Archive for the 'UE' Category

The lost art of user experience

看到这篇文章不错,暂时没有精力翻译成中文,大家凑合着读吧:

User interface design is my favorite part of the development process. The problems it poses are the most interesting, and thinking up solutions is a form of creative expression. Users consume our applications through the interface - one chance to either deliver a satisfying experience or fail miserably.

It is a topic I have very strong and passionate opinions of, and motivated by this beautiful prose by Jono over at Not the User’s Fault, these are my guidelines for user interaction design:

Know your users

The first step in interaction design is to know who it will be interacting with. Users can be profiled on many criteria, such as age, technical orientation, vocation, cultural background and more. The user profiles created from segmentation of those criteria are called Personas.

While defining Personas is a common practice for designing user interactions, it might not be possible to engage in all the steps required to fully understand the needs and tendencies of the users they represent - such as interviews, surveys, focus groups etc.

This is especially true on the web, where projects have limited funds and are very quick from inception to implementation. In this case, experience and common sense rule the day - but it is still important to define the base Personas for which the interaction under design applies. Going through the process brings out some considerations that can influence design decisions.

Watching actual users go through an interaction is very important to learn about its effectiveness. Watching live users in action is the best learning experience in interaction design.

Know yourself

Knowing your users is the most basic step to interaction design. Yet, for each user type and interaction requirements there are as many possible implementations as there are interaction designers. At this point the interaction designer has to make choices for his users based on his experience, attitude and style.

It is sometimes hard to avoid designing an interaction for yourself rather than for your users. It is a natural tendency to try to solve interaction problems in a way that seems most natural to you, however that might not always be in the user’s best interest. Ideally, the interaction designer is a part of the target audience. When that is not the case, observing prospective users is very important to understanding their needs and deciding on the approach to solve their problems.

I believe that good UI design is more intuitive than science, and in that respect it is not so different from graphical design. However the two should never be confused - as I’ve argued in my post on common misconceptions in web development.

Keep it as simple as possible

This old mantra is very much an integral part of a successful user interface. By keeping interactions as simple as possible you will:

  • Have less opportunities to fail your users
  • Give your users less to think about, allowing them to make easier decisions
  • Reward your users quicker (at the completion of the interaction)
  • Increase the chance that the interaction will get completed at all

A large part of the success of web-based services can be attributed to the simpler interfaces they provide compared to desktop solutions. Some of this is a result of technological limitations on the delivery software (ie, web browsers), but it’s hard to argue with the results.

There are several common ways to simplify interactions:

  • Use intelligent defaults
  • Hide optional paths (or form fields) by default (progressive disclosure)
  • Remove unnecessary steps from the interaction (and do so aggressively)
  • Reduce mouse clicks. Make each click do more

This is obviously a very partial list, but it’s a good start.

For me as a developer, the KISS principle is deeply ingrained in my thought process. Translating it into user interface design took some getting used to, but once it happened it became second nature.

In fact, many parallels can be drawn between UI design and software architecture design almost to the point you wonder why most developers aren’t interested in designing interactions (actually I know why - most developers resent users for constantly breaking their code. I know this since a couple years back I had the same mindset).

Don’t break conventions - And if you do, make it obvious

The tools available to us developers have evolved much in recent years, allowing us to create richer interfaces and interactions. With power comes responsibility - we need to apply discretion when using advanced techniques and tools, as to not confuse users. Breaking interface conventions by using new technologies where they are not needed is a mistake.

Conventions should only be broken when they result in a bad user experience or when the alternative is significantly better. The latter is very uncommon when the former does not apply, so be advised.

If you do design a unique interaction (or at least, one that isn’t in common use) - make it as obvious as possible for the user. A user can only begin to understand your new interaction when he realizes that something is different. Disguising buttons as links, hiding drop down menus in small target zones, making background changes to the document without notifying the user - all result in user confusion and a bad user experience.

The more you need to educate the user on how to complete an interaction - the less likely he will bother to. Good interactions are self explanatory.

Interactions should be fun

Users interact with your application since they want to achieve a goal. That goal might be to complete an item purchase, to indulge a curiosity, to gather information and many others. There are several factors that affect the user’s motivation to complete an interaction:

  • How important is the interaction to achieving the user’s goal
  • How unique is your application (ie, how easy would it be for the user to find a better place to achieve his goal)
  • How hard it is for the user to complete the interaction

Negative factors can be offset by a fourth one:

  • How fun is it to progress through the interaction

The fun factor in interactions is often ignored as they are considered strictly functional. It’s no coincidence the word functional begins with fun :) . The fun factor of an interaction increases motivation for completing it - it makes your application more unique and it increases the user’s tolerance for the interaction.

There are several ways to increase the fun factor of an interaction:

Increasing aesthetics

Making your interface prettier will have a positive effect on your users’ perception of it. It’s no secret that most of the illusion of Apple’s superior OS interface is made on the grounds of aesthetics.

Make it gamely

Computer games have some of the best interfaces of any computer software, and it’s no coincidence. You can make your interactions more gamely by adding feedback, reward the user for completing steps and transmit the feeling that the interaction is a part of the user’s journey towards his goal, rather than a functional requirement that he must take care of.

Make the interaction do more with less

The user’s time and patience are limited. Advance the interaction as much as you can with each user input. Make the user feel the interaction is smart and that it is working with him towards completion.

Learn from others

Those are my thoughts on user interaction design, born out of my experience in web development and of my introspection as a long-time user. If you are interested in user interface design, the GNOME Human Interface guidelines are as good as reference as you will find. My favorite web authors on the subject include Jono at Not the User’s Fault, Bill Scott at Looks Good Works Well and Aza at Aza’s Thoughts.

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blog的版面调整试验

创意纪的pagerank有4,也算不错,算下来800多篇文章而已,每天的直接pv400左右,rss有120来个订阅用户(feedsky)。因此继续做一些简单的试验,来提高pagerank、流量和seo效果。

目前seo这边这里最受欢迎的关键字是delphi2007和北京车展车模图片,很有趣。

昨晚做了一个页面调整的事情,将k2模板的widget方式修改为k2自带的sidebar管理,因为这样我可以设置首页和内页的不同侧边栏。用网站角度来说,尊重用户习惯总是正确的,而用户我想并不想被太多不相关内容影响到,因此之后会大幅度减少内页的侧边栏的模块数量。

另外加了一个评论最多的用户的排行榜,UI呈现上还有点问题,目前看来评论的用户不多阿。

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网站的社会化和个性化

这个标题很大,不过我想说的事情很小,我们正在作网站社会化的试验。

到底要不要做个性化?到底要不要做社会化?

周围很少人用igoogle,产品是好的,可是我们不需要。

用facebool的人明显要多一些,因为fb给我们带来的社会化效应,作为初级应用的我很高兴看到朋友们让我知道他们作了什么,而我同样将行为分享给朋友。

几年的观察和实践,我想在中国作纯粹的个性化还稍微有些早,我们从小习惯了被动的信息获得,我们的创造力是打了很大折扣的。

社会化是必由之路,网站不是靠网站公司提供信息,而是要加上一层互动,sina如果没有做blog,可能现在已经垮台了,网游从社会化层面来说就还有很大市场。人是要满足自己的需要的,社交需要,自我实现的需要。在满足需要的过程中,总是会有载体。我们要做的是找到人和载体之间的关系,服务于载体,自然也就拉近了和人的关系。

2005年本来就要作一些网站的社会化试验,种种原因耽搁了,现在社会条件更加成熟了,我想是时候可以走出一小步,看看大众们的反映,作为网站来说,提供信息和用户获得信息,本源上就是不矛盾的,我们需要调整的是提供信息的方式和用户获得信息的方式,这两个方式的多元化。

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汽车品牌专区设计-精细化的用户界面设计

在网站项目1:ui-ue设计原则这篇文章里,我们讨论很多基本的UI原则,大家也看到了遵循这些设计原则之后的页面效果,实际上,从客户到同事都还比较满意,原因我想了一下,可能有以下这些:

1 页面设计效果比较新颖.

2 extjs带来的类似windows操作系统的窗口呈现方式比较新颖.

3 用到的一些专题设计技术,比如会自动更新内容的新闻和企业博客比较实用.

1113_MG_1800

第一步走了出来,我们继续探讨网站设计的问题,还是继续拿汽车品牌专区来说事.大家其实经常可以在很多门户网站上看到各类专题,以前我也很喜欢看专题,因为信息集中.但是现在我不太爱看了,原因是千篇一律的设计已经没有了阅读的冲动,专题中不相关的内容也不少,各个网站同样主题的专题风格雷同等.

怎么把目前看来还算漂亮的汽车品牌专区做得更好呢?

我从以下几方面入手:

1 背景的层次感.

2 模块的区分度和辨识度.这是我最重点研究的UI和UE特性,良好的模块和模块之间的区分,良好的模块之前的内容的区分,无论是从短时记忆的组块理论,还是刺激的阈值理论,都是理论上的证据,有的已经另有文章阐述.

3 UI新元素的引入.除了暂时没有解决的实时图片的倒影功能,其他的静态图片都加上了适当的倒影,web2.0带来的这些新颖的设计适当的运用效果很不错.

4 人.在页面中合适的出现人的元素,可以增加页面的亲和力.

5 一致性.之前也说过这个问题,现在在模块,项目,文字,图片中更加强调这一点.

skoda_chinacars.com

在实际的这个品牌专区的制作过程,后台和运营也是至关重要的因素,我另外提出了”活的专题”的概念,专题中的大部分元素都尽可能的能够自动更新,这需要专题背后的很多平台协同工作以及配合紧密的工作运营流程.下次再说.

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中国网站用户体验排行榜

数据监测类应用好像越来越热了,看看这个监测用户体验的介绍,摘自这里
SOA、AJAX、Flash/Flex、P2P、RIA等新技术已经越来越多地被众多网站所采纳,因为它们带来了真实的用户互动和全新的用户体验, 代表了Web2.0的核心理念,深受用户青睐和推崇。Web2.0 作为互联网发展的一项变革,把网站的设计和用户对网站的体验推进到了一个崭新的阶段。

这些新技术把越来越多的应用逻辑甚至应用流程推到了用户的浏览器端,同时给采用这些新技术的网站在运维和管理上带来了全新的挑战,传统的在网站服务器端来监测和管理的模式已渐渐失去了效果,因为此模式了解不到用户端应用逻辑执行的情况,比如AJAX的性能和出错情况很难从服务器端获得。在Web2.0时代,网站的运维和管理必须调整策略,必须从用户端的角度来真正地对网站及其用户体验进行监控和管理。

用户端监控的重要性,在基于AJAX技术的业务应用上非常明显。AJAX支撑业务的方式是靠异步JavaScript与XML技术实现。它使用户操作与服务器响应异步执行。AJAX能够同时请求多个服务器资源并可执行复杂的应用逻辑,比如某旅游搜索网站通过使用AJAX技术,仅在用户端页面即可根据用户的输入从多个不同的旅游资源即时查找和比较最佳的航空公司及票价。

这种通常在服务器端的应用逻辑被Web2.0新技术搬到了用户端,自身网站服务器可能只承担部分的应用逻辑,这导致服务器端的监控和管理已无法全面反映用户体验指标。针对AJAX类型的业务,需监测的用户体验指标包括:局部网页元素在用户操作时的响应时间、可靠性及稳定性指标;AJAX与服务器异步交互的响应时间指标等。

用户端监控的必要性在基于流媒体技术的新媒体业务方面表现的更为明显。影响流媒体用户体验的关键指标,如缓存时间、抖动、中断次数等对服务器端来说都是盲点,而这些指标与用户端的情况和网络状况却是密切相关的,甚至在部分P2P流媒体业务中几乎不存在主服务器,所有行为均发生在用户端和 Internet网络上。

完成新媒体业务的用户体验指标监测,需要从骨干网、接入网、ISP类型等Internet网络要素着手,综合用户终端环境和服务器性能指标分析综合实现。

只有通过从用户端的直接监控和管理才能真正把Web2.0网站的用户体验质量全面地反映出来,从而给网站的运营提供决策参照。

从本期开始,我们按网站的分类推出了四类排行榜:Gomez中国门户网站用户体验排行榜;Gomez中国搜索网站用户体验排行榜;Gomez中国新媒体网站用户体验排行榜;Gomez中国B2C网站用户体验排行榜。

行业类别的选取,主要是考虑该类别网站的热门程度,同时,选取新媒体类作为新兴Web2.0业务的一个代表。我们将会陆续推出更多的行业排行榜。网站运营商可以参考行业用户体验排行榜相对明确自己在本行业中的竞争位置,引导正确的用户体验投资,改进和提高网站自身的用户体验性能。每个行业类别中具体网站的选取,是综合参照中国互联网协会、艾瑞、 Alexa等多家网站提供的排名情况获得。

用户体验排行榜,是从用户体验角度选取响应时间、可靠性和稳定性三个指标进行的评测排名。搜索类网站测试的内容是一个搜索的操作流程,即打开主页和进行关键词搜索2个步骤。其他类别网站的测试内容是网站的首页。

测试是通过高明网络公司部署在北京、上海和广州的测试节点来进行,频率为每60分钟一次,测试结果为一个月数据的综合平均。最终排名是依据响应时间、可靠性和稳定性3个指标按 4:4:2的比例加权平均后获得。

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网站设计为什么要进行用户角色模型分析 (Internet User Role Model)

很多时候,我们精心设计了一个网站或者频道,推出后,却没有想象中很高的访问量,或者交易类网站的订单并没有增加。

我们在实际工作中也经常碰到这个问题,解决这个问题的办法之一就是建立用户角色模型。

建立用户角色模型在网站设计时至少有以下好处:

1 避免网站产品设计时候的主观影响,从用户角度考虑问题。
2 明确产品定位,更加清楚网站产品的受众是谁,抓住需要影响的用户。
3 避免UI设计时候的元素堆砌和减少不合理的行为路径,页面简洁而高效。
4 节约UI设计到页面设计所花费的时间,分离界面中的装饰性元素和功能性元素。

作为网站产品设计,要负责从创意到上线的整个过程,并且对产品运营有很大的指导性作用。用户角色模型是在产品需求这个环节进行的具体操作,但是其精神可以贯穿整个产品设计。

待续:
网站产品从无到有的基本流程,用户角色模型在产品生存周期中的位置和影响。

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更容易的购物体验

看这里报道:木的=moond{lab} » Blog Archive » “更容易的购物”体验:

了解可用性的朋友都已经熟知了它的可用与易用的基本条件,“如何让在线购物容易”这个概念驱使我们一起来讨论一下:
“怎么样的在线购物环境和条件才能带给用户“更容易的购物”体验呢? ”
怎么样的在线购物环境和条件才能带给用户“更容易的购物”体验呢?
好久没画图了,这次还是用图来开始自己的思路吧!

这里简单解释一下:我暂时所能想到的能让用户(或我自己)感觉轻松在线购物的几个条件或属性包括:
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以上为节选,详细内容点击链接到原文出查看。

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Iskold:iPhone里的物理学_网易科技

看到这里报道:Iskold:iPhone里的物理学_网易科技:

原译题:iPhone里的物理学

原作者: Alex Iskold 译者: cranewang (Blog) 原文链接 译文链接

上个星期我们写了一篇文章讲数字化的生活,重点讨论了模拟现实生活的数字体验。我们谈到像 Second Life 这样的游戏显得尤其吸引人是因为设计得很逼真。Second Life 里有跟现实世界一模一样的经济现象、地理布局乃至物理现象。上星期我们还写了另一篇文章讲 iPhone 为什么会成功,这一星期我们来从数字化生活的角度谈一下iPhone。

许多人都觉得 iPhone 在手持设备领域取得了很大成功,然而诸多特点中最有趣的一个可能是它利用和遵从了物理学的原理。苹果开发的软件经过不断地调整,现在能特别以假乱真地响应手的动作,按在手机上却能给你操作真实物体的印象。这些互动都是数字化的,而且所有事物都显得轻巧灵便,因为里面没有摩擦。

苹果的 iPhone 是将来许多用到我们所说的“数字物理学”的开端。这种特殊体验一方面来源于真实世界中的现象,另一方面又利用了软件的无穷力量。

什么是数字物理学?对玩游戏的人而言,想必数字物理学已经不是新概念了。不过在大多数人眼里,这还是一种新的体验。90年代古旧的 Windows 桌面非但没有给人酷似现实的体验,更是要求用户学习怎样用鼠标和键盘与电脑交流。苹果的新数字界面能够响应鼠标的点击动作,这在一定程度上改变了那种刻板的印象。而 iPhone 更是把类似的体验带到了全新的高度,现在用手就可以与电子信息互动了。

—-

以上为节选,详细内容点击链接到原文出查看。

我觉得,iphone如果能够成功,因为apple那么多年来始终关注人的感受,而windows的总设计师却关注电脑。

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