交互设计“黄金八法”

研究生期间看设计理论是记住它的概念,如今经历过那么多的项目,回过头来再看看这些理论,读过每一条都有了不一样的感受。感叹于这些理论在实践应用中的说服力,也有因为项目中的限制而导致智能妥协的设计体验的无奈。



用户界面交互设计的八项黄金法则是1998年由Ben Shneiderman提出的。Ben Shneiderman(本.施耐德曼),现任马里兰大学学院公园分校计算机科学系教授,是人机交互实验室的创建者,同时也是该校高级计算机研究所(UMIACS)及系统研究所(ISR)成员。这些准则是从Ben Shneiderman的Designing the User Interface这本书中摘录出来,由Shneiderman通过实践经验积累总结而来。对于提高程序易用性来说非常重要,原则如下:


1. Strive for consistency. 提高一致性

Consistent sequences of actions should be required in similar situations;

Identical terminology should be used in prompts, menus, and help screens;

And consistent commands should be employed throughout.

相似的情况下操作一致;

在提示、菜单及帮助信息等中使用的名词统一;

功能一致。


2. Enable frequent users to use shortcuts. 频繁访问用户可使用快捷方式

As the frequency of use increases, so do the user's desires to reduce the number of interactions and to increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are very helpful to an expert user.

当使用频率增加,用户希望减少交互次数及加快交互速度。缩写、功能键、隐藏功能及自动化自定义对内行来说非常有用。


3.  Offer informative feedback. 提供有意义的反馈

For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial.

对每一个用户的操作,系统应该反馈信息。对常用或影响较小的操作,其反馈可弱化。对偶尔用或影响重要的操作,反馈要强化。


4.  Design dialog to yield closure. 设计对话,告诉用户任务状态

Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and options from their minds, and an indication that the way is clear to prepare for the next group of actions.

一连串的动作应该被组织成开始、中间、结束。当一组操作完成时提供反馈信息,给用户一个满意,轻松的体验,减少压力,并为下一步操作提供指示。


5. Offer simple error handling. 提供简单的出错处理

As much as possible, design the system so the user cannot make a serious error. If an error is made, the system should be able to detect the error and offer simple, comprehensible mechanisms for handling the error.

最好不要让系统有严重错误的可能性。如果出错了,系统应该能够检测出来,并提供一个简单、可理解的方式处理。


6.  Permit easy reversal of actions. 允许撤消操作

This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions.

当用户知道操作可以撤消,会减低用户的焦虑情绪,并鼓励用户探索陌生操作。撤消可以用于单一的操作,数据的输入,或者一组完整的操作。


7.  Support internal locus of control. 支持用户控制系统

Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders.

有经验的用户强烈感到他们在控制系统,系统对他们的操作做出反馈。系统设计上要让用户发起动作而不是响应。


8.  Reduce short-term memory load. 减少短期记忆负担

The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions.

人类短期记忆处理信息有限,需要信息显示简单,合并多页显示,减少窗口切换频率,提供足够的指令和操作的记忆时间。

另外我想提一下,别人通过经验及实践总结出来的规则对于一般的产品设计来说往往有着指导意义,更何况是这样的big potato,但不要成了我们发挥设计想象的枷锁,好的设计创意往往会打破规则。


转自http://yuhfei.blog.163.com/blog/static/745263722010112724530507/

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