User Experience features-user-centric product design mainly from five levels to analyze the user experience elements, from bottom to top respectively: A bit more specific:
- The strategic layer is the user's needs or product objectives (business purpose), by answering "Why do we develop this product", "What we want to get through this product" and "what our users are going to get through this product". Identify user needs, first define the target user groups, investigate them, and understand what they want to prioritize requirements. As for the product target, it should be able to express, otherwise different people in the team will have different ideas.
- The scope layer is a functional specification (a detailed description of the functional composition of the product) for a functional product, while the information-based product is a content requirement (a detailed description of the requirements of various content elements). is to determine what to do.
- The structural layer is an interactive design for functional products (defining how the system responds to users ' requests), and information-based products (which logically arrange content elements to facilitate human understanding of information). The structure mainly refers to the conceptual structure, needs to make the scattered demand to compose a whole, determines each element which will present to the user the pattern and the order.
- The framework layer is the information design, in addition, for the functional product also has the interface design (arranges lets the user and the system function to interact the interface element), but to the information type product also has the navigation design (on-screen element's combination, allows the user to traverse in the information architecture). Further refine the structure to determine the detailed interface appearance, navigation and information design.
- The presentation layer creates the sensory experience for the end product. Decide how the arrangement should be visually presented.
Simplicity First--Four strategies for interactive design before designing, it is necessary to understand the following:
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- first understand the user and then think about the right design.
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- Ignore expert users because the features they want tend to scare mainstream users. Unless your mainstream user is an expert user.
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- Simple is feeling in control.
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and the interactive design of four strategies, for the purpose of simplifying the remote control, is:
- Delete : Remove all unnecessary buttons until they are reduced to no more.
- Organization : Divides the buttons into groups according to meaningful criteria.
- Hide : Place the buttons that are not the most important in the active compartment lid to avoid distracting the user.
- transfer : Only the buttons with the most basic functions are retained on the remote control to transfer complexity from the remote control to the battery.
I have been thinking before, the option to give the user, should be the more the more, or just keep the most basic settings. Now I know that the best option will be the default setting, with a few options available for expert user settings. Secondly, the last point about the four strategies of interactive design "transfer". Now the TV remote can be designed like IPod Classic, providing comfortable navigation and moving complex interactions to the TV screen. But 30 years ago, television was not able to display more information than to show it. This is also a constraint to simplify the remote control obstacles.
a design book for everyone to read Four basic principles:
- contrast : Avoid elements on the page that are too similar.
- Repetition : The visual elements in the design are repeated throughout the work, which adds to the rationality and enhances unity.
- Alignment : No element can be placed arbitrarily on the page, and each element should have some visual contact with another element on the page. This creates a clear, delicate and refreshing look.
- Intimacy : Items related to each other should be near and grouped together. If multiple items are close to each other, they become a visual unit, not multiple orphaned elements. This helps to organize information, reduce clutter, and provide readers with a clear structure.
design and development of mobile applications This book is very boring, the title of "mobile app" mainly refers to mobile Web app, more is to introduce basic knowledge. Extract some new rules for specifying a mobile development strategy:
- Forget the knowledge : Do not imitate the things others have done, to their own users as the yardstick. Focus on the needs of your users, not the needs of someone else's users.
- hearing is false, seeing is real : go to the actual application environment to ask, instead of relying on the focus group. To get into the middle of the user, go to the user's point of view and ask them in person, listening attentively and keeping an open mind. Don't forget to innovate, try new things bravely, and don't be afraid to fail.
- never consider the limitations first : Focus on the strategy, care about the user's needs, and determine the function. Try to overcome the limitations, or go back and pursue the goals of the users.
- focus on the application environment, goals and needs : The user's choice should not be restricted through the application environment, but rather based on the user's application environment (such as location, media, emotion, etc.) to filter the requirements.
- don't try to support everything : support the right device.
- creation, rather than porting : Understanding the user and its application environment, understand when and how users access content, helps to understand the best way to create the right mobile experience.
- Keep it simple : Identify the needs that allow the user to act or interact, and then build the experience around that demand, not other requirements.
Design Psychology
First, easy to understand and ease of use of the design principles:
1, visibility. The right operating site must be obvious, and the correct information should be communicated to the user.
Visibility is a match between the intent of the operation and the actual operation, and the user is asked to see the key differences between the items.
2, the concept of mode. A good conceptual pattern allows us to predict the effect of action behavior. Without a good conceptual model, we can only blindly memorize and do what others say, not really understand the reasons for doing so, what the result is, and what to do if something goes wrong.
3, natural matching. The use of physical environment analogy and cultural standard concept, involving the transfer of users to see how to use the product.
4, feedback principle. Provide information to the user to let the user know whether an operation has been completed and what results the operation has produced.
Second, daily Operation psychology
1. Human beings are accustomed to explaining the external things. "Embodiment: Find the object of the wrong crime." When people encounter technical problems, they always think their own fault. But things are actually not that simple. People tend to find out the cause of things, and different people may find different reasons. Once two things happen, people think they have some kind of causal relationship. 】
People are used to blaming their problems on the environment and blaming others ' problems on their personalities.
2. The sense of helplessness acquired. When people fail to do something many times, they think that they can not do it well, and the result falls into a helpless state, no longer try.
In the design of the embodiment of: teaching out of the sense of helplessness. After a few unsuccessful experiences, will people be afraid of every new technology product, every math problem? In fact, the design of daily necessities (and the design of mathematics courses) seems to lead to a sense of helplessness.
3.7 Stages to take action.
The gap between implementation and evaluation:
(1) The gap in the implementation phase. Refers to the gap between user intent and permissible actions, one way to measure this gap is to see if a system can make it easy for users to do what he wants. Whether to provide an action method that conforms to the user's intent.
(2) The gap in the assessment phase. Reflects the efforts that users need to make in interpreting the system's working state and determining whether the desired goals and intentions are met. If the user is easily available and can easily interpret the information provided by the system about the state of operation, and this information is consistent with the user's perception of the system, the gap in the evaluation phase of the system is minimal.
4, the action of the six-stage analysis method.
(1) What are the possible operations?
(2) How to operate?
(3) How to establish a matching relationship between the system state and the user interpretation?
(4) How can we establish a matching relationship between operation intention and operation behavior?
(6) How does the user know if the system is in the desired state?
Third, how to let users know what to do?
1. Limiting factors:
(1) Limitations on the physical structure
(2) Semantic Limitations
(3) Cultural limitations
(4) Logical Limitations
2, do not consider the user from the point of view of the design staff. The designer is the expert in the design, the user is the expert who uses the product. Designers are too familiar with their products, often unaware of what aspects of the product will cause the use of difficulties.
Four, user-centric design principles
1, the design should take into account the following aspects:
- Ensure that users are able to see what is possible at any time (using various limiting factors)
- Focus on product visibility, including the system's conceptual model, and the operational and operational results that are available for selection
- User-friendly evaluation of the system's working status
- Establish a natural matching relationship between user intent and desired actions, between actions and results, visible information, and evaluation of system State
- 2, the seven principles of simplification of the complex:
- Application of knowledge stored in the outside world and in the mind
- Simplifying the structure of a task
- Focus on visibility to eliminate the gap between the implementation phase and the evaluation phase
- Establish a correct matching relationship
- Taking advantage of nature and perceived restrictive factors
- Consideration of possible human error
- Last memory, using standardized
"Product Planning" several product bookcase notes