After one of the Interactive Design stories was completed, I was loved by everyone and was heavily forwarded and shared in the microblog era. I also received some emails asking why I couldn't publish my next article? Please forgive me for my inertia. Every weekend I have provided myself with many excuses to drag on, and I have been having two days of illness at home last weekend. I would like to remind my friends that I have to drink plenty of water during the season, take a rest and get sick.
I. theoretical premise
1. Theory of Human-Computer Interaction and Human Information Processing Mechanism
Since the product is designed not for designers, but for users, how they understand, understand, and use the product is the most important thing. Therefore, "defining users", "Understanding users", and "researching users" are important tasks that need to be done before interaction design.
You need to understand three different "models": implementation models, user psychology models, and presentation models. In the essence of interaction design (about face3.0about face3.0), Alan Cooper wrote: One of the most important goals of designers, it is to make the presentation model and the user's psychological model as close as possible. Therefore, it is critical for the designer to have a detailed understanding of the target user's "how to use the software.
Figure 1: Implementation Model, presentation model, and user psychology Model
Let's give a simple example to illustrate the above theory. Circuit Board ...... A common family woman needs to use circuit boards many times a day. In the morning, plug in the soya-bean milk machine, enable the microwave oven, enable the rice cooker, wash her hair and insert a hair dryer, and press the light lamp at night ...... All she needs to do is to keep the plug in powered, and then turn on the appliance. If you interview her, do you understand how these appliances work? Do you know why there is electricity?
Unless she is a physicist, she may give the same answer as me: I thought the switch in the socket would be connected as long as I plugged in the plug, the current will be continuously input into the wire from a central station, and then start my electric appliance. That's right. I thought it was just the same experience as infusion ...... The current is input into the electric appliance just like the liquid in the infusion tube.
But in fact, this simple action is backed by extremely complex circuit principles ...... Forgive me for not being able to describe how this works. It may be like a circuit board on the left ...... However, the actual principle is more complicated than this. I don't know this, but my cognition is wrong, but it doesn't prevent me from using "electricity" at all ". Because the designer gave me a simple plug and socket, and a variety of simple switches.
Figure 2: Model circuit board and user psychology model plug comparison
The same is true for many product designs. You do not need to educate your users to become experts proficient in circuit boards and transmission station working principles so that they can use your products. How do they understand it? Although it is wrong, it indicates how you can "Express" your design.
2. Understand user behaviors, attitudes, and abilities ......
All interactive design books start with understanding users. But what do you know about users?
First, we understand people themselves, human information processing mechanisms, psychology, consumer psychology, and behavior.
Second, users in the business environment can be subdivided into users in a certain industry, such as e-commerce shopper research. In contrast to consumer research in market research, the user experience design department's user experience design department is more concerned with the user behavior research (behavior) than the view ).
Figure 3: user behavior Variables
The above four fields all belong to the user dimension. The user experience design department focuses more on the research of user behavior. Through the observation and research of user behavior, it can find out the real internal needs of users.
In the current UED organizational structure, although there is a user researcher in this specialized position, as an interaction designer, we should try to be personally involved in understanding the user's work as much as possible, as shown in, you can learn more about different levels of work.
Figure 4: from understanding people to users, from Understanding Psychology to studying behavior
3. Ten Principles of availability and Interaction Design
Since the 1980s S, Jakob nielsen (website: http://www.useit.com/) has been a leader in the field of availability.
He suggested that the following five dimensions should be taken into account to make products or services available:
Learning habits: the system should be easy to learn, so that users can quickly carry out their work
Efficiency: productivity can be improved once used
Memorable: Even if you leave a system for a while and then use it again, you don't have to start from scratch.
Fault Tolerance and error prevention capabilities: the lowest error rate allows users to make few mistakes, and can be quickly restored even if errors occur. It is necessary to ensure that no catastrophic accidents occur.
Subjective satisfaction: it is pleasant to use.
It is not difficult to cite the counterexamples of these five aspects. If I have used the company's financial system, I would naturally be clear about it. Why do some systems have to be trained before they can get started? If you don't need it for a while, you will forget how to use it. The worst thing is that you are full of grievances and frustrations during use.
The relationship between availability and other related factors (written in reshapes the user experience ):
Figure 5 Availability and Related Factors
Based on the five dimensions, Jakob nielsen developed a set of heuristic evaluation guidelines and principles that have been followed so far. In the field of user research, to check whether a new product meets the availability goal, in addition to inviting real customers, it will also enable industry professionals and user experience designers, using the ten interaction design principles proposed by Nielsen as a program for heuristic evaluation, we will examine the design works.
Figure 6: Top 10 heuristic evaluation principles
This should be the result of the theory of interactive design.
Ii. Awareness premise
In practical application, in addition to mastering the basic theoretical basis, you also need to understand the special requirements of the working environment for Interaction designers. In my experience, pay attention to the following points:
1. A good solution is to balance
What is a good design plan? The Work Environment pays for the results and cheers for the process. First of all, this solution must be technically feasible, and must achieve business goals. This solution is the product of user experience optimization that meets various expectations and meets various constraints. If the user experience is 10 points, you first achieve 10 points, and then achieve 7 points based on a variety of factors. Instead of sticking to 10, we didn't start with 7. How do Interaction designers get results?