Web Design analysis: Interactive design Those things (ii)

Source: Internet
Author: User
Keywords Ladies and gentlemen thank you.

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"Interactive Design" one of those things completed, thanks to you Sham, in the microblogging era was a large number of forwarding and sharing, but also let me receive some mail, ask me why not come out? Please forgive my laziness, and every weekend I find excuses for dragging and dragging my family for two days last weekend--to remind my friends Seasonal season, drink plenty of water, rest more, less sick ha.

I. Theoretical premise

1. Man-machine Interaction and human information processing mechanism theory

Since the product design is not for designers, but for users, how they understand, recognize, use the product is the most important. Therefore, "Defining users", "Understanding Users" and "researching users" are important tasks to be done before interactive design.

To understand three different "models": implementation model, user mental model and performance model. In the essence of Interactive design (English: About Face3.0about face3.0), the author of Alan Cooper wrote: One of the most important goals of designers is to make the performance model as close to the user's mental model as possible, so It is critical for designers to be able to understand in detail what the target user thinks of "How to use the software."

  

Figure 1: Implementation model, performance model, user mental model

Let's give a simple example to illustrate the above theory. Circuit board ... An ordinary housewife to use the circuit board many times a day, in the morning to plug in the soy milk machine, open the microwave oven, open the rice cooker, wash hair plug in a hair dryer, evening lighting table lamp ... All she had to do was keep the plug plugged into the power supply and then turn on the appliance. If you interview her, do you know how these appliances work? Do you know why there is electricity?

Unless she was a physicist, she might have given me the same answer: I thought I just plugged in the plug, the switch in the socket would be connected, and the current would flow from one central station to the wire and start my appliances. Yes, I thought of it as an infusion of experience ... The current is entered into the appliance as the liquid in the infusion tube.

But in fact this simple action has a very complex circuit principle ... Please forgive me for not being able to describe how this works. It may be like the circuit board on the left side of the diagram ... But the actual principle is more complicated than this. I do not understand this, but my cognition is wrong, but it does not prevent me from going to use the "electricity". Because the designers gave me a simple plug and socket, as well as a variety of simple switches.

  

Figure 2: Implementation of Model circuit board and user psychological model plug comparison

The same is true for many product designs, and you don't need to educate your users to be experts in circuit boards and power transmission stations so they can use your product. How do they understand? It's wrong, but it's a sign of how you're going to "show" your design.

2. Understand the user-behavior, attitude, ability ...

All interactive design books begin with the understanding of the user. But what about users?

The first thing to understand is the human, the information processing mechanism, psychology, consumer psychology, behavioral science and so on.

The second is the business environment of users, can be subdivided into an industry users, such as E-commerce Shopper research. and market research is different from consumer research, user experience Design department user researchers are more concerned with user-generated behavioral research (behavior) rather than views (view).

  

Figure 3: User Behavior variables

All of the above four areas belong to understand the user's dimension, the user Experience Design department more emphasis on the user behavior of the research, through the user behavior observation, research, mining the user's real intrinsic needs.

In the present UED organization structure, although has the user researcher this specialized position, but as the interactive designer, still must as far as possible personally participate in the understanding user's work, the following picture shows the understanding user's different level work, if has the interest, may the many dabble.

  

Figure 4: From understanding people to understanding users, from understanding psychology to studying behavior

3. Ten principles of usability and interaction design

Since the 80 's, Jakob Nielsen (website: http://www.useit.com/) has been a leading player in the field of usability.

He suggests that, in general, to make a product or service available, at least the following 5 dimensions need to be considered:

Accessibility: The system should be easy to learn so that users can work quickly

Efficiency: Increase productivity once used

Memory: Even if you leave a system for a while, and then reuse the system, you don't have to learn from scratch.

Fault tolerance and error prevention: the lowest error rate makes it very rare for users to make mistakes, and even if errors are quickly restored, there must be no catastrophic accidents.

Subjective satisfaction: the use of a pleasant.

To cite these 5 aspects of the counter case, it is not difficult to use the company's financial system, oracal students will naturally clear. Why some systems must be trained to get started, and a period of time without, will forget how to use, the worst is, in the use of the process, you are full of grievances and depressed.

Relationships between usability and other related factors (sorted out from the reinventing the User Experience book):

  

Figure 5: Availability and related factors

Based on the 5 dimensions, Jakob Nielsen developed a set of heuristic evaluation guidelines and principles to date. In the field of user research, to see whether a new product to achieve the availability of the target, in addition to inviting real customers, but also to the industry professional, user experience designers, with Nielsen proposed the ten interactive design principles as a heuristic assessment of the program, to examine the design works.

  

Figure 6: Ten Heuristic evaluation principles

This should be the precipitation result of the theory of the Interaction design field.

Two. The premise of Consciousness

In practical applications, in addition to mastering the basic theoretical basis, but also need to understand the working environment for interaction designers special requirements. According to my experience, the following points need to be noted:

1. A good solution is to balance

What is a good design? The working environment pays for the results and cheers for the process. First of all, this program is necessarily technically feasible, this program is bound to achieve business goals, this program is to meet various expectations, in line with various constraints under the conditions of the most user experience optimization products. If the user experience is 10 points, you first do 10, then combine various factors to reduce to 7. Instead of clinging to the 10, it is not the beginning of the 7 to do. How do interactive designers get results? #p # subtitle #e#

2. More seek, can good break

Interaction design is rational, perceptual and rational. It's always looking for the best solution--it's not always the best solution in the real world. So interaction designers can't give up exploring. With any set of requirements, there are countless solutions. Unless you believe that the first thing that pops into your head is the right one. Otherwise, try more, listen to some opinions, and do some more reviews.

3. Do not ask for a perfect

It is likely that the date to be delivered is still being explored in your mind. You have a new solution. The desire for perfect psychology is almost a common problem for designers. Bad user feedback after the product is on the line will be harder to bear than your supervisor scoring a bad KPI. But after the on-line product more easily obtains the user the behavior data and the feedback, lets the next optimization have the goal. It's time to let go.

Be aware of your rhythm and remember that you are part of the project and that the process of the project is the primary task. Write down the indecision, write down the tangle, and put it to the user's research needs after the release.

Three. Interaction methods

1. Flow CHART Flowchart

There are a lot of types of flowcharts, usually a task flow and a page flow.

Task flow--in order to achieve a goal, the user needs to carry out the various tasks, as well as the logical relationship between the tasks, generally speaking, the technical staff to draw a UML flowchart and the product manager to draw the business process diagram are the task flow chart.

Give a GTD (getting things done, time management) Task flow chart:

  

Figure 7:GTD Flowchart

We can based on the above time management inspiration, easy to draw the family to receive guide flowchart:

  

Figure 8: Home Admission Guide flowchart

When the task to participate in more departments, flow chart if it is necessary to reflect the different nodes of various departments, personnel how to cooperate, change the form of flow chart, the use of lane flow chart to express:

  

Figure 9: Annual budget Flowchart (Lane map, from Network)

The page flow, however, is produced by the designer and is used to indicate the page and the jump between pages that are needed to complete all tasks. Some tasks on the task flowchart are done on the page, and some may not, such as through mail, system messages, etc. In the process of analyzing tasks and analyzing task flowcharts and drawing a page flowchart, the designer can basically know how many pages are needed, and what the goals and design requirements are for each page.

The page flowchart can provide a "look at the overall" perspective, so that designers do not fall into the details of a specific page, always grasp the overall situation. In addition, it can help designers to find gaps, not in detail to develop wireframe and interactive detail design, not to imagine the complex interaction behavior.

A good page flowchart should have the number of each page and correspond to the pages of the wireframe. It can also be used later as a basis for task-checking by the project team.

  

2. WIRE FRAMES Line diagram

In the past, I have also written several articles:

-Talk about Wireframes: the necessary theories and prerequisites

-Talk to me. Wireframe: ued and PD for different positioning of wireframe

-Talk about wireframe: Multi-feed wireframes some time

In the "chat wireframes: The necessary theories and prerequisites", I have no additional content on those points:

1. Wireframe is not "painting" out, but to come out, is confirmed.

2. Exquisite detail is not important

3. From the simplest start, gradually replenish the details

4. Choose the most cost-effective tool-don't spend time on learning tools

The wireframe is just a tool. As an interactive designer, this is not the only way to express a product.

3. Storytelling

Interaction designers have the ability to imagine complex interactions. As a road nerd, I can't imagine the structure of a railway station, the structure of a subway station, and I've always considered myself deficient in the ability to imagine complex interactions. But I am willing to learn and make up. Using a comprehensive flow chart is one of the ways to make up, through the flow chart, you can force yourself to take into account the various branches of the process, poor cite a variety of case. Another handy way is to tell stories.

Until now, whenever someone told me a new idea of his, I could not help but interrupt his laborious explanation, said: Tell a story. Suppose your solution is now implemented, assuming that you have this thing, assuming that your user is xiaoming, he ...

We can also always find that storytelling, apart from being fascinating, is more likely to unearth the fact that it is illogical-because it is easy to tell. But without stories, fragments of discourse can easily "muddle through".

Role models, task walking, storyboards in the final analysis to talk about requirements and product design scenarios, so I have them all unified as a skill: storytelling.

To tell a good story, you may have to:

1. Set the protagonist, who are they, what are their characteristics? What are their needs?

2. Set the background of the story, to be fascinating, where does the story begin?

3. Set your story line, you can speak out of thin air, after you have a prototype, you can also use the page flow chart, task flow diagram, such as the story string up, click on the specific page, let the project team and you in the story of the task of the walk.

  

There are many methods of interactive design, such as card classification, concept map, site map, etc., can not be launched. Interested students understand Kazakhstan.

For interactive design tools:

1. Paper and pen, brain and mouth-this is the first step in the design, through the communication to understand the requirements, mining requirements, pens and paper is the first step in the design of the image.

2. axure--I use it to do wireframe, flow chart and detailed flow chart, although it has unsatisfactory place, but still is the most consistent with the interactive cost-effective tool. Learn what it downloads to see: www.axure.org.

3. omnigraffle--Apple System, the best use of the drawing tools, since the use of it, flowchart, concept map and so on, basically use it.

Well, about the interactive design of those things, chat here, found that there are too many stories, interactive design of the confused period and bottleneck, but also let me feel a lot, writing a long text is to hurt the body of the work, the end of the end. Let's talk later and welcome the exchange. Attention me please click: Http://weibo.com/heidixie

Original: http://heidixie.blog.sohu.com/189372272.html

Web Design analysis: Interactive design Those things (i)

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