A complete user experience element for mobile products
Source: Internet
Author: User
KeywordsUser experience coordination hardware elements
A few days ago in http://www.aliyun.com/zixun/aggregation/13666.html ">socialbeta see wisp translation of the mobile product user experience 3 levels," the original author of the hardware/network, operating system, Mobile applications are considered as 3 parts of a mobile product, thus proposing 3 levels of user experience for mobile products. If the simple split look, is indeed 3 levels, but I think, mobile products complete user experience elements, not only include these 3 levels, on this basis, but also should include the degree of coordination between each level.
hardware/network, operating system (OS), mobile app OS and hardware/network coordination, application and OS Coordination (utilization), app and hardware/network coordination (utilization)
A complete user experience element for mobile products
Only from these points of view, we can find that only a complete user experience elements of mobile products can be called excellent mobile products. It also gives mobile app developers a clear idea of what mobile platforms to use, what products to develop, and how to improve the user experience of their apps ...
For the mobile product user experience 3 levels, I do not repeat here, you can see Socialbeta "mobile product user experience 3 levels of the article, where I would like to describe the cooperation between these 3 levels."
The degree of coordination between the OS and the hardware/network
Obviously, the combination of the hardware of the mobile product and its operating system (OS) directly determines the reputation of the mobile product in the early days of the IPO, which can be verified by the madness of Apple's iphone, ipad listing and good word-of-mouth. Apple's high-performance hardware, good touch effects and the perfect combination of iOS create an amazing user experience.
And the various xpad of domestic shanzhai vendors offer a bad example, with rough hardware devices that match the original Android system, destroying users ' expectations of tablets and even dragging down the Android system itself. The same system, with different UI, exists in different hardware devices, not only reduces the system speed, reduces software compatibility, but also reduces the user experience, which is why Google is interested in Android3.0 to prohibit manufacturers customize the UI.
After all, the combination of mobile OS and mobile hardware is the basis of all user experience.
If you're going to develop a cool app that has a great user experience and even wants to blockbuster, it's clear that you should first develop the iphone or ipad, not Android.
The degree of coordination between app and OS (utilization)
If the match between OS and hardware we can only choose, but not control, the app and the OS between the degree of co-ordination is that we need to grasp the side of the. From an understanding standpoint, it should be said that the application of the OS to the extent of the app.
Both the iOS system and the Android system provide a wide range of tools to match the developer's use of the OS, whether it's using good page transitions, gestures, or using push notifications, navigation, video graphics, etc. For example, using a good OS built-in animation effect, make full use of sliding to expand the interaction, directly to the content of the interaction rather than design a special button.
All of this requires us to have a very comprehensive understanding of what the OS can do when we design the app, and the differences between the OS so that we don't limit our creativity by not knowing it.
The degree of coordination between app and hardware/network (utilization)
With the rapid development of mobile device technology, a variety of previously unimaginable features in the mobile devices, such as gyroscopes, accelerators, multi-touch screen, GPS, high-definition cameras, etc., which inspired mobile applications unlimited possibilities. As with the app and OS, we have to fully understand the characteristics of various mobile devices in order to give full play to our creativity. The iphone, for example, shakes random music, uses gyroscopes in racing and shooting games.
Also, we should understand the differences between different hardware devices and constraints, such as the gradient color display effect of different support and use of different textures. (By Ramen Hall)
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