The interaction process between man and machine (Human Machine interaction) has one dimension, which is what we call Interface (interface). User interface design is an important part of screen products. interface Design is a complex engineering with different disciplines, cognitive psychology, Design science, linguistics and so on play an important role. User interface is the only way for users to communicate with the program, to provide users with convenient and effective service.
The three principles of user interface design are: Placing the interface under the control of the user, reducing the user's memory burden and maintaining the consistency of the interface. In detail, there are the following points.
1. Ease of
The simplicity of the interface is to make users easy to use, easy to understand, and reduce the likelihood of user error choices.
2. User Language
The interface uses the language that responds to the user itself, not the language of the game designer.
3. Minimize Memory Burden
The human brain is not a computer, and the interface must be designed to take into account the limits of how much information is processed. Human short-term memory is extremely unstable and limited, and there is a 25% amnesia rate in 24 hours. So it's easier for users to browse information than to remember it.
4. Consistency
Is the characteristics of every excellent interface. The structure of the interface must be clear and consistent, and the style must be consistent with the game content.
5. Clear
Easy to understand and use in visual effects.
6. Familiarity of the user
Users can use the knowledge that they have mastered, but should not go beyond common sense.
7. Consider from the user's point of view
Want the user to think, do what the user does. Users always understand and use them in their own way.
Accomplish better design by comparing two different worlds (real and virtual). Such as: Book Contrast bamboo.
8. Arrange
An orderly interface makes it easy for users to use.
9. Safety
Users are free to make choices, and all options are reversible. When users make a risky choice, there is a hint of the information involved in the system.
10. Flexibility
In short, it is to make users easy to use, but different from the above. That is, interactive multiplicity, not limited to a single tool (including the mouse, keyboard or handle).
11. Humanization
High efficiency and user satisfaction are the embodiment of human nature. There should be an expert and primary player system, where users can customize the interface according to their own custom and save settings.
This article link: http://www.blueidea.com/design/doc/2010/8088.asp