Software Design: What do users really want?
Wu Yu
Taiyan Network Studio
My girl was just over two years old. When she was naughty, her daily work was mainly about two things:
1. Crying;
2. Happy (worse than haha ).
I found that whether she is crying or laughing, she basically comes from two things: Eating and playing.
The problem with eating is not big. It is delicious and not good. She knows very well. But occasionally, it will convert eating into playing. If you have enough, the food will become a toy, as long as you don't see it, for example, the beverage will become a hand sanitizer.
What makes her have a better time? I found that most of them are not toys that cost money. Pretty dolls, movable electric toys, doesn't mean she doesn't like it or she also like it, but she won't be so happy unless an adult plays with her, let her understand that this thing is very happy.
The first thing she can have fun with is water. Give her a small piece of soap, a small washbasin, a little warm water, she can play full of water. When taking a bath, she can put a comb in the tub for half a day. Another thing related to water is that she prefers to drink water in a bottle instead of water in a cup.
I feel that there is no difference between my childhood and her present on the water issue. When I was a child, I often used water as toys. For example, I organized a bunch of children to fold dam or something. I also often loaded water into the bottle and then drank one bottle, water is loaded into the bottle, it suddenly becomes a drink, and it is very sweet!
When I was a child, another thing I love to do was to go to the window sill, from the middle (my house is in the northeast) to the window sill, and then come down. It was fun; my girl is from the bed to the small balcony (the bedroom window stretched out a small balcony), the half-square-meter space became her stage, and when she had enough to play, she went down to the bed and thought the bed was nothing fun, then climb to the balcony. I have to go back and forth for dozens of times a day, and I never feel tired of it.
The other thing that I don't have to guess is that she would like to play with is quilt. Heap the quilt onto the floor and place it into mountains and valleys. I don't even need to demonstrate it, so she knows how to play it: step on, jump up, and go up. You don't have to guess, it's because I was so happy with it when I was a child.
The happiest way to do this is to run! There's nothing happier! Chase and play with each other. As long as the space is large enough and there are not many obstacles, laughter will be lost.
When I used toys for related tests, I found that her preferences were very limited compared to the above projects, and the durability was usually not high. For example, she would also like to take an electric car, but it is often a very lively place around her. She only occasionally hugged the dolls and threw them aside.
The progress of science and technology has a great impact on our way of life, but the source of our happiness has not actually changed in essence.I found that,Our happiness still comes from two things: relaxation., For example, crazy gameplay;The other is interaction., You and happiness plus my happiness, will make us two more happy! Interactions usually increase our sense of accomplishment, not only to others, but also to interact and make people happy when comparing "my past" with "now!
From the perspective of behavioral psychology, people are afraid of complexity and uncertainty, while simplicity means being controllable.
The same is true when we design software. It can be relaxed only when your software is easy to use. The Windows operating system has been very successful along the way, but it stops at vista. The reason is actually not complicated, that is, Vista is too inconvenient to use (even if it is really powerful !). It is hard to imagine that a user is willing to use the software frequently when he is in a nervous and annoying mood. Similarly, if you worry about account theft every time you swipe your card at a mall, you will minimize the number of times you swipe your card to ensure security, even if it doesn't happen at all.
From the perspective of social psychology, people are afraid of being alone, and interaction can enhance people's experience, meaning cooperation.
There are many common forms of interaction, such as voice prompts, progress bars, and bubble windows. No interactive user will feel confused, and he will not know what to do; but the interaction should be concise, not too much. When the amount of information is too large to be processed, it will become junk data, worse than none!
The software running speed is actually an expression of interaction.For example, in the pop-up dialog box of your program, it takes 15 minutes for the user to complete a task and no response has been made since that time. The user may feel insecure in five minutes, because he does not know what happened or what he can do to save the program. If he wants to shut down the machine, he does not dare to shut down the machine program and does not respond. How does he know if he is poisoned or if a trojan is doing something bad? If you can enhance interaction and prompt the user from time to time, the user's anxiety will be greatly reduced if the user has taken this step. However, if you can complete this task in a second or two, you will not feel the uncertainty caused by waiting. Therefore, fast-running software greatly increases interaction with users in essence.
For project owners, the above two design concepts should be kept in mind.