thinking: Compared with the default and hidden layers, the stack layer is characterized by temporary interruption of user operations. Therefore, the stack layer must be used less and used with caution. Otherwise, it will cause user frustration and affect user experience. Dynamic real-time feedback may be a good option.

5. conciseness and ease of use. There are several principles that should be applied when designing or creating your own applications (key points)

  • Limited navigation
    • Do not provide too many navigation options. It is completely unnecessary. Instead, it will confuse users and distract them from their attention.
  • Restricted control ing
    • Divide the App interface and let it accommodate different types of user interface elements
  • Limit the number of controls
    • If there are too many interfaces, you should distribute the functions to multiple interfaces and divide the similar interfaces into one group.
  • Make sure the control is concise
    • Do not have too many types of controls. Try to use short labels and easy-to-understand icons.
  • Share tasks with the operating system
    • The setting items of the user program are moved to the setting interface of iOS (not commonly used ...)
  • Hide user interface elements
    • The control elements of the App do not need to be displayed on the screen. You can call them through some simple gestures and touch screen time as needed. The key is to provide users with a mechanism to indicate the temporary appearance of these controls, and let users know how to call them again after these controls are hidden.
  • Expand progressively
    • Many features do not always need to be available, so you need to provide them only when the user needs them, and thus reduce the complexity of the application interface.
  • Do not overemphasize the brand
    • Do not repeat it. In a key place that can fully display the brand, and then dilute its presence in other places (Baidu navigation APP is the HUD reminder effect used to display the brand of Baidu)
  • State persistence and recovery
    • Do not expect users to use the APP's functions without interruption. When the user restarts the application, the previous task can easily reply and continue.
  • Auto save
    • Any task related to creation must be saved and always saved automatically.
  • Restrict gesture types
    • Too many will increase the user learning cost, so your application will be difficult to accept
  • Restricted hierarchy
    • If the navigation layer is too deep, there will be two problems: 1. It is difficult for users to understand the navigation structure 2. moving at different levels can be annoying. Try not to exceed 3 layers

Thinking: concise, not simple, complex and advanced technologies are exposed to users when appropriate, which is truly concise and easy to use. For example, when an App is started for the first time, it requests various permissions of the user. When you access the address book, you can locate your location, it may be better to ask if the user needs to use the function.

6. Gestures: Improve the touch interaction capability to a new level that not only directly controls basic interactions.

7. Keep it concise: this concept has always affected iOS design decisions, 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 3: User Experience differentiation and Strategies

 

1. critical mass: it refers to the accumulation of knowledge and technology to a certain critical point, the new technology will erupt as a fission reaction, and expand vigorously.

2. In the digital product market, the user experience designed and created by the designer rapidly develops and changes with its users or consumers. Essentially, this is a feedback loop. With the successive release of various products, more and more outstanding and unique interaction methods have emerged in the market, and users' demands and acceptance for these interactions have become stronger and stronger.

Thinking: We recommend that you use Netease news and facebook's paper application for a deeper understanding.

3. The success or failure of any interactive design scheme is measured by its availability. (Important)

4. availability is an important factor driving people to accept an application. However, many aspects of user needs are even more important. To effectively address user needs, we need to understand the following elements:

  • Measure the test taker's understanding about users' convenience, including their needs and current interactions.
  • What different experiences can be provided in comparison with competitors?
  • If you want to talk about user acceptance as the top priority, you may need to focus on arousing their interest.
  • In today's market, to make users interested in your applications, You Need To explore extraordinary solutions.

5. User Experience strategies: Technologies, requirements, and user expectations are constantly changing. Therefore, there should be a clear plan to deal with this constantly changing status. Effective user experience policies can bring us many benefits:

  • Make different teams involved in product development consistent
  • This helps the team focus on users and ensures user satisfaction.
  • It allows the user experience to be consistent within the product lifecycle, so that the existing experience can be maintained or even improved as needed.
  • It effectively improves product quality and helps monitor deployment risks.

6. A good strategy should be to reevaluate its objectives, users, and market environment on a regular basis. Over time, it turns gray to form a mature user experience.

Thinking: for agile development teams, it is easier to apply constantly corrected strategies to the actual development process.

7. differentiation can be seen as many possibilities of two opposite ends. One end represents "similarity", and the other end represents "differentiation ". The former represents a more traditional method, with low risks and serious follow-up; otherwise, it represents an unconventional method, which may be highly risky but innovative.

8. The actual positioning of the user experience policy depends on the expected goals set for the product, you need to think about where the application should be located to make it more competitive in the market or better meet the needs of users. Consider whether to gradually enhance the existing functions of the application or completely redesign the application.

9. Role outline: Think about the audience that the application may attract, and then outline the hypothetical users. These roles should be able to provide sufficient information for you and the design team, darlings are close to real users to a certain extent. In addition to specifying their age, gender, income level, and occupation, they should also take into account their nationality, family conditions, lifestyle, and so on, and draw out role interests, hobbies, and social activities as much as possible. It would be better to show these motivations and goals in the specific cases of rongguo.

Thinking: Based on the characteristics of the target group, several roles are outlined to pave the way for typical roles to use apps in different scenarios. In order to calibrate your own judgment on the role's characteristics, you can find someone who meets the characteristics of the target group, interview them, and further assist you in making judgments.

10. Role Application Scenario: place the role image in the appropriate scenario, and you can use the target user's perspective to experience the application you have imagined.

Thinking: when we introduced a library project in the PPT, I gave three different types of students the difference between using our APP and not using our APP, then we come to the conclusion that our APP can indeed help various students meet their needs and bring great convenience to their lives.

11. Evaluation of competitors: Learn about the advantages and disadvantages of the competitors, what the competitors are doing, and pick out the best applications on the APP Store as a reference. Select 3 ~ Five applications.

12. Users are not just looking forward to highly differentiated and innovative user interfaces. They will accept them only when these experiences feel good.

13. In the past, successful interaction solutions were almost all attributed to their availability. At that time, availability reflected a kind of engineering consciousness, that is, focusing on improving products through quantified user input. Now, with the development of the market, we should not only focus on the availability of products, but also understand other aspects of the application experience so that the product can maintain the competitiveness of the market, the user experience perspective combines aesthetics, perception, and emotional input.

Thinking: availability is a prerequisite, on which aesthetic, perception, and emotional investment are considered.

14. User Experience policies should include the following:

  • Clear user roles, including their motivations and goals
  • Makes decisions on application functions based on user cognition, and manages and organizes them.
  • Think about how to plan use cases and workflows, and how to associate them with specific user lifestyles, features, motivations, and goals
  • After a period of time, how should we manage the user experience? We should not only have a functional road map, but also consider how to further develop core interactions.
  • From a global perspective, consider the continuous uniformity of user experience, including various aspects of the Product Lifecycle starting from the acquisition and download of applications, and the relationship with other applications in the product line.
  • Analyze competitor products in detail to guide, verify and improve the product experience.

 

Chapter 4: killer applications: designed for mobile environments

 

1. Core Value of mobile computing: breaking through the restrictions of time and space to access your own data and using the established functions

Thinking: In the previous PC era, people were working at the end of the computer, with the left-hand keyboard and right-hand mouse. Now, you can sit around, whether in the office or in the restroom, and start to brush Weibo, chat, and watch videos with your cell phone.

2. Mobile phone is a kind of personal device. Your mobile phone is only closely related to you. Generally, you are called to find you. In many cases, people regard the call as your agent. People usually say "I call you ....", Instead of "I called your phone ...."

3. The iPad is also easy to carry, but it is too large to reflect the real mobility as the iPhone does. Of course, his shortcomings are also limited. We can use iPad anytime, anywhere for relaxation and leisure, so it takes a long time to spend on such leisure and entertainment. Check the latest fixed table pricing on the iPhone. The latest weather or social network updates on the day are short-term interactions.

4. Summary of features

  • IPhone: high usage frequency, short time, anytime, anywhere, mobile devices, mainly weather applications, social networks, E-commerce
  • IPad: low usage frequency, long time each time, limited mobility, and portable devices, mainly for leisure and entertainment

5. The iPad lacks the call function. Therefore, users are more inclined to share the iPad with others because they do not want to associate their personal phone numbers with others emotionally. IPhone is generally not shared with others.

Thinking: In fact, I am talking about text messages and photos on my mobile phone. It doesn't matter if it can be turned over by others ~ Casual play

6. Five Key use cases of application conception: communication, entertainment, geographic location service, business, and availability

7. Communication: the core use case is one-to-many communication between phone calls, emails, text messages, and social media, media, and forums. Communication here is communication in a broad sense.

Thinking: the one-to-one communication here is not to say that it must be one-to-one, but that its features and usage frequency are mostly one-to-one communication.

8. Entertainment: two major themes: Game and content consumption. content consumption includes and is not limited to videos, music, reading, Browsing webpages, and other activities.

9. geographic location service: GPS and digital compass technologies, with amazing details and precision. Geographic location service is still a new use case, and many developers often only touch on these technologies. Most application masters only focus on letting users broadcast their location, or tell users how to proceed from A to B. The most critical question is: What is the internal value of geographic location service?

Thinking: Now there are a lot of location service (LBS), Baidu map launched the search for surrounding food, there are also some foreign applications based on LBS dating applications. An interesting application I have seen before is a bus alarm. when I arrive at the station, I will automatically remind you that there are too many things that can be mined.

10. Business: mainly divided into set display and aggregation. The former uses third-party resources to guide complicated product selection behaviors and provides recommendations and images for users' purchase behaviors. Otherwise, a series of custom parameters are used, automatically filters and manages product content from independent sources.

Thinking: one is passive behavior, and the other is active behavior.

11. Availability: if an APP can help users quickly and efficiently execute a task, more people will use the APP. This is availability. If availability is the goal of your application, you need to follow the following two aspects: Proper functions and task efficiency, the former is to provide the appropriate number of functions required to execute a task, the latter is the simplest way to execute a task.

Thinking: availability is to use appropriate functions to facilitate people's lives and improve efficiency.

12. porting an existing application to a mobile application:

  • Determine the feature superset: list the feature list
  • GROUP: groups similar functions.
  • Check and analyze whether the analysis is applicable to mobile environments
  • Filter: Remove irrelevant functions based on the main use cases identified in the user experience policy.
  • Identify the classification of key functions: use it as a separate application at the time of determination, and break down your application into multiple subprograms.

13. A major challenge of transplantation: achieving a high functional density on Small-sized devices is definitely a challenge. This is not only reflected in the UI ing and layout, but also because of the complexity of its functions, it means a deeper level of the navigation structure.

 

Chapter 5: Use iOS functions to achieve the best user experience

 

1. Designers need to understand the four key technologies. These four key technologies are divided into two categories. The first category is Apple's own technology, which supports original rendering in the iOS environment, and the second category is third-party technology OpenGL, it does support the use of the underlying GPU. From the design point of view, the original sound rendering is usually associated with the control of the smooth user interface, while OpenGL is commonly used in games to perform high-performance Image Rendering for various animations and interactions.

Thinking: GPU is short for Graphic Processing Unit. (Image processing unit) GPU is a concept relative to CPU, because in modern computers (especially home systems, game enthusiasts) graphics processing has become increasingly important, A dedicated graphics core processor (from Baidu encyclopedia) is required)

2. Four Key Technologies: UIKit, Core Graphics (Core Graphics), Core Animation (Core Animation), and OpenGL ES (the only technology not provided by Apple)

3. UIKit: the user experience design of 95% is implemented by UIKit, including basic button controls, slide, text boxes, and switch controls. UIKite also provides custom functions for controls, therefore, do not stick to the use of default controls. Custom UI space keys also use other graphics technologies.

Thinking: User-defined functions are rarely used. I will learn more later.

4. Core Graphics: the Core of Graphics is the Quartz 2D rendering engine, which can be used for different image processing functions in advance in applications. It can not only dynamically draw certain types of images, but also serve as a fully functional Drawing Engine to add and edit images for applications.

Thinking: UIKit has a high degree of flexibility in custom images, while Core Graphics is more useful in complex image transformations, image processing, or real-time image synthesis.

5. Core Animation: provides a simple and easy-to-use solution for creating and Rendering Dynamic Visual interactions. because it focuses on adding Animation effects to existing user interface objects, therefore, Core Animation is closely integrated with UIKit. Because of this, the user interface controls can also be perfectly integrated with the Animation transition effect.

Thinking: in terms of ease of use, Core Animation is better than Core Grapics.

6. OpenGL ES: essentially an image rendering API for embedded devices that allows you to directly embed hardware acceleration functions into iOS devices. However, it cannot display user interfaces, you must work with Core Animation to display user interface elements. This powerful technology can be used to render complex images that are extremely difficult to process for pens, and is usually used to render 3D objects in real time in games.

7. Custom interface: if you use the default object of the SDK to build an application, it will take a long time to indicate that you are actually using the native visual elements of Apple. That is to say, you feel the user experience provided by Apple. Of course, this is not a bad thing, but if you want users to feel the unique experience with white characteristics, this method may not be appropriate.

8. Native applications and Web applications: there is a certain gap in user experience between Web applications and native rendering of devices. Although many technologies in the browser environment can render an extremely attractive experience, the effect is still not comparable to that in the native environment. Apple provides you with a very powerful technology that not only enables you to achieve high customization but also provides excellent performance in Hong Kong. The Web solution can only provide some features of its native experience. Native UI rendering has powerful functions and dynamics, while Web-based experience is flexible and easy to maintain.

Thinking: In recent years, major enterprises have been advocating that the APP is dying. Later, it will be an era of great entry, and Baidu has also withdrawn from the "light application" product based on the trend and launched a public account, various IT bosses seize the Internet entrance. However, the user experience provided by light applications and public accounts cannot be compared with the native experience, but this development trend cannot be underestimated.

 

Chapter 6: Interactive modeling and creation of new concepts

 

1. What is "amazing "? In terms of interaction between iOS apps, we define "amazing" as an emotional expression when the performance goes beyond the user's emotional threshold, which ultimately depends on the user. The key factors are as follows:

  • Instant Response: The design must be able to direct users to respond immediately
  • Cognition of creativity or difference: users must be able to identify the concept of design, or at least feel it is different from the regular user experience.
  • Positive Response: the design itself should be able to alleviate users' inhabits of unfamiliar user experience.

After these three factors are met, you can create excellent applications that exceed the user's emotional threshold.

2. Some attributes of the design scheme:

  • Appearance: it refers to the appearance attributes of screen structures, layers, rendering, and static visual elements in the design scheme.
  • Interaction Mechanism and interaction behavior: physical interaction, gestures, and regular input modes required by users when interacting with user elements of User Programs
  • Visual interaction, motion, and Animation: these dynamic elements that can bring vitality to the design scheme and provide feedback through user input.

Thinking: In today's applications, the interface is beautiful and not uncommon, so we have to work hard on the interaction mechanism, interaction behavior, animation and motion.

3. The interactive modeling process includes four main tasks: the first three tasks (requirement analysis, use case and scenario development, and application workflow) are essential preparations, fourth, try interactive modeling itself.

4. Requirement Analysis: Generally, detailed descriptions are provided in the formal requirement document. If you adopt agile development, the requirements are easy to change, however, you should at least specify the key requirements for defining the basic functions of the application before starting modeling. After the requirement is confirmed, you can start designing the appropriate use cases.

Thinking: grasping the core needs and adopting agile development is a good choice.

5. Use Cases and scenario development: use cases, especially scenario-driven use cases, are an important part of interactive modeling, the Use Case of the Single Sign can help the team understand the overall process that users will experience when using the application, and how to meet various user needs in the use environment.

6. Application workflow: from the design perspective, we focus more on the decision logic, key interactions, and the navigation structure that directs users to move from application A to application B, this is a user-centric concept that establishes the relationship between features presented to users by applications and the application structure defined by darlings. A clearly defined workflow can provide you with precise results of an application, but it cannot provide interaction mechanisms and functions.

Thinking: Demand Analysis (what are the actual needs of users)-> Use Cases and scenarios (target users use apps in different scenarios) -> workflow (the operation process for the target user to use this APP). With these foundations, you can talk about interactive modeling.

7. For interactive modeling, you need more detailed workflows, rather than abstract and high-level workflows, but do not need to be detailed in Mandarin. The detailed program of the interaction mode depends on the nature of the application.

8. Notes for interactive Modeling: when starting interactive modeling, you need to think in an abstract way without specific functions or content, consider the various interactions that an application may adopt to learn how to use them to control the elements on the interface. Figuring out where it should be and how to make a differentiated design for the interaction mode in the application in the best way is one of the most important challenges for differentiated design.

Thinking: The book does not describe the details of interactive modeling. If you are interested, you are advised to purchase related books for study.

9. If a technology cannot help you achieve the expected results, or some aspect of the solution may not apply to other parts of the application, you need to rely on some basic problem-solving technologies to help you get out of the predicament.

Thinking: This is why excellent Interaction designers need to have a certain degree of understanding of the developed technology.

10. Powerful Core Animation: The system provides powerful functions for designers to help them create attractive user experiences. Animation is not just a powerful interaction tool that adds special effects to some random elements.

11. Animation: an animation is a mechanism that changes the attributes or features of an object over time. The key here is "time ", it is the most powerful tool you can use to solve key interaction design problems. If the interaction space is limited, the concept of time becomes extremely useful. When the space receives the limit, it can implement complicated interaction or present a large amount of information. There are generally two solutions:

  • Significantly increase Information Density (disadvantage is that it is not easy for readers to read and understand)
  • Extreme or reduce the amount of information to match screen controls (the information is incomplete and cannot meet the design or design needs well)

The introduction of time latitude provides us with another solution to the space restriction problem.

Thinking: If the spatial latitude is limited, we need to change our thinking to solve the problem of information display from the latitude of time and state. The status latitude is described below.

12. What is the status? It refers to all attributes and features of Objects Observed or managed by the control system.

Thinking: in short, for example, in the user login interface, when the account input is complete, even if the account does not exist, the information is displayed based on the input status.

13. Several concepts:

  • Interaction Mode: the basic unit in human-computer interaction. For example, clicking a button or scanning the screen is essentially an input operation performed by the user at the system prompt.
  • Interactive Behavior: includes user input and system feedback. This is a tower effect that is perceived by the interaction mode presented by the system (forgetting to flip this effect forward)
  • Interactive Mode: the cumulative effect of various interactive behaviors that can be predicted and well organized

Thinking: The Interaction Mode focuses more on input operations. The interaction behavior is input and feedback, and the interaction mode is the overall effect.

14. Basic Process of interactive Modeling:

  • Abstract: components are abstracted to display their basic logic.
  • Transformation and Reorganization: reorganize the visual interaction based on the basic logic
  • Verify: Check whether the interaction method is applicable to existing workflows.
  • Problem solving: trigger from three different dimensions: space, time, and status to solve the concept and interaction problems.
  • Extension: study how to apply your interaction method to all functions of the APP.
  • Record: record the thinking process as a document and record the thinking results in detail
  • Repeat: Repeat the above items until satisfactory results are achieved.
  • Documented: create a clear and visualized document for the interaction model you have created.

 

Chapter 2 space ing and touch screen ergonomics

 

1. Why do we need to learn the basics of ergonomics? Some interesting apps may be enough to attract people to download, but people may feel very difficult and uncomfortable when using them, so that they will not stay on users' devices for too long. So when you design applications for the iPhone or iPad, it is necessary to take time to learn some basic ergonomics knowledge.

2. iPhone 6 basic grip positions: one-handed vertical operation of the iPhone, one-hand vertical grip, one-hand operation of the iPhone, two-hand vertical operation of the iPhone, one-hand horizontal operation of the iPhone, one-hand horizontal grip, one-hand horizontal grip, one-hand iPhone operation and two-handed horizontal iPhone operation

Think: Why did the iPhone 5S fail to imitate Samsung's big screen mobile phone? Perhaps it is to consider the impact of the user's basic grip operation from the single-handed vertical grip operation to the first-hand vertical grip operation on the user experience of the iPhone, so when the iPhone 5 increases the height while the body is thinner, in this way, the comfort of the vertical grip of the single-handed. The opposite example is Xiaomi 3 ...... In addition, the radians of the four corners of the iPhone, the dimensions of the four corners of the app clip, and the four radians of the app are consistent, bringing unparalleled visual and tactile comfort to users. It seems too much ....

3. Basic grip posture of iPad 4: one-hand vertical grip iPad, one-hand operation, two-hand vertical use iPad, two-hand vertical operation, one-hand horizontal grip, one-hand operation and two-handed horizontal operation.

4. When designing a touch control, you need to consider two basic factors:

  • Size: the size of the target area of the control you designed
  • Spacing: the distance between the control and other user interface elements around it.

Note: To ensure system availability, you must consider all possibilities, including the parallax produced by the touch sensor calibration market and offset plane. This is also because the user needs a large size control to bring the heart-feel more comfortable touch operations.

Think: After downloading the Baidu navigation APP, you will find that the buttons are very large, that is, considering that the use scenarios are mostly scenarios that are prone to jitter, such as walking, cycling, and driving.

6. One principle of control interval design: the spacing between two touch objects should be inversely proportional to their size. If they are placed closely, the user may easily make a mistake.

7. Feedback: Providing effective feedback to users is the basis of all design schemes. Through feedback, we can confirm that the time has occurred and has been captured by the system. The concept of touch actually refers to feedback. We live in a world dominated by definite natural rules and should pay more attention to the real experience in our lives, in this way, the home interaction design shows its most natural response

Thinking: from the previous hard keyboard to the touch screen, the user has reached a direct degree of control, from the touch screen to the gesture, the user has reached a variety of real control states in life. The boundaries with the real world gradually become increasingly vague. The Interaction Models abstracted from nature are often amazing and easy to accept. If you haven't downloaded facebook's paper yet, you may feel different when you download it.

8. Notes: if more strong interactive feedback is integrated in the design scheme, you must consider the concept of time. The time here refers to the event trigger and display speed, and the display effect duration. Because you need to know how animations or effects affect the overall flow of tasks, these are all very important factors.

Thinking: if you have to wait for the feedback to end before the system switches to the workflow, then the user will feel frustrated. This must be avoided.

9. Tips for hidden controls: On the Status-driven user interface, you need to call up the control before the user can operate the control. If this solution is used, you must provide users with tips or hints about how to call these hidden controls. (A simple approach is to set all the hidden controls to visible when the application is started, and then use some animation to remove them from the screen)

 

Chapter 8: ease of use and automated functions

 

1. Automation technology has been applied in recent years and is a very interesting part of user experience. Automation is eye-catching because it hides the details that are critical to users when operating applications.

2. As the market matures, users become more complex. In this process, there is a trend in which users are eager to increase application control, this type of control can appear in the details layer. This layer exposes a large number of functional details, and users can decide which functions need to be displayed when using the application. In many cases, after users are familiar with the application and its complex operations, they will naturally find more control methods in the application to simplify their processes.

Thinking: the personalized features of many apps now meet the user control requirements. Users can simplify their operation processes as needed. Developers can also collect statistics on these operation process data to further optimize the APP. Now many statistics platforms can meet this requirement well. You can take a look at Cloud alliance.

3. Use the technology provided by iOS to optimize the operation process for users and assist with the technology:

  • GPS
  • Three-Axis accelerometer (micro-movement, speed, and acceleration relative to the previous position, more refined than GPS)
  • Gyroscope (device direction)
  • Digital compass (device direction of the Earth's magnetic field)
  • Distance sensor (distance between the object and the device surface)
  • Camera
  • Microphone

4. How can I automate functions? In addition to the previously mentioned appropriateness of the House operation process, the user operations are deleted and replaced by automated technologies. There is also a slightly different method, we can split this method into two basic methods:

  • Delete user control: removes certain input operations that need to be performed by the user based on speculation about the user's intention.
  • Strengthen user control: simplify user operations or guide user operations based on speculation of user intentions

5. Despite the increasing complexity and user awareness of applications, usability is still the most important aspect. From the perspective of interaction design, as long as there is a possibility of simplifying the interaction mode, workflow or application, it should be simplified and optimized.


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