In those years, we have seen various theoretical rules

Source: Internet
Author: User
Keywords Must dialog those years through
Tags aliyun analysis click design dialog error error messages help

Before I saw a lot of sporadic theory of law, did not write down one by one, this time in the "wonderful door" to see a lot of rules have been sorted out, so by waste heat to be a simple set here, after more More used to integrate here, welcome to bookmark this page

& http: //www.aliyun.com/zixun/aggregation/37954.html "> nbsp;

The law is used for reference, specific analysis of specific issues, the design needs flexible.

7 ± 2 Rule 2-second Rule 3-click Rule 2/8 Rule (Pareto's Law) 8 Gold Rules for Interface Design Fitt's Law Invert Pyramid Rule Barrel Theory Matthew Effect 2-Minute Rule Jakob Nielsen's 10 Usability Rules

7 ± 2 rule

Because of the limited ability of the human brain to process information, it deals with complex issues by breaking it down into blocks and units. According to George A Miller's research, people can deal with 5 to 9 short-term memories at a time. This is often based on the menu as a navigation menu to limit the elements within 7 basis. But the debate about "7 ± 2" is fierce. So how to apply him to the site is not clear. (From "The Wonderful Door" P133)
wiki: 7 ± 2 rule

2 seconds rule

This is a loose rule that users should not wait for more than 2 seconds while waiting for some type of system to react (eg, feature switching and feature loading). Choose 2 seconds may be a bit arbitrary, but this is a reasonable order of magnitude. A more credible principle is that the shorter the user's waiting time, the better the user experience (From "The Wonderful Door" P133)

3 click rules

Users will leave the site if they have not found the information they want or know the features of the site within 3 clicks. This principle highlights the importance of a well-defined navigation, logical structure, and easy to understand website hierarchy. If your site can let users know where he is, where it comes from, where it wants to go, and how users can get things done, it does not matter if they click on them 10 times in a row. (From "The Wonderful Door" P133)

2/8 rule (Pareto's law)

Paretod's Law (also known as "few key laws" or "sparse law of factors") shows that 80% of the results are generated by 20% of the causes. This is the rule of thumb for a notebook in business (80% of sales come from 20% of clients), but it also applies to the design and usability domains. For example, targeting 20% ​​of users, customers, activities, products, or processes can bring you 80% of your profits, maximizing your attention to them. (From "The Wonderful Door" P133)

8 golden rules of interface design

Ben Shneiderman through the design of the user interface proposed a series of principles, these principles come from experience and inspiration, applicable to most interactive systems. These principles and all user interface design are related, in the strict sense, also applies to web design.

1. Strive for consistency 2. Allow shortcuts to users who frequently use the system 3. Provide feedback 4. Design dialogs to close the action 5. Provide simple design handling 6. Allow simple undo operations 7. Provide controls Device. Support for internal control points 8. Reduce short-term memory load

(From "The Wonderful Door" P134)

Fitt's Law

Fitt's law, proposed by Fitts in 1954, is a model of human activity that predicts the time required to move quickly to a target based on the distance to the target and the size of the target. This principle asserts that there is a balance of speed and accuracy in positioning, and the longer or shorter the target, the longer it takes. This law is usually obvious when dealing with mouse activity (the user moves the mouse from point A to point B). That is, the easier the content is clicked, the higher its clickthrough rate is. (From "The Wonderful Door" P134)

Inverted pyramid rules

Pyramid is a writing method that puts the summary in front of the article. This approach uses the famous "waterfall effect" in journalism - journalists try to get their readers to instantly know the topics they cover. The article starts with the conclusion, followed by the key words, the last minor details, such as background information. Due to the immediate satisfaction of network users, this inverted pyramid style is very important for improving the user experience. (From "The Wonderful Door" P134)

Barrel principle

When a bucket is full of water, it must be as flush and undamaged as each one, and if one of the boards is missing or there is a hole under one of the boards, the bucket can not be filled with water . Is that a bucket can hold much water, does not depend on the longest piece of wood, but depends on the shortest piece of wood. Also known as the short board effect. No matter how high a wooden barrel, the height of its water depends on which of the lowest planks. (From Baidu Encyclopedia "bucket effect" entry)

Matthew effect

Refers to the stronger the stronger, the weaker the weak, widely used in social psychology, education, finance and science and many other fields. Its name comes from the parable in the New Testament, Matthew, "Something more, but add to him to make him superfluous; there is none but all that he has to take over." "The Matthew Effect" Contrary to "the road to balance," there are similarities with the "28 rules," which are very important laws of nature. (From Baidu Encyclopedia "Matthew effect" entry)

2-minute rule

Measure the time required for temporary work, if it is expected to be completed within 2 minutes, the plan is interrupted to complete it, otherwise, postponed until after the plan is completed. (From "Getting Things Done")

Jakob Nielsen's 10 usability rules

1. System Status Visibility: The system must let the user know what the system is currently doing with the appropriate feedback at the right time.

2 system and the real world match: the system must use the user's language, using the familiar words, phrases and concepts, rather than system-oriented terms. Follow the rules of the real world so that the information is presented in a natural and logical way.

3. User Controls and Freedom: Users often mistakenly choose system functions and require a well-identified "emergency exit" to leave the unintended state without having to deal with lengthy dialog box prompts. Support undo and redo.

4. Consistency and Standards: Users do not need to think about whether different words, scenes or actions have the same meaning. Please follow the platform specifications.

5. Error Prevention: Better than fine error messages, detailed designs are designed to prevent errors. Either avoid situations that are prone to error, or check and prompt the user with confirmation options before the actual action.

6. Recognize instead of Memories: Visualize objects, actions, and options to reduce user's memory pressure. Users do not have to remember the information from one dialog to another. The instructions for using the system must be visible or readily available when appropriate.

7. Use flexibility and efficiency: Novice can not see the accelerator keys usually accelerate the interaction of experts, so that the system can meet both inexperienced and experienced users. Users can customize frequently used actions.

8. Aesthetics and Minimal Design: Dialogs can not contain irrelevant or almost unwanted information. Each additional piece of information in the dialog will compete with the relevant information and reduce their relative visibility.

9. Help users recognize, diagnose errors and recover: Error messages must be expressed in plain language (without the code), pinpoint the problem and proactively suggest a solution.

10. Help and documentation: Although it's better to be able to use a system without a document, help and documentation are still needed. This information must be easy to search, focus on user tasks and list concrete steps that need to be implemented, not the big ones.
(From the internet)

Source: http://icojump.in/?p=2071

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