How information is structured on mobile phones

Source: Internet
Author: User





Information architecture is the organizational structure of information. Its task is to establish a channel between the information and the user, so that users can  the information they want. An effective information architecture will guide users to  the information they need in a step-by-step manner, based on the actual needs of the user when they complete the task.



For example, we go to a restaurant to order, go to the mall to buy clothes, to complete this kind of daily life the most common tasks, users most hope that the process is short, not too much to think. Therefore, according to the actual needs of users, such tasks will take a relatively smooth structure. On the contrary, if you play a large online game on the PC, in order to satisfy the user in the http://www.aliyun.com/zixun/aggregation/18692.html "> Game process of some emotional experience, it is necessary to design the game a bit difficult." So it's time to take an architectural approach with obstacles. If the online game is also a smooth architecture, then the game becomes unchallenged and loses its fun.



As we can see from the analysis, the architectural approach is determined by the actual requirements of the user to complete a task or behavior.



Based on the above information and the relationship between the user, we can divide the information architecture into four types: shallow and broad, shallow and narrow, deep and wide, deep and narrow.






Shallow but broad and shallow and narrow type, all belong to the more smooth structure way, in this way the user does not need to think too much, can obtain the information more directly. Deep and wide and deep and narrow types, belong to the structure of the obstacle, it is characterized by the user access to information has a certain degree of difficulty, to go through certain steps and procedures to obtain information.



What kind of information architecture should be used on mobile phones?



The features of this small screen device are:



First of all, most people in the free time to use it, each more than a jump interface may lose a part of the user;



Second, its screen is smaller, which limits the complexity of the feature presentation;



Again had to consider its battery-powered time limit and so on.



According to these characteristics we are not difficult to find, on the phone to do the application must be simple, easy to operate, lightweight, occupy a short time and so on. The design of complex, cumbersome and challenging deep architecture is not suitable for mobile phones. So combined with the characteristics of mobile phones, taking into account the user's actual operation, the design of the mobile phone should be used as shallow, smooth information architecture.



So how do you implement shallow information architecture on small screen devices? What are the problems to be noticed in the design? Here's how to reduce the depth of the information architecture based on the problems I've encountered in my design. Hope that we can discuss together.



I. Reducing the catalogue progression



Reconsider the layout of the software function, comb the relationship between the functions, and reduce the number of clicks by increasing the number of directories in the same layer and reducing the series of directories. This is the most straightforward way to reduce the depth of information, but the problem with this approach is not to tile all the information in order to reduce user action (Figure 1). Instead of looking for a feature in a bunch of irregular features, it's easier to find it from a sorted directory (Figure 2)









Two. The function arrangement must have the logic, the classification should be clear, the naming should be accurate, understandable



Software functions of the relationship between the logical, the same type of function should be good class, and the classification and function of the name to be accurate, understandable, do not use too professional terminology. Avoid putting class A functions in Class B.












Three. Reduce the number of operations, reduce the level of interface jump



Because each more than a jump interface may lose some users. Therefore, in the design should minimize the number of user operations. We can use the tab or accordion and other architectural methods to reduce the level of interface jump.



How the tab is structured



You can display side-by-side information by horizontal or vertical tab. Compared with the traditional first-level architecture, this architecture approach can reduce the number of clicks and increase the efficiency of users. The following Figure 3 traditional architectural approach, from A1 to B1 interface, to go through the a-o-b-b1 altogether to jump four times, after five interface. Using the tab structure of Figure 4, from the A1 to the B1 interface, only after a total of a-b-b1 jump three times, after four interface, less than the figure 3 clicks.









Accordion-style architecture









Like the accordion architecture of Figure 5, it is similar to a functional tile, and it is displayed on an interface. But the difference is that it has a very clear classification, the different functions in different categories, each classification can be freely scalable, greatly saving space. This allows the user to understand the layout of the entire feature and the detailed child functionality in each category in one interface. Compared to the previous architectural approach, this way from A1 to B1 only through the A&B-B1 jump two times, after three interface.



The issues to be noted in this approach are:



First of all, the development and the state of the classification items should be visually distinguished, which can be easily retrieved by users.



Secondly, in order to avoid the page too long, increase the user's browsing burden, please do not set all categories as the default expansion state. The most commonly used categories of users can be set to the default expanded state.



Four. The operation should be smooth, the interface jumps conforms to the user psychology anticipation.



return anytime, anywhere



Because the handset screen is small, the display space is limited, compared with the same software on the PC information level, the small screen device's information level will become deeper. So users in a number of interfaces between the time to ensure the smooth operation of the channel, to be able to quickly find the exit, at any time can return to the upper operation. This will increase the user's sense of security. As a negative example: The following image of Windows Mobile 6.5 reply to the SMS interface, no clear identification of the export, users need to switch tab to find the exit. This design will bring great confusion to the user.






Back and forth.



Small-screen equipment has a deeper information structure and more interfaces. To prevent users from getting lost when jumping between multiple interfaces, when the user returns, the interface must be the one that he just manipulated. For example, the user from the O interface into the A interface, and from a interface into the A1 interface, at this time from the A1 interface must return to the A interface, rather than the O interface.









Think of us when we go home, from the gate into the living room, through the living room into the bedroom, at this time if from the bedroom out but found himself standing at the gate, that will be what kind of situation ...



Whichever way is appropriate, a good designer should consider the problem from various angles, flexibly use various ways and means to grasp the balance between users and information.



(This article originates from Tencent WSD Blog, please indicate the source when reprint)


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