Talk about usability principles that UI designers have to learn

Source: Internet
Author: User

Editor's note: Evaluation of an interface design, the designer's eyes, visual beauty is the first, but in product managers and programmers there, easy to use is kingly. It is important to look good, quarrel is endless. But if the designer grasps the usability principle of the interface design, that not only can avoid this kind of contradiction, the million annual salary when the Director also is not a dream! Today @ Stir-fry the UI tribe to share a few key principles, the right to be a start, have experience designers also hurriedly to share!

@ Stir-fry UI Tribe: Now is the game industry booming period, compared to the end of the tour, the page can only operate on the PC fixed mode, mobile phone games have been everywhere, like people to drink water to eat, become a kind of life necessities. However, as people's appreciation of the aesthetic, the game can play, as well as the picture quality requirements more stringent.

With the expansion of the hand market, mobile phone game demand is increasing, a large number of research and development team and art outsourcing occupy the industry's leading, and a large number of game production, but also to promote the game UI designer this emerging mass production career, the game market to become the largest demand side.

Recently many friends often discuss, the individual esthetic difference, how can evaluate a game's UI is outstanding, and what standard is?

In fact, this topic is too big, can speak the theory too much, for this reason, I wrote this article, specifically consulted a number of UI colleagues, and did a lot of research, came to the conclusion is roughly the same-intentions.

Aside from the art quality of the original artists are better at the basic principles, we talk about UI design specifications, how to distinguish a game UI design is excellent and how to define themselves as a graphic craftsman or a real game designer for the center to explore!

The UI is the initials of the English user ' s interface, intended to be the user interface. The literal meaning is that the user and the interface are two components, which actually include the interaction between the user and the interface. A friendly and beautiful interface will bring people a comfortable visual effect, but also can shorten the distance between people and machines.

From the conclusion, we split our careers into "game" UI "designer" 3 words to re-examine our own work.

Test the design of a game interface is successful, not completely rely on the surface, the most important thing is the player in the operation of the use of feelings and visual feelings. Keeps things interesting foul within is nothing but an empty shell, which is difficult to accept.

Let your player understand your design intent and effectively convey the content of the message. In the process of operation, can quickly turn ideas into game action, and generate positive emotions. This kind of emotion will make the player have the joyful memory, thus is willing to continue the operation. Conversely, if you have too much information on the interface, too jumbled, or too little, prompt guidance is insufficient, will destroy the player in the game of immersion. Poor interface design can even completely disrupt your gaming experience.

  This analysis tends to the manual tour specification

Here are a few simple examples to illustrate the difference between good UI design and poor UI design

1. Highlight the design focus, reduce the misunderstanding of the identification

2. The interface is concise, embodies the important information, finds the player habit, hides the unpopular application

3. The use of common acceptance habits, not easy to try new design specifications.

4. Reduce learning information, simplify repetitive operations, and save space to load resources

UI is a creative work, in fact, programmers, planners and fine arts should be involved, the UI design is largely related to logic.

Now in the industry, we often see the designer and responsible for product planning and procedures endless quarrel, then exactly where is the problem?

The conclusion is: whose idea is easier to operate, whose idea is more user-friendly.

If the UI designer can follow these rules, the overall grasp of the interface of the control Bureau, the quarrel is to a large extent can be avoided.

But the premise must be, the game UI designer's own theory knowledge obtains everybody's approval. In fact, programmers are just a person who knows all aspects of the game, and they know what information is important and unimportant. Planning and product managers are aware of the project's production focus, clear thinking of people. They want their products to be recognized more than anyone else. And to some extent, an immature UI designer pays more attention to the "beauty level" of his work and ignores the focus of the production.

We should also focus on the user experience of the design. such as the size of the UI elements, whether there is dynamic performance, where to show what information, how players navigate, reduce the complexity of color changes and add decorations, such as whether the fancy impact of the whole.

To sum up, we put the game UI design process and considerations, summed up as the following several basic points.

The feeling that brings to the player:

1. Whether your picture is beautifully crafted can attract my eyeballs.

2. The interface of all the information, whether intuitive let me understand, clear and understandable (icon expression is clear)

3. Can I quickly find the information I need (is the icon clear? The interface is too informative? Menu hidden too deep?)

4. I do not need to read the instructions, I know how to use this interface

5. Whether the repetitive operation is too many, causes me to be weary with the game (the child interface too many, returns the repetition to be too high, whether can delete the duplicate interface)

For your job needs:

1, I like the planning, product manager to understand the game play and rules (improve team consciousness).

2, I was able to proactively worry about the interactive design of the game (career as a career).

3, my picture is made beautifully, to achieve the identity of the ego.

4, I make a clear meaning of the logo, express clearly.

5, I am not too much emphasis on the interface aesthetics, but ignore the actual want to express the focus of information

6, my interface is not simple and easy to understand, can guide the player to grasp the key to ensure that the players operate clear ideas.

7, the expression of my repeated interface information, whether the presentation is consistent.

8, in the research and development phase, will meet different change information, whether I consider the previous reservation modification.

9, do I notice the unity of the resource type and whether the color of the interface is fancy.

10, in the production process, I pay attention to the reuse of resources, the initiative to reduce the size of the final resources

11, I take into account the ease of use of the product, to add the mind to the player. (Add a little novelty to a common place and make some subtle differences).

When you are doing design, designers need to always think about the above several issues.

UI is a constantly critical process, but also the game development must strive to perfect one of the links. Good interface designers, the best place lies in more thinking and intentions, know in different product types to take its advantage and use.

The end refers to a passage in a Master's post:

UI design is a logical work, but you shouldn't be afraid of it. Watch the Games you play, study how they show the information and how it feels to you. Pay attention to what you do over and over again, and how to improve these repetitive actions. Look for the decorative information and consider whether you can replace it with something else. Think about the things that make you feel confused.

These are my humble opinion, there are wrong places also hope that colleagues do not hesitate to enlighten.

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