"Good product focus on function, excellent product focus on emotion"
The interest and pleasure in the design of the product is the field of the user's affective design.
function, practicality, these need very strong logic of things difficult and emotional connection, not to refer to these unimportant, they are important, they are the basis, but the lack of emotional role, it is difficult to produce something, such as: happiness, joy, sadness, beauty ...
Flowers, sea, spring, cabin ... These are common nouns, but they are composed of poetic composition: I have a house, facing the sea, with spring blossoms. The recipient invests in different emotions to understand such a combination.
These nouns are like the various elements we encounter in the design process, buttons, menus, icon, dynamic effects ... Combining it in a poetic way, the user generates emotional fluctuations.
The essence of interactive design is a design of user's behavior, which can affect the user's emotion and lead to the user's behavior. There are often designers who say that users are a person who is irritable, emotionally uncertain and unreasonable. Because the human nature is irrational, logic is the rational level of consideration, and the face of emotion this hidden behind the rational things, need designers have a deep skill, this is not a simple skill problem, but a kind of time, feeling, emotion and so on the comprehensive mellow.
For the user's emotional design needs to consider the product user group, the application of emotional design will create individuality for the product, need to determine whether the product personality and target users. So the owner needs to think about whether the fun and the product is expected to match the personality, which is very important.
Fun in interactive design if I could say it in a word, I would have said, "It's understandable, unexpected."
Back to the point, in the interactive design, which practices can increase interest, or improve the operation of pleasure?
BTW, your own definition of fun may be different from everyone else.
Way 1:"Extend Reality"
The best known example of this is the inertia sliding effect of iOS (perhaps some students disagree, but this is really an interesting design I think, so a design, in my eyes can be described in two words-stunning, what kind of designers can be sensitive to the world around the sense of such a state? Let's remember this guy's name.-bas ording, you can say that without this design, there may be no iphone, Portal: Jobs ' most-watched iphone patent: Inertia scrolling
Fig. 1 inertial rolling patent schematic diagram, patent portal (Wall): List scrolling and document translation, scaling, and rotation on a touch-screen display
This design is corners, simple, powerful, and fun, seemingly trivial, but the impact is huge, and even the entire iOS framework is based on such a design (multi-touch, inertia sliding), even if the new contact users can easily understand the design, at the same time, the user to operate when the emotional impact is great. PS. As the work requires more switching between the two systems, when switching from iOS to Android, blunt boundary feedback often makes me dull.
I often wonder how I would design to achieve the same effect as the iOS inertia slide.
After that, the designer Loren Brichter extended its functionality and interest on the basis of inertia sliding, which was recently applied for the patent after being bought by Twitter. Portal: Sliding unlock is Apple's patent? Drop-down Refresh is Twitter's
Designing something new from scratch can be a creation, and creating on the basis of what it is is a design.
Figure 2 Drop-down Refresh
Way 2:"chujingshengqing"
Figure 3 Banana Juice packaging design-Shenze Straight
Using visual means, subtly inspiring the user's feelings and emotions, here is an example of a packaging design with Shenze straight (Figure 3).
This type of approach is also the most widely used design technique in every app.
Way 3:"tricks."
Figure 4 Google search results page jump design
To change the dull things, show in a relaxed, humorous way, add some imagination on the basis of its functionality, such an attempt can make the user have an interesting and enjoyable feeling, this is a positive emotion, to your product also have positive help. PS. Don't overdo it.
Fig. 5 The cake rain in the micro-letter, quick Hotel Butler Day room on the left of the paper towel and tips picture
Way 4:"Keep Freshness"
People tend to overlook things that are familiar to them, and this is the result of the adaptability of the human being, and the attention will be concentrated when something new and interesting is found in the familiar state.
This approach is often used in game-type apps, adding new equipment, new gameplay, new kits ... Enables users to have a different gaming experience in the existing game framework.
Also like, input method product skin, input relative is a boring process, in order to make the user in this process can project into some emotions, will make and constantly introduce new skin. PS. However, changing the skin is a passive selection process.
Figure 600 Degree Mac Input Method skin (I heard that there will be higher quality skin appearance)
Way 5:"make full use of sound"
Sound has a special effect on our emotions, rhythm and melody changes can affect the user's feelings, sometimes just a single voice, now please echo in your mind: QQ new message voice, microblogging client pull down the sound of refreshing, Windows boot tone ...
Add some interesting sounds to your app and instantiate it: Design a timer, in time countdown when the ticking of the clock, near the end of a rapid sound, triggering the user's attention, the end of a kettle boiling sound (in real life, the sound of boiling water will make you quickly produce action), Will this make the user feel a smile?
In addition to sound, make full use of the body's other senses to increase the fun of the app.
Way 6:"Game"
The game itself is full of interactive fun, as designers need to consider just how to introduce the game into the product design, or the product to play the way to show. For example: Android unlock screen, game, puzzle way to achieve encryption and Jie Shi functions, very good.
Figure 7 Android Shing
First of all, all the designs are in your head, just see how you find them.
PS. From the bottom of my heart that design should not start with technology or function, but it is often limited by technology and function, this is a contradictory fact.
Source: http://ucdchina.com/snap/12783