User Experience Information collection
Before discussing the mobile phone's interactive design method, need to have some basic understanding to the handset user's usage habit, needs to do some collection to the handset user experience information. To collect user experience information first, we need to identify two problems: one is to determine the target user group, and the other is to determine the methods and ways of collecting information.
When it comes to identifying the target audience, it is clear that there are products that have been used and interacted with, and that users with an interactive experience with the product or system can provide more effective information for the design than those who do not. So when you collect user experience information, you should first consider the user of the product you want to design or the user who has experience with similar products. Ideally, when the user experiences the interaction of the product, the designer can obtain the full sensory impression of the user through some technique or research method, and master their emotional experience. However, these subjective experience information is difficult to use in the laboratory method collection or objective scientific description to express. Therefore, we can only seek close proximity to the actual user experience approach, is in-depth interviews and on-site observation.
The information we need to investigate is: 1. Hardware: Mobile phone's mode of holding (right hand operation, left hand operation, hands operation); mobile phone mode of operation (finger touch, strokes, keys, rollers, long Press); Two modes of operation (full keyboard, nine keys, touch screen Keyboard, handwriting) The effect of information feedback (screen output, sound, vibration, lighting) on users; 2. Software part: User's understanding of screen information structure (spatial position, information arrangement order, information classification) user's use of information Navigation (menu, folder management, Search for specific files the user's understanding of the message (graphic information, text information the user is informed of the interactive feedback (whether there is a clear feedback for each operation) 3. Positive user experience: The novelty of the special interactive mode--interesting and concise operation steps and effective information reminding way--the speed of trust software running, Information processing--manipulation and fulfillment allow for misoperation, effective guidance--the perfect sensory experience in the interaction of security (visual, auditory) similar to the interaction of computer operations (users with computer experience)--familiarity and sense of achievement the continuity of brand elements in interaction sense of familiarity and superiority 4. Negative User experience: System error, no hint--stress, tension, and lack of remedial mechanism for misoperation--frustration, complexity of pressure interaction steps--frustration cues--ambiguous information (not conforming to user model)------------------
II. User Classification
1. The users of the smartphone can be divided into two categories based on their needs:
1.1 Process-oriented user (processoriented end user)
Process-oriented users of the typical example is the video game family, their pursuit of the ultimate goal is the impact of visual hearing and enjoyment, the final result of the game has become less important. This kind of design is extremely fastidious to the vision and the creativity request, most designers have the Deep Fine Arts Foundation.
1.2 Results oriented end user
However, compared with the result-oriented user design, the process-oriented user's market and audience are much smaller. The result-oriented user does not care what way to complete the task, but the task must be in the shortest possible time, in the most concise manner, the most accurate results of the operation. For the interaction designers of such users, it is more important to design a more reasonable task logic process (logical task flow), with a view to achieving the most significant alignment with the brain's thinking and cognitive processes (cognitive process).
2. Based on user experience, users can be categorized as:
2.1 Novice Users
Users who have just begun to contact and use smartphones have no experience with the smartphone's operating system, nor do they know much about the general usage of computers and applications, but have some experience with mobile phones.
2.2 Intermediate users
Using a smartphone has a certain amount of time to switch over at least one smartphone. Relatively familiar with the part of the smartphone, but often use less software, not fully familiar with all the functions of the smartphone system, to the interface of the necessary syntax information to understand less.
2.3 Expert users
There has been a long history of smartphone use, the replacement of several smartphones, the mobile phone interaction and computer operations are very understanding, and often proactively find a more concise and fast interaction.
Generally speaking, intermediate users and expert users in the long-term use of a part of the interaction encountered more representative, and novice users of the problem is more conducive to designers to understand the user and smartphone interaction when the cognitive process.
three, interactive design principles
Corresponding to the user experience information collection and user classification, we can sum up the interactive design of smart phone methods and points.
1. Hardware interaction design According to the principle of ergonomic design of key components such as button size; provide as many input as possible, including keyboard input and handwriting input, keyboard including numeric keypad and full keyboard. The rational design of the keyboard to meet the user's use habits, consider the impact of the environment on user operations. For example, noisy environment to provide a hint of vibration, dark and need to keep quiet in the environment to choose the light flashing lights to prompt the user. Also need to consider the impact of environmental factors on users, the use of mechanical diversity design to achieve a single hand operation mode and the operation of the hands of the switching mode, the need to design a convenient way to switch, screen direction changes and keyboard conversion and so on the changes in hardware interaction elements. The design of novel interactive patterns will greatly enhance the user experience, such as Sony's wheel navigation mode, and Apple's touch navigation key (rotation and click), has achieved great commercial success.
2. Information Interaction Design
The arrangement density of
information items is reasonable, the way of font arrangement and icon arrangement is adjustable, and the appropriate way is designed to highlight the key information, and the language of the user is used to convey the information rather than the language of the technology. Use metaphors effectively. For example, "Notepad" in Windows is a good example of metaphor because it is associated with everyday concepts that are familiar to people, so users can easily understand what it is. Good metaphor can play a quick role in explaining; font size, color, icon design, and so on, all determine the readability of good and bad; the need to maintain consistency of not only each function software or service icon appearance, but also including boot animation, detail elements and invisible frame of the same, all need to fit user behavior habits to design Try to avoid the same element containing too much information, for example, the use of color does not contain too much information implied, because the user does not necessarily notice or understand the hint of a color.
3. Software Interaction Design
Navigation function. It is easy to jump from one function to another and allow for interruption of work at any time. For example, when the user edits the text message, receives the text message or the telephone, after completes returns can still find just is writing the short message; For example, provide two exit modes, press a key to exit completely, or a layer of exit. Let users know their current location, make decisions about the next step, provide quick feedback, and reduce unwanted latency. When the task is handed over to the system for processing or calculation, there will be a potential user waiting time, in general, we will be through the appropriate waiting prompt to let users know that the system is now in the potential to work, without allowing users to repeat the operation frequently, make the system more slow, or reasonable through multitasking to avoid such a waiting interval. Through these methods, users can avoid this kind of invalid time, thereby increasing the efficiency of interaction. Good error proofing mechanism. After the misoperation, the system provides targeted clear hints. Even if the error operation, can help the user to save the previous record of operations, to prevent users to come back again, to provide understanding of user action behavior, can better help improve the operation of the system, by shortening the operating distance and increase the target size to accelerate the target interaction.
4. Experience Interaction Design
lets the user control the interaction process. "Next", "Finish", to provide a variety of options at different levels, provide multiple possibilities to different levels of users; the preset default state should have some commonality and intelligence and help or hint at user actions; In addition, leave the user with permission to modify and set the default state; icon, multimedia design, Detail design and additional function design to enhance experience, improve experience, visual design, such as switch maneuver painting, interface display effect, and so on, consider the privacy of user information, provide effective protection mechanism, such as fingerprint identification password mode.
Iv. Summary
Experience is a relatively virtual concept, hard to quantify, so too many small wireless product development teams simply give up on the product user experience and don't even have to set up a dedicated, uh, interactive designer position to improve the product's interactive experience, which can be tolerated for growth-oriented companies, But for want to make fine, long-term in the market invincible company is not rigorous. Mobile Internet is the future trend of development, mobile phone products are also the interactive design of more requirements, a simple analysis of the user experience from the mobile phone product interaction design method principles, after the need for a comparative modeling of the interactive experience assessment system.
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