#交互设计# 02 设计原则


Structure of the course

01.Direct Manipulation and representation

如何减少界面的直接操作“障碍”,以下是衡量界面是否好用的一些指标:

可见度 visibility:perceived affordances or signifiers

可反馈 Feedback

一致性 Consistency :also known as standards

无“毁灭式”操作 Non-destructive operations :hence the importance of undo

可“发现” Discoverability: All operations can be discovered by systematic exploration of menus

稳定性: Operations should work. Period. And events should not happen randomly.

通过界面帮助用户建立认知:

Encourage experimentation (如:俄罗斯方块的例子,游戏中玩家有一大段空间和时间做比照,确认后再把方块放下)

Scaffold learning and reduce errors (如:重新定义抽象的概念,将抽象的数字游戏变成具象的棋盘游戏)

Show (only) differences that matter (如:伦敦地铁图)


去除地图多余的信息,只保留地铁线路


去除地理特征

Convert slow calculation into fast perception (如:分层设色地图)

Support chunking, especially by experts 

Increase efficiency (图表)

Facilitate collaboration 

02.Visual Design and Information Design

在英文字体中有x-height的概念,如:

hight x-height在分辨率低的适合更容易阅读

low x-height给人优雅的视觉感受


网格设计起源于包豪斯风格,最早接触到这个概念是关于包豪斯的建筑理念,没想到跟web设计这么有渊源

使用对话式的导航设计,如使用小子号副标题来告诉用户这个导航按钮会带你去哪里


推荐阅读:

Kevin Mullet and Darrell Sano, Designing Visual Interfaces

Luke Wroblewski, Web Form Design

 Jan Tschichold, The New Typography

User Interface Engineering, Designing for the Scent of Information

Peter Pirolli, Information Foraging Theory

Jakob Nielsen, Alertbox

www.useit.com/alertbox

03.Designing Experiments

卡方检验 做零假设,验证相关性

你可能感兴趣的:(#交互设计# 02 设计原则)