The story principle of interactive design

Source: Internet
Author: User
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If we understand the interactive design in the way of storytelling, I think the interaction design will be much simpler.

The general story is the structure------- who, what to do, at what time, where, why, how, how, and how it ends. This model is also the core of the famous seven-way analysis.


Finally in a convenience store, let me find the 30th can of canned pineapple. On the morning of May 1, I began to understand one thing, in the heart of May, I was no different from the canned pineapple.

-------"Chongqing Forest" 1994

This is from Wong Kar-wai, "Chongqing Forest" film in the lines. Although it is a simple line, but it is the event, character, location, time account clearly, and full of charm, so that the experience of the film people have a profound emotional resonance. If the interactive design is understood in the way of the story, I think the interaction design will be much simpler.

  One, find the protagonist who is the story (WHO)

The purpose of interactive design is to enable users and products to produce good "communication" so that users can achieve a simple and effective goal. Based on the user's needs and interests, the product's ease of use and understanding of the focus. Without the user, there is no interactive design. So before you do design, the first one to consider is who design, who is the mainstream users? Their physical attributes, spiritual attributes, social attributes. As far as possible from different angles to explore these attribute elements, the more detailed the better, and for the "protagonist" to establish a model database. And not just the surface of the male or female, the age of how much, like what these primary attributes. What specific elements to have, may wish to refer to large multiplayer online role-playing game. Other relationship roles are also present when the protagonist completes the task. There will be a supporting role, two-level roles, support roles, customer roles, beneficiary roles, and negative roles, but not all of these roles are included, depending on which tasks are performed.

Designers often fall into the design pattern when they design, forgetting the user mode and the system mode of the product. Design pattern refers to the concept of the product of the designer's brain, while the user mode refers to the mode of operation that the user thinks of the product. But in fact the communication between the user and the designer can only be done through the appearance, operation methods and feedback of the product system itself. So designers should ensure that the product can reflect the correct system representation, only in this way, users can establish the appropriate mode, the intention into the correct operation.

  Second, the scene of the story or the circumstances (where)

The use of the product is different, the user behavior will be very different. And our designers can not control the user to use the product scene, so only the product design to fit the scene. To the user to use the actual scene of the product to observe the user's action behavior, analysis of what users will encounter interference. Users in the process of using products, the scene is divided into three major types,

1, the daily scene, for the user most commonly used functions, gold flow, the most normal physical scene, this is the focus of the designer's thinking, is the key to determine the success of the product.

2, the necessary scenes, such as Error tips, novice guide, etc. some are not commonly used, but must have

3, the edge of the scene, refers to the products appear in some extreme scenes, such as when the server downtime

And these three types of scenarios, there are physical scenes and the system itself. Physical scenes such as indoor and outdoor. The system itself refers to the function of the product being used by the user for the longest.

  Three, the time that the story takes place

When users will experience the product, when the user experience the product, there must be a time span. How long each page stays, how long it takes the user to complete the task, how long the average time is online, and how much the user's life cycle is. The mood of the user experiencing the product, interacting with the user at that point in time, how to control the rhythm of the user experience, is as important as the rhythm of a rock song.

  Four, what to do, that is, user goals.

With a goal, there is a natural starting point. Just like taking the subway, there are many sites at the beginning to the end. In the physical world it is impossible to cross these intermediate sites. Interactive design is the same, the user in order to complete this goal, the designer needs to decompose this goal, on the reasonable arrangement of these sites, convenient for users to complete each small task simple and smooth. Each subtask must have clear actions and goals. And each subtask level relationship is decomposed clearly, and the structure diagram is formed. These subtasks form the user's operational flowchart. The number of subtasks, the complexity of the relationship, depends on the target to measure, hope is the simpler the better.

  Five, how to do

Users have a goal, then they start to take action. According to psychologists, the general process is such that people's actions are divided into two main areas: implementation and evaluation. Execution is doing something, an assessment is a comparison of the state of the action target and the outside world.

From the picture above, a man does an action, roughly through 7 stages, although the human brain response is very fast, but anyway, this still requires a certain reaction time, coupled with today's society, media equipment diversification, and equipment in the various application interference, as well as the noise of the physical world. How difficult it is for a person to concentrate on something. So designers should uphold the principle of simplicity first, here I take Donald. A. Norman's 7 practice of simplifying.

  1. Application of knowledge stored in the outside world and in the mind

If the user needs to complete the task of knowledge can be found in the external world, users will soon learn to operate more easily and freely. The design should allow the user to combine outside knowledge with the knowledge of the brain. Conform to the common sense reaction of the big people.

  2. Simplify the task structure and shorten the time that the user completes the task.

Considering the psychological characteristics of people, short-term memory and the limitations of long-term memory and attention, there are media equipment hardware and software diversification, as well as the noisy physical environment. The designer should simplify the task structure and operation method of the product.

  3. Focus on visibility to eliminate the gap between the implementation phase and the evaluation phase

Visibility allows users to understand what works and how to do it during the execution phase, and to see what happens in the evaluation phase, and what the results are.

  4. Establish a correct matching relationship

Use natural matching to ensure that the user can see the association. The relationship between the operational intent and the possible operational behavior. The relationship between operational behavior and operational effects. The relationship between the actual state of the system and the user's sensory state. The relationship between the perceived system state and the user's needs, intentions, and expectations.

  5. Use of natural and man-made constraints

To use a variety of constraints, so that users can only see a possible way to operate, that is, the right way to operate.

  6. Consideration of possible human errors

The designer should consider all the operation errors that the user may have, and take the corresponding prevention or treatment measures for various errors.

  7. The adoption of standardized

Develop specifications and standards, just like the iOS design specifications. With these specifications, design in this large framework allows the user to experience the consistency of application in the App Store. It's certainly not customary for people who use Android to use the iphone because the user experience standard for the two products is different.

Combined with the following four strategies, delete (remove unnecessary, focus on the core), organize (layout reasonable, highlight the focus), hide (Non-core, hide unimportant functions), transfer (transfer to the right place).


  Six, Why do

  Keep the childlike innocence, open 100,000 why mode, keep asking yourself why do this, and find the argument for each practice.

  Seven, what's the outcome?

Design completed, need to track user feedback, pay close attention to operational data, from these data to assess the outcome of how to find a better design, continuous iteration.

Method has, the key or to the perfect implementation, the pursuit of "details", "balance" design elements of the project, which is also the hardest part. Although these methods are focused on the ease of interaction, but there is a saying, worthy of you and me to think, "the potential of interaction design can only be realized when the interaction designer is no longer simply advocating the usability of the design, but is beginning to work on creating more poetic and culturally meaningful design solutions."

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