Read the design to see the demand

Source: Internet
Author: User
Keywords Very or design elements explicitly we

Whether interactive or visual design, everywhere embodies the needs of careful layout, regardless of 11545.html "> We have how many http://www.aliyun.com/zixun/aggregation/8912.html" > Design principles and such design specifications, all the starting point is around the requirements. Therefore, the correct understanding of the product's service definition, grasp the product's functional direction, can be in the size of the design of reasonable demand.

Design is the expression of demand, communication users, and accurately meet the needs of the user channel, this channel can be coarse, from the person's own amazing adaptability, design will "challenge the resilience" to the limit.

Earlier, reading about the face of Alan Cooper, many of the design ideas and methods are convinced that it is difficult to imagine the operation, or more how to use the design method to make the product more approachable, if the product itself is a harmful weapon, Design can only let people die not so uncomfortable, but difficult to escape the death of robbery.

Design and design, I am the demand, demand, I am the design;

From this point of view, it may be easier to interpret various design methods, flexible use, rather than mechanically.

For a design element, or a visual element (actually more design elements are presented in visual form, of course, such as sound and other means are not excluded, there are many attributes for the expression and analysis of the demand implication: size, color, shape, value (light and shade), texture, location, position, Any comparison of a property level can convey its importance (according to demand) in a way that is highlighted or submerged.

From this, perhaps, we will be very easy to understand and flexibly apply the Alan Cooper about the framework layer, or the performance layer of some design principles:

1, the elements are grouped according to the visual attributes to express a clear hierarchy:

A which of these elements is more important?

b What is the relationship between these elements?

2, some ways to create a clear hierarchy:

A If the screen two areas occupy a good space, simply make the same size

b If the needs of the two regions are different, they are made distinctly different

C Screen Area ratio simply, prominent, clear

3, create a good logical path

4, using squint test to weigh the symmetry and balance of the whole screen

5, clear the various elements on the screen division of labor relations, to avoid visual noise and confusion (not important elements too prominent or produce scale effect)

Alan Cooper gives the methodology of design: defining the relationship between elements, which is more important, based on the establishment of a clear visual element classification, but these elements who are important, who is the boss? Demand dictates, so someone invented a squint-testing method to judge the quality of the visual design by the depth of the various elements of the person's feelings-do we properly show our real potential needs?

Here, I think of a very important way of layout-list mode. Both vertical and horizontal lists are a joy to use for our various devices. And the list because the size of the group effect is very easy because of a little bit of flaw and affect the overall information communication, Alan Cooper called "visual Noise", or we say that it carries the functional requirements (so that the content or the real need to look more clear, layered) has gone too far Too much to strengthen the hierarchy and rob the limelight of the content.

This is no wonder that a UI engineer says: "The best design is not to be seen, but to experience." This means that your UI should allow users to experience, rather than put something fancy to the user. The simpler the UI design, the better the user experience, not the misuse of design elements, or the use of a crowded interface.

6, try to keep it simple

Unnecessary differences are available and uniformly designed by the enemy!

On Tencent Weibo, I saw a brief view of this:

"All said to be simple, simple to focus." But the focus is very difficult, because first you need to know the focus or the core of the problem, can have focus can be gathered! Otherwise it is eyebrows, seemingly busy full but the problem is still no solution. Focus also means to give up, because only to give up the minor details, moderate neglect of short-term interests, in order to achieve the ultimate harvest! So it's hard to make things simple. ”

I think simple there are many ways, simple means to choose, but not equal to give up, even the most core functional needs are "light", "heavy", "slow", "urgent" points, separated, the problem will be solved.

7, the collapse test, will be a screen design elements, the same as from the page removed, until the design collapse!

At a seminar, my colleague spoke frankly about the flaws of the method-taking away the collapse of the design, the design did not have the right to take away, but the design has sufficient rights to the needs through the appropriate segmentation optimization display, but the optimization of the segmentation is also according to the optimal demand.

So I think, can we use another test method, for each design element, try to change its properties (such as color, size, shape, texture, orientation, etc.) to determine whether it maximizes the satisfaction of the requirements, or allows users and devices to interact with the maximum amount of "effort".

8, two problems of visual design

A It's hard to display multidimensional information on a two-dimensional surface.

b displays a much lower density of information on the screen than paper.

This time it needs to: strengthen the visual contrast, or show causality (the iphone's approach to productivity creator's step-by-step disclosure is very good, and a good illustration of what is mentioned in "Do Not made me think": three times without thinking, An unmistakable click, equivalent to a thought-only click, or multiple variables (without affecting the clear logical structure of the screen)

When it comes to the end, both interactive and visual design conveys the demand message:

User Music "demand" and not tired, that design is too to force.

Users suffering from "demand" and not tired, that demand is really too much power.

Source Address: http://www.ucd-grow01.com/?p=301

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