Design process
I. Identify the target user
In the UI design process, the requirements design role will identify the target user of the software, to obtain the end user and direct user needs.
User interaction takes into account the different interaction design priorities caused by the different target users.
For example, the design focus for a scientific user is different from that of an introductory computer user.
Second, collect the habitual interaction of target users
Different types of target users have different interaction habits. This habit of interaction often comes from their original interaction process for the reality, the interaction process of existing software tools.
On this basis, of course, we need to research and analyze to find the interaction effect that users want to achieve, and confirm it with the process.
Three, prompting and guiding the user
Software is the user's tool. Therefore, the user should operate and control the software. The software responds to user actions and set rules.
For the results of user interaction and feedback, prompt the user for results and feedback information to guide the user to the next step in the user's needs.
Four, the principle of consistency
Design goals are consistent
There are often multiple components (components, elements) in software. The interaction design goals between different components need to be consistent.
For example, if a beginner computer user is the target user, and the design goal is to simplify the interface logic, then this goal needs to be implemented in the software (package) as a whole, not partially.
Consistent appearance of elements
The appearance of interactive elements often affects how users interact with them. Having a consistent look and feel across the same software (class) can go a long way toward maintaining user focus and improving interaction. Unfortunately, there is no particular standardized way to measure how consistent the appearance of an element is. Therefore, surveys of target users are needed to obtain feedback.
Consistent Interaction Behavior
In the interaction model, different types of elements need to be consistent in terms of their interaction behavior when users trigger their corresponding behavioral events.
For example, all dialog boxes that require the user to confirm an action contain at least two buttons, Confirm and Abort.
A more extreme version of the principle of consistency of interaction behavior is the idea that the same type of interaction element causes the same behavioral event. But while we can see that this idea is true in most cases, we do have examples to the contrary that demonstrate that not following this idea simplifies the process for the user.
V. Usability principles
Understandable
For software to be usable by the user, the user must be able to understand the functionality of each element of the software.? [1]?
If it is not understandable to the user, then a non-destructive means needs to be provided so that the user can understand the corresponding function by manipulating that element.
For example: the delete action element. The user can click on the delete action button to prompt the user on how to delete the action or whether to confirm the deletion action, the user can understand the corresponding function of the element in more detail, and at the same time can cancel the action.
Reachable
The user is at the center of the interaction, and the interaction element corresponds to the functionality that the user needs. Therefore interaction elements must be controllable by the user.
Users can use interactive devices such as keyboards and mice to move and trigger existing interactive elements to reach other interactive elements that were not previously visible or reachable.
It is important to note that the number of interactions affects what can be achieved. When a feature is y hidden (generally more than 4 layers) the chances of the user reaching that element are greatly reduced.
Reachability is also related to interface design. Overly complex interfaces can affect reachability. (Refer to the principle of simplicity orientation)
Controllable
The flow of interaction in software that the user can control.
The flow of execution of a function, which the user can control.
If control cannot be provided, the user is prompted in a way that can be understood by the target user.
Expanded Information
Design Principles
1, simplicity
The simplicity of the interface is to make it easy for the user to use, easy to understand the product, and to reduce the likelihood of the user making a wrong choice.
2. User language
The interface should use a language that reflects the user's own language, not that of the game designer.
3. Minimizing the memory burden
The human brain is not a computer, and when designing an interface it is important to consider the limits of the human brain's ability to process information. Human short-term memory is limited and extremely unstable, there is a forgetting rate of about 25% within 24 hours. So it is easier for users to browse information than to memorize it.
4, consistency
It is a feature that every good interface has. The structure of the interface must be clear and consistent, and the style must be consistent with the product content.
5, clear
in the visual effect of easy to understand and use.
6, the user's familiarity
Users can use the interface through the knowledge they already have, but it should not exceed general common sense.
7, from the user habits
Think what the user thinks, do what the user does. Users always understand and use in their own way.
Better design is accomplished by comparing things in two different worlds (real and virtual). E.g. books compared to bamboo slips.
8. Arrangement
An organized interface makes it easy for users.
9, safety
The user can make choices freely, and all choices are reversible. In the event that the user makes a dangerous choice, there is information to intervene in the system to prompt.
10, flexibility
Simply put, it is easy for users to use, but different from the above. That is, interaction multiplicity, not limited to a single tool (including mouse, keyboard or handle, interface).
11, humanization
High efficiency and user satisfaction is the embodiment of humanization. Should have expert and beginner player system, that is, the user can customize the interface according to their own habits, and can save the settings.
Baidu Encyclopedia - UI Design