Design principles for choosing the right ideas

Source: Internet
Author: User
Keywords Design principles ideas choices suitability face

People often ask me how I can choose the right one from hundreds of ideas that I get from brainstorming. In addition to intuition and experience, there is a way to help us decide and define design principles. Before 2007, we called these principles "design standards" until I saw the article "the Mass Computing Studio: The principles of Mobile user Experience Design", written by Rachel Hinman.

What is the design principle

Design principles describe the core value of a product or service experience.
Design principles should be written short and easy to remember. As designers, when doing projects, they should memorize these principles by heart. Even though some features intersect, a good design principle usually has a clear function. So we can't define it as "simple and easy to use." Design principles should not be contradictory.

Google User Experience design principles
1. People-oriented – focus on people's lives, jobs and their dreams.
2. Against the clock.
3. Simple and practical.
4. Retain beginners and attract experts.
5. Dare to innovate.
6. Designed for global users.
7. Based on today, facing the future.
8. Create visual pleasure, maintain the attention of users.
9. Live up to People's trust.
10. A little human.

Design principles are designed to help you choose your ideas rather than create them.
Design principles only help people choose ideas, and it's not wise to stick to them in the early stages of creativity. Although it is a good idea to use the physical framework to inspire creativity in brainstorming, it is not necessary to be overly restrictive in the early stages of sketching creativity. Otherwise, it's hard to think of an excellent idea. Sometimes an idea that does not conform to design principles may bring creative inspiration to other designers in line with that principle.

What is the design principle
1. Based on design research
2. Short and easy to remember
3. Cross-functional
4. Clear rather than "simple and easy to use"
5. Bringing diversity together
6. No contradiction

More examples of design principles
Google Calendar design principles
1. Quick
2. Experience with visual attractiveness and pleasure
3. Bring information into the calendar in a very simple way
4. The screen is not just a table (and a reminder). invitation, etc.)
5. Convenient sharing function to focus on your life in one place

Microsoft Surface Design team defines the natural user interface
1. Resonance: The principle of performance aesthetics
2. Non-intermediary: the principle of direct use
3. Quick and easy: the principle of hand-foot frame
4. Intertextuality: The principle of intertextuality environment
5. Intuition: The principle of absolute truth

The Microsoft Surface interface should be:
1. Socialization: Simultaneous use of multiple users
2. Seamless docking: Number and entity combined
3. Space: Human Kinesiology

The design principles of TiVo
1. It's entertainment, dummy.
2. It's a TV, dummy.
3. It's video, for God's sakes.
4. Smooth and soft
5. No affectation, simple structure
6. Respect for user privacy
7. Like television, durable goods

To synthesize the above principles, individuals are more agreeable to the following points:

People-oriented-focus on life, work and dreams.
After all, whether the product or service, the goal is to meet people in a certain aspect of the needs of the physical level of the spiritual level, in short, practical is the core!

Keep beginners and attract experts.
Top Ten usability guidelines there are two of these: let users always know the status and "Time and Space", give users complete autonomy and control.
A silent software, interface for beginners, the most important thing is simple and easy to use, after all, he is using products and services to achieve a certain purpose, rather than learning how to use, and for expert users, many of the use of hints, routine operations have been learned in the heart, how still all the same, will have a sense of boredom, Without the fun of exploring, they want to be more efficient in the operation and use, while more new gadgets such as their exploration.

Create visual pleasure and maintain the attention of users.
Don't just think about simplicity, don't just want to let users follow the steps you set to go down, although clean, simple interface, will be minimized visual interference, but the user's stimulation to the lowest. So pleasant and beautiful interface, absolutely is essential, no one likes the dull, boring, no color interface. The snow-covered Earth is the cleanest, but the least angry. And people are the most easy to get used to animals, so also often become new.

A little human.
It is said that marketing3.0 theory has come out, is such a son said: The marketing1.0 era is a seller's market, there is something can be bought, because in short supply; marketing2.0 era, is the buyer's markets, according to the needs of users to carry out production, to meet the personalized needs of users; and marketing3.0 era is Products to customers, and then to humanistic care. This is to show that the spiritual level of demand is the core, a little care, a little recognition, a little respect, will bring more long-term and more durable relationship.

Intertextuality: The principle of mutual-text environment
On this point, I have seen Win7 uxguide, the correct understanding should be that the performance of the software should be in line with the real world of human understanding and awareness of the real environment.

Intuition: The principle of absolute truth
Software is also "people", she has the action, there is feedback, there is interaction, people in the real world is how to "move", speed, size, fuzzy, near and so feel is not in line with human habits.

Of course, I think the most important thing is to be creative.
The most afraid of is habit, habit into nature, right wrong, good bad, cognition and behavior has been confined to prison, difficult to break through, difficult to innovate, and the world does not have the same thing, there is no eternal right forever correct things. So be sure to jump out of that circle, re-examine, break the routine, seek to change novelty, instant that is wrong!

This article is from: http://www.uedwow.com/idea-design/

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