狗熊简评
这是一本非常实用且简单的书,如果你是从事互联网交互设计或是用户体验设计工作的话,这本书里至少可以有几十个原则可以马上帮你改进现有的工作流程和思路,比如“手机屏幕一行大约就是五个手指并排的尺寸”。作者Will Grant是从事UX设计多年的老鸟,也是Web app的信徒,所以书里的原则,大多以web app为基础,但也同样适用于native app的开发设计。作者 Will Grant 也和我连线了一期播客,具体聊了他在UX设计领域的思考与见解,请大家在我的播客“狗熊有话说”里收听。
101 UX Principles is a book that you can improve your UX design immediately after reading it. It lists a lot of common mistakes designers need to avoid. I enjoyed reading this book and found something I can improve in my design workflow. Ex. Thinking of a user's mental model when the design is a very helpful and productive way. Cons: the priority is not very clear because of the structure, and if you want to learn more about specific principles mentioned in the book, you need to some research after reading.
Will Grant 是英国一位从事用户体验设计 20 年的老鸟,创过业,写过书,还在用户设计界最顶尖的机构 Nielsen Norman Group 学习过,有着丰富的实战与理论经验。我在阅读了他的著作《101 UX Principles》(101条用户体验原则)之后,发表了一些关于阅读后的感受,于是我们就认识了。在这期播客里,Will Grant 将和大家分享他在用户体验设计方面的诸多经验。比如“设计师最重要的能力,是共情能力”,“心理模型是影响用户体验的关键”。听起来就很高大上吧?
Will Grant, a 20-year experienced UX designer, shared his insights and story about UX design in BearTalk podcast. He listed heaps of common mistakes that a designer should avoid in his book 101 UX Principles, which are much helpful for me to improve my designing skill. How important empathy is for a UX designer? And how to work with marketing / developing guys in the team? You'll find the answer in this episode.
Books recon for UX designers:
* The Design of Everyday Things by Don Norman
* Don't make me think by Steve Krug
* Hooked: How to Build Habit-Forming Products by Nir Eyal
* Inspired: How To Create Products Customers Love by Marty Cogan
* and of course, 101 UX Principles by Will Grant
优点
缺点
可以把这本书看作是一本博客文章合集,就我的感受,只要从中学到3条原则,能够真实地改善你对于用户体验设计的流程和技巧的话,就够啦。
重点
本书介绍
Learn from the opinions of a UX expert, evaluate your own design principles and avoid common mistakes.
Key Features Hear insights from an author who was trained by the Nielsen Norman Group Browse over 20 years of collected user experience insights Accept or reject 101 thought-provoking opinions on design. Challenge your own ideas on user experience.
作者简介
Will Grant is a British UI/UX expert and graduate of Birmingham City University, where he studied
human computer
interaction and usable design. Following his degree, he trained with Jakob Nielsen and Bruce Tognazzini.
Will has been building intuitive usable software products since the birth of the consumer web over 20 years ago, through to the present day, where Will's work has reached more than a billion users. He is co-founder and design lead at UX-focused analytics tool Prodlytic.
摘记
Empathy and objectivity are the primary skills you must possess to be good at UX.
You need empathy to understand your users' needs, goals and frustrations. You need objectivity to look at your product with fresh eyes, spot the flaws and fix them.
Only amateurs call typefaces "fonts", you know? "Proper" design professionals call them "typefaces"
Use two typefaces maximum
In most cases, using system-native fonts makes pages appear more quickly, and the type look sharper and more readable.
Headline
that tells you something Subtitle that adds context and poses more questions
Use at least two, but no more than three, type sizes
Body copy in 16px, with a 1.5 line height and "auto" or "default" character spacing, is usually a safe bet and a good default for the vast majority of your users.
If the user needs to perform an additional action, show an ellipsis
The human visual system is tuned to see depth, and by removing the illusion of depth from your UI, you remove a whole layer of information for the user.
Make buttons look like buttons
Back in 2008, Loren Brichter made a Twitter app called Tweetie, with a unique pull-to-refresh interaction.
Slider controls should never be used for setting specific numeric values.
Numeric input controls should be used for setting specific numeric values
From a UI perspective, a nice pattern is to include the UNDO control on a banner (or toast) that appears after an action.
"seven, plus or minus two."
Try to think about how the visual metaphors you use will work for different age groups, cultures and languages.
There are many large searchable directories of icons online (some of them are royalty-free, like my
favorite
at the
momet
, called The Noun Project, (https:// thenounproject.com/))
Icons are supposed to be simple pictures that depict a concept.
It's a good general rule across the board to not interfere with standard system
behaviors
(copy, paste, find, zoom, right-click, and so on), as they are all basic interactions that the user will have grown accustomed to over years of working with various devices.
good luck writing the JavaScript to validate them—there are too many edge cases.
introducing placeholders to reserve space for slow-loading elements, preventing the page from moving as it loads.
The forgot password flow of an app is—certainly from metrics I've seen—a very well-used feature.
The first rule of Form Club is: don't ask for more information than you need.
Validation on a form means showing the user visual feedback that there's a problem with some of the information they've painstakingly entered. Validate data entered into a field as soon as possible, when the user moves to the next field, so you know they're done typing in the current one.
Your product is there to serve the user, not to make life convenient for your internal development team.
I hate using the phone. The "Phone" app is my least
favorite
app on my phone (I've tried deleting it but it won't let me).
1.4.3 Contrast (Minimum): The visual presentation of text and images of text has a contrast ratio of at least 4.5: 1.
The best way to approach this is to use
color
to convey additional information, and not just use
color
alone. This
As with most adjustments for accessibility, responsive content creates a better experience for all users, regardless of ability.
As a guide, your smartphone screen is (roughly) five fingers wide and 10 fingers high, so that's about the limit of the controls that can be comfortably used on such a display.
Most users will approach your product with an incomplete (or non-existent) conceptual model of how it functions. You need to expose some of this to the user, so they can understand how to use the product.
Products are useful for what they let users do.
Google had no "brand" to speak of, a pretty ugly logo, and no real corporate vision or mission statement. Google did have a killer feature: better search result relevance than all the competitors, which made it the winner.
The point of this principle is to ask you to think about users' mental models of your products and how you store their information.
The expression "show, don't tell" comes from screenwriting and fiction.
showing users how to use your product is always better than telling them.
I've witnessed this with my own eyes—users simply don't read
onscreen
text.
Nobody alive today has ever "logged in" in the real world. The term comes from the ship's log, where the sailor would log in their times and the distance travelled that day.
For reasons of familiarity, always use "sign in" and "sign out" in your product consistently: they relate back to the real world. Unless
Now, because the active voice is more direct, it requires fewer mental steps for the user to "unpack" the meaning. In UX, this translates into interfaces that can be used and understood faster.
Your satisfaction comes not from reinventing the wheel but from giving the user a wheel that they already know how to use. This will give them the tools to get their jobs done and improve their life just a little bit.
Decide whether interactions should be obvious, easy, or possible
None of your users
care
about your brand. They care about what your product or service lets them do.
Brands are bullshit, so focus on the UX and the experience becomes the brand.
Each time you get a notification, you feel happy—your brain releases a little bit of dopamine. So, you wait a little while and you check your phone again, hoping for the same result and reinforcing the addictive
behavior
loop.
that testing with as few as five users will uncover 85% of usability problems in a single test.
Strive for simplicity and clarity in every aspect of your work.
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