Web Design Core Issue 3: Designing for Users (4)

Source: Internet
Author: User
Tags filter object interface return access
web| Design | problems

3.6 The handling of incentive problems

Users will always be motivated by the persistence of the site. Users extract information from large miscellaneous 哙 composed of text, links, graphics, animations, and even sound. Because of continuous motivation, we need to filter some data intentionally or unintentionally. The three ways to filter sensory data, including limits, cocktail effects and sensory adaptation, are widely recognized.

3.6.1 Limit

Instead of noticing the changes that occur every minute, it's better to notice a change than a certain limit. For example, on a Web page an object moves very slowly--such as a pixel per second--and we may not notice it at first because it is slower than our absolute sense limit. However, gradually we will notice this movement. The prediction of limits is difficult, depending on the user's psychological ability, they may detect things below normal conditions. But if they are fatigued or distracted, they may miss out on the similarity of the navigation patterns, but differ in font or color.

When designing a Web page, you should always take the limits into account. The limit can make the object and the page significantly different. Because if they are too similar, it may be difficult for users to understand their differences. For example, consider that the text and link colors of the same page are similar. The user may need to carefully observe the underlined text to make sure it is a link rather than an underlined text because the text color is only slightly different. In other words, if you don't put a little effort into it, you can't be sure what a link is or what isn't. The designer should try not to let the user spend time and effort to distinguish between objects on the Web page, because it is frustrating and irrelevant to the main purpose of browsing the content or accomplishing the task. Consider the extreme effects when distinguishing objects on a Web page. Recommendation: If the unit on the page is different, let them have a significant difference.

3.6.2 Cocktail Meeting Effect

The cocktail effect describes how users can focus on important things when they are subjected to an unimportant and enduring incentive. People at cocktail parties can not be affected by other conversations in the same house, focusing on their own conversations, rather than taking other conversations as background noises. If the speaker stops and notices other people's conversations, he can also hear some content. However, the limit also works at cocktail parties. If the person you are talking to is too soft, or if other conversations are too close or too loud, you may drown in the noise.

Web page designers should also take this into account, like a cocktail conversation, where a user might want to focus on some piece of information in a Web page, and the rest of it is a background noise that needs to be filtered. If there is too much interference, users cannot effectively focus on what he wants and become frustrated. A site should have many choices, but it should allow visitors to focus on the content they are interested in. Given this effect, we should combine similar content together and isolate the blocks with blanks. Similarly, in the text, we should distinguish the important information in some form, such as using background color to deepen. You should always limit distractions on a Web page, like an object on a Web page that is not harmonious. If not, it's like a cocktail party too noisy, users can not filter unimportant information.

Recommendation: Try to limit the interference factors on the same Web page, separate the objects on the Web page so that they don't interfere visually and users can't focus on what they are interested in.

The limits and cocktail effects show a balance between too much difference and a slight difference. Don't pay too much attention to getting a perfect balance between incentives, as appropriate as possible. Since the user is adaptable, you may think that the error is more advantageous, as shown in the following cognitive science ideas.

3.6.3 Feel fit

When a user is accustomed to a particular incentive and no longer consciously reacting, the feeling of adaptation occurs. Think about the watch on your wrist, unless you think about it, and you don't usually realize it. Take off your watch and put it on the other wrist, and you'll notice it for a while, but eventually you'll get used to it. This is the feeling of adaptation. Life is full of habitual things, such as an alarm clock jacket, the clothes you wear, the stereo on the car, and so on. Life on the web is a little different, and users quickly adapt to the incentives on the web. A two of times will attract visitors to the animation G I F, will soon be dimmed into the background. Perhaps the most interesting feeling of adaptation is the so-called "title Blind spot". People quickly adapt to the position and shape of the title and simply ignore it. Experiments such as Ctr show that people don't pay much attention to these headlines. The addition of animation adds to the effect of expression, but the animation itself has to conform to the rules of sensory adaptation. Experiment with a rich headline ad with sound and complex interactions to see if we can revive the user's attention. The bottom line is that users decide what they want to be interested in. Designers may want users to focus on banner ads or download buttons, but when users are getting used to it, especially when they classify things that are not of interest, the designer must rethink new tricks to attract the user's attention.

Rule: Sensory adaptation does occur on the web as well. If you want to get the full attention of the user, you must always change these things dramatically.

Sensory adaptation shows that many of the colorful areas of fonts, animations, or Web pages are gradually not noticed by the user. This does not mean that new tools should be completely avoided in order to stimulate users, but we should not continue to rely on these tools when their effects are lost. The sense of adaptation actually shows that in order to draw the user's full attention, we have to "wake" the user with something different. A little bit of unexpected things can also cause the user's attention. But be careful with this idea. In general, the user wants to do his thing calmly and also wants the page to look and act the same. We should not disturb them, we should let them focus on the content and tasks around them. If you harass users all the time, they will feel uncomfortable with lack of uniformity and will be annoyed when they quit.

3.7 Mobile Capability

Once the user has absorbed the information provided by the site, they will eventually react and make a choice. Although the future of the sound interface may be very common, but today's site is still basically using the keyboard and mouse to operate. Because of this, we should try to reduce the number of users to use these devices. Few sites notice that users prefer to use the keyboard or arrow keys instead of the mouse to move around the screen and make a choice. Although many pages have been optimized for keyboard navigation, other pages are not.

Rule: Try to optimize keyboard access for all pages in your site, not just web pages.

Consider a user who moves the mouse over the screen to complete the task. The user must move the mouse or make adjustments over a long distance, moving the pointer within the screen and pressing a button or link takes a few seconds to function. In fact, the time the user presses the button is determined by the F i t T s theorem. The F i T T s theorem shows that the smaller the button, the greater the moving distance, the longer the task is completed. This seems logical because the user may miss a very small button click Target, because it moves too fast to correct, or even spend extra time seriously adjusting the button.

The F i T S theorem suggests that in order to improve the speed and efficiency of use, the objects on the Web page should be made more compact. First of all, you should reduce the distance between the click of the mouse, pay attention to the efficiency of the style interface, when you click the n e x T button, the Next button will be very close to the current mouse position. We have no reason not to use it for navigation. Try to put a continuous click of the button on a piece. The navigation bar should follow this plan anyway.

Rule: Minimize mouse movement distance between successive selections.

However, in the web, it is not certain that the user will not select another button on the page. In fact, users often use more of the browser buttons, such as the return button, rather than the internal return button. Considering that more users tend to return to the browser button, the designer should reduce the mouse movement distance to the return button. The problem is where the distance should be counted. The user's mouse should be considered most of the time near the navigation bar or scroll bar. You cannot reduce the distance to the scroll bar because it is always away from the back button in the upper-left corner of the screen. So there is no reason not to put the main navigation buttons on the left or the top side of the screen, which will reduce the main selection to the use of the most return buttons between the mouse movement, thereby increasing the site's access speed. Rule: Minimize the amount of mouse movement between the main active area of the screen and the return button.

The F i T S theorem also suggests that you should click on large targets, especially if they are far away. Some designers find this advice very troublesome because it tends to choose large buttons. This takes up most of the screen's space, especially as the entire site looks like it's designed for beginners. Large buttons also incur undue attention to the interface. But the size of the button design should be convenient for users to click quickly with the mouse, and around the button to leave the appropriate space, in the click Without accidental misoperation.

Rule: Make sure that there is enough space in the clickable area for the user to move quickly and click accurately.

Understanding the general capabilities of the user is not all that web design usability is about. Also consider the world in which users live, as well as their unique characteristics and experiences.



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