A while ago, friends purchased the Galaxy S II and were generally satisfied, but still complained about some of the "anti-human" designs in the chat, believing that people with Android devices would feel the same way.
These complaints remind me of what Nokia Senior Vice President Marko Ahtisaari said in an interview with IFANR:
They are great, but obviously the design hasn't peaked yet, especially in terms of program switching, elegance and simplicity.
This view has been gradually accepted recently and is often mentioned in recent articles.
Therefore, I have this article, write some of my expectations and imagination of mobile interaction. All the following ideas are based on the full touch screen equipment.
, inverted Chat interface
Usually the chat interface is like this:
The text input box is below, the message is from top to bottom, sorted by time, before the above, the nearest next. This layout follows from the typesetting of traditional books and conforms to the human reading habits, which is absolutely reasonable.
But in my humble opinion, it is also helpful to invert it:
There are two benefits:
With this layout, the comfort level will be improved. In a traditional layout, if the virtual keyboard is not open, the most recent message-often the most caring-is at the bottom of the screen, and the user's view is usually centered on the top of the screen. Attention centers move up and down frequently, which is not a comfortable experience.
Another advantage is that the operating efficiency is higher than the traditional layout. In the virtual keyboard pop-up, the inverted layout of the interface is stable, and according to the traditional layout, the input box will have to give way:
With inverted layout, when the keyboard is ejected, the interface is stable
With the traditional layout, when the keyboard pops up, the interface moves as a whole
The overall movement of the main interface creates a momentary focus loss. No effective operation can be performed until attention is reset. In my personal experience, the gap in this operation is about a second, much longer than the duration of the animation tween. Every time the virtual keyboard is paused for more than a second, accumulated is also a considerable waste.
If the inverted layout does not conform to the usage, it will be detrimental to the reading and should not be. To know today's big hot microblogging site, they are upside down layout, and no one complained of reading inconvenience. And the older features of the mobile phone, text messages are arranged in this order. And then the inconvenience, more is text messages can not be categorized by the form of dialogue, and up and down order is not very related.
For manufacturers, this kind of design has its advantages, and no obvious harm, and in any case, can be in the gradual convergence of the interface design, the effect should be worth a try.
Ii. centralized
of operation area
The two-year equipment screen size soaring, visual area also with the rapid change, this is good. But the operating area has also expanded a lot, but it is hard to say whether it is good or bad. My friend, who holds the Galaxy S II, has mentioned that it is difficult to stretch out the menu at the bottom of the screen to avoid arthritis.
Today's interface design, the central area of the screen, is generally used to display content, in addition to click and drag the two navigation operations, there is little use. Most of the other operations depend on the interaction elements at the top and bottom of the screen. IOS is designed to represent:
Designer's intention, when it is not commonly used in the operation is still to the corner, so that the central Plains hinterland left the most important content to show. But after the actual use, often feel those "do not use" of the operation, it is commonly used tightly. In other words, the return key in IOS's upper-left corner is broken by countless people.
Motorola's new large-screen phone, also noticed the problem, made some improvements so that the user's thumb can work less. And Apple is clinging to the 3.5-inch screen, which may also be considered.
Just the progress of the screen size is the trend, and even the extreme importance of holding the grip of Nokia, N9 screen size also reached 3.9 inches-only with ingenious design, the device itself does not increase it.
According to this trend, if not improved, the user's thumb is bound to fly up and down all day, suffering from commuting. With multitasking as an example, most systems require the user's thumb to move to the bottom of the screen to operate. The experience of IOS, Android, and Windows Phone 7 in this column is no longer necessary. If this operation is copied to a large screen over 4 inches, the safety of the user's thumb can be feared.
In this regard, the Nokia N9 sliding operation is much more comfortable. In addition to its own human nature, the operation can be concentrated in the middle of the screen, but also a big reason:
The highly acclaimed WebOS device in a multitasking experience, which is located on the middle of the device after the keyboard is opened:
In addition, the early Nokia nine-key function machine, its feel many people have been unforgettable. The reason may also be that those devices compress operations into the middle of the device:
In this way, the operation area of the device is compressed, as much as possible to focus on the middle of the device to reduce the movement of the thumb when the operation, when it is to improve the interactive experience of the prescription. And from all aspects, in fact, designers are also aware of the clearance. A common design, for example, is to operate in the current position of the thumb by pressing the call out menu.
IOS's auxiliary touch function is also a good idea-to provide additional operational possibilities through a floating transparent window.
In any case, I hope that the vast number of developers and designers, in the design of interactive logic, think more about this problem, come up with a better solution. For the user's thumb joint health more than a few thoughts, but also your work should be the meaning.
三、一个 Windows-like taskbar
The main interface switch is too frequent, is the problem of mobile devices today. The current mobile interface is a single window--or a single interactive process--the design, which is limited by the size of the screen, it is not possible to think. What the human can do, is to reduce the time loss of switching.
In this respect, the mobile system is recount, have done better, also have to do very bad. What makes me so troubled is that there is a mature, time-tested design that has never been adopted, that is, the traditional Windows taskbar.
If the previous two years, the equipment screen size is limited, put a task bar on the screen, is not a good idea. If you do small, the operation will cause people unhappy, and magnified, but will take up too much space, looks enough to make teeth.
But as mentioned above, in the past two years, screen size has made considerable progress, the mainstream ratio from the traditional 4:3, into a relatively narrow 16:9, a reasonable size of the task bar, should be stuffed into. But Galaxy Nexus (and Nokia's Lumia 800) chose to put a few virtual buttons in excess space, which is hard to understand.
Of course, the taskbar is going to make some adjustments. For example, to prevent the wrong touch mechanism, in the horizontal screen can be turned to the side, there must be some convenient gesture operation. If that's what I think, it's basically this:
In my opinion, such a taskbar is more useful than three virtual buttons.
The other thing is that for years, the design of the situation has become very common. This year's various Android tablets, have a fancy novel task switching mechanism, but after the trial, only feel better to put a task bar to the benefits, is an example. From the point of view of the usability of the user, this is not a good deed.
Source: http://www.ifanr.com/64201