我们中的一些人只是在UI设计的软方面遇到了困难(尤其是我自己)。“后端编码器”注定只设计业务逻辑和数据层吗?我们是否可以做些什么来重新训练我们的大脑,使其更有效地设计出令人愉悦和有用的演示层?
同事们给我推荐了《网站设计》、《不要让我思考》、《为什么软件很糟糕》等几本书,但我想知道其他人在这方面做了什么来弥补他们的不足?
我们中的一些人只是在UI设计的软方面遇到了困难(尤其是我自己)。“后端编码器”注定只设计业务逻辑和数据层吗?我们是否可以做些什么来重新训练我们的大脑,使其更有效地设计出令人愉悦和有用的演示层?
同事们给我推荐了《网站设计》、《不要让我思考》、《为什么软件很糟糕》等几本书,但我想知道其他人在这方面做了什么来弥补他们的不足?
当前回答
用户界面不像一层薄薄的油漆,是事后才可以涂上去的。它需要从一开始就存在,并基于真正的研究。当然,有大量可用性研究可用。它不仅需要在一开始就存在,它还需要构成你制作软件的核心原因:世界上存在一些差距,一些问题,它需要变得更可用和更有效。
软件不是为了它自己而存在的。软件存在的原因是为了人们。这绝对是荒谬的,甚至试图提出一个新的软件的想法,而不理解为什么人们会需要它。然而,这种情况一直在发生。
在编写每一行代码之前,您应该先检查界面的纸质版本,并在真人身上进行测试。这有点奇怪和愚蠢,它最适合孩子们,有人扮演“电脑”。
界面需要利用我们自然的认知能力。穴居人会怎么使用你的程序?例如,我们已经进化到非常擅长追踪移动的物体。这就是为什么使用物理模拟的界面,比如iphone,比即时发生变化的界面效果更好。
We are good at certain kinds of abstraction, but not others. As programmers, we're trained to do mental gymnastics and backflips to understand some of the weirdest abstractions. For instance, we understand that a sequence of arcane text can represent and be translated into a pattern of electromagnetic state on a metal platter, which when encountered by a carefully designed device, leads to a sequence of invisible events that occur at lightspeed on an electronic circuit, and these events can be directed to produce a useful outcome. This is an incredibly unnatural thing to have to understand. Understand that while it's got a perfectly rational explanation to us, to the outside world, it looks like we're writing incomprehensible incantations to summon invisible sentient spirits to do our bidding.
普通人能理解的抽象概念包括地图、图表和符号。小心符号,因为符号是一种非常脆弱的人类概念,需要有意识的精神努力来解码,直到学会符号。
The trick with symbols is that there has to be a clear relationship between the symbol, and the thing it represents. The thing it represents either has to be a noun, in which case the symbol should look VERY MUCH like the thing it represents. If a symbol is representing a more abstract concept, that has to be explained IN ADVANCE. See the inscrutable unlabled icons in msword's, or photoshop's toolbar, and the abstract concepts they represent. It has to be LEARNED that the crop tool icon in photoshop means CROP TOOL. it has to be understood what CROP even means. These are prerequisites to correctly using that software. Which brings up an important point, beware of ASSUMED knowledge.
我们大约在4岁左右才能获得理解地图的能力。我记得我曾经在什么地方读到过,黑猩猩在六七岁左右获得了理解地图的能力。
The reason that guis have been so successful to begin with, is that they changed a landscape of mostly textual interfaces to computers, to something that mapped the computer concepts to something that resembled a physical place. Where guis fail in terms of usability, is where they stop resembling something you'd see in real life. There are invisible, unpredictable, incomprehensible things that happen in a computer that bare no resemblance to anything you'd ever see in the physical world. Some of this is necessary, since there'd be no point in just making a reality simulator- The idea is to save work, so there has to be a bit of magic. But that magic has to make sense, and be grounded in an abstraction that human beings are well adapted to understanding. It's when our abstractions start getting deep, and layered, and mismatched with the task at hand that things break down. In other words, the interface doesn't function as a good map for the underlying software.
有很多书。我读过的两本,因此可以推荐给你,一本是唐纳德·诺曼的《日常事物的设计》,另一本是杰夫·拉斯金的《人机界面》。
I also reccomend a course in psychology. "The Design of Every day Things" talks about this a bit. A lot of interfaces break down because of a developer's "folk understanding" of psychology. This is similar to "folk physics". An object in motion stays in motion doesn't make any sense to most people. "You have to keep pushing it to keep it in motion!" thinks the physics novice. User testing doesn't make sense to most developers. "You can just ask the users what they want, and that should be good enough!" thinks the psychology novice.
我推荐菲利普·津巴多主持的PBS系列纪录片《发现心理学》。如果做不到,那就找一本好的物理教科书。贵的那种。不是你在Borders书店里找到的低级小说自助废话,而是你只能在大学图书馆里找到的厚精装书。这是一个必要的基础。没有它,你也可以做出好的设计,但你只能凭直觉理解正在发生的事情。读一些好书会给你一个好的视角。
其他回答
为你的母亲设计。
用户体验设计和软件开发绝不是相互排斥的技能。相反,它们都需要常识和逻辑,注重细节,能够看到大局。所以,如果你是一名优秀的开发人员,你就有机会成为一名优秀的UX设计师!
它们看起来可能是相互排斥的,因为许多开发人员没有UX设计经验,反之亦然。此外,如果你在考虑用户体验设计之前就开始考虑架构、框架或语言,这可能会把你引向错误的方向。
用户界面不像一层薄薄的油漆,是事后才可以涂上去的。它需要从一开始就存在,并基于真正的研究。当然,有大量可用性研究可用。它不仅需要在一开始就存在,它还需要构成你制作软件的核心原因:世界上存在一些差距,一些问题,它需要变得更可用和更有效。
软件不是为了它自己而存在的。软件存在的原因是为了人们。这绝对是荒谬的,甚至试图提出一个新的软件的想法,而不理解为什么人们会需要它。然而,这种情况一直在发生。
在编写每一行代码之前,您应该先检查界面的纸质版本,并在真人身上进行测试。这有点奇怪和愚蠢,它最适合孩子们,有人扮演“电脑”。
界面需要利用我们自然的认知能力。穴居人会怎么使用你的程序?例如,我们已经进化到非常擅长追踪移动的物体。这就是为什么使用物理模拟的界面,比如iphone,比即时发生变化的界面效果更好。
We are good at certain kinds of abstraction, but not others. As programmers, we're trained to do mental gymnastics and backflips to understand some of the weirdest abstractions. For instance, we understand that a sequence of arcane text can represent and be translated into a pattern of electromagnetic state on a metal platter, which when encountered by a carefully designed device, leads to a sequence of invisible events that occur at lightspeed on an electronic circuit, and these events can be directed to produce a useful outcome. This is an incredibly unnatural thing to have to understand. Understand that while it's got a perfectly rational explanation to us, to the outside world, it looks like we're writing incomprehensible incantations to summon invisible sentient spirits to do our bidding.
普通人能理解的抽象概念包括地图、图表和符号。小心符号,因为符号是一种非常脆弱的人类概念,需要有意识的精神努力来解码,直到学会符号。
The trick with symbols is that there has to be a clear relationship between the symbol, and the thing it represents. The thing it represents either has to be a noun, in which case the symbol should look VERY MUCH like the thing it represents. If a symbol is representing a more abstract concept, that has to be explained IN ADVANCE. See the inscrutable unlabled icons in msword's, or photoshop's toolbar, and the abstract concepts they represent. It has to be LEARNED that the crop tool icon in photoshop means CROP TOOL. it has to be understood what CROP even means. These are prerequisites to correctly using that software. Which brings up an important point, beware of ASSUMED knowledge.
我们大约在4岁左右才能获得理解地图的能力。我记得我曾经在什么地方读到过,黑猩猩在六七岁左右获得了理解地图的能力。
The reason that guis have been so successful to begin with, is that they changed a landscape of mostly textual interfaces to computers, to something that mapped the computer concepts to something that resembled a physical place. Where guis fail in terms of usability, is where they stop resembling something you'd see in real life. There are invisible, unpredictable, incomprehensible things that happen in a computer that bare no resemblance to anything you'd ever see in the physical world. Some of this is necessary, since there'd be no point in just making a reality simulator- The idea is to save work, so there has to be a bit of magic. But that magic has to make sense, and be grounded in an abstraction that human beings are well adapted to understanding. It's when our abstractions start getting deep, and layered, and mismatched with the task at hand that things break down. In other words, the interface doesn't function as a good map for the underlying software.
有很多书。我读过的两本,因此可以推荐给你,一本是唐纳德·诺曼的《日常事物的设计》,另一本是杰夫·拉斯金的《人机界面》。
I also reccomend a course in psychology. "The Design of Every day Things" talks about this a bit. A lot of interfaces break down because of a developer's "folk understanding" of psychology. This is similar to "folk physics". An object in motion stays in motion doesn't make any sense to most people. "You have to keep pushing it to keep it in motion!" thinks the physics novice. User testing doesn't make sense to most developers. "You can just ask the users what they want, and that should be good enough!" thinks the psychology novice.
我推荐菲利普·津巴多主持的PBS系列纪录片《发现心理学》。如果做不到,那就找一本好的物理教科书。贵的那种。不是你在Borders书店里找到的低级小说自助废话,而是你只能在大学图书馆里找到的厚精装书。这是一个必要的基础。没有它,你也可以做出好的设计,但你只能凭直觉理解正在发生的事情。读一些好书会给你一个好的视角。
我认为他们的技能非常不同。优秀的设计师了解人类行为、颜色和字体的心理等。我认为这就像同时做营销人员和开发人员一样。非常有挑战性,但也不是不可能。
我会试着找一些用户界面专家,看看他们的学习建议是什么。除非你设计的是像谷歌这样极简主义的东西,否则如果这是一个重要的项目,你最好雇佣那些研究过UI艺术的人。
也就是说,如果你正在设计一款非常实用的应用,我认为你可以试着专注于界面的简单性和清晰度——我认为这至少是谷歌成功(以及堆栈溢出)的一半关键——即它是直观的,使用起来很愉快。
登陆Slashdot,阅读任何与苹果有关的文章的评论。你会发现很多人都在谈论苹果的产品没有什么特别之处,把iPod和iPhone的成功归因于人们想要赶时髦。他们通常会浏览功能列表,并指出他们所做的一切都是早期MP3播放器或智能手机所没有的。
还有一些人喜欢iPod和iPhone,因为它们可以简单、轻松地满足用户的需求,而不需要参考使用手册。它的界面非常直观、容易记忆和发现。我对MacOSX的用户界面不像以前的版本那么喜欢,我认为它们已经放弃了一些有用的东西,而倾向于浮夸,但iPod和iPhone是卓越设计的例子。
If you are in the first camp, you don't think the way the average person does, and therefore you are likely to make bad user interfaces because you can't tell them from good ones. This doesn't mean you're hopeless, but rather that you have to explicitly learn good interface design principles, and how to recognize a good UI (much as somebody with Asperger's might need to learn social skills explicitly). Obviously, just having a sense of a good UI doesn't mean you can make one; my appreciation for literature, for example, doesn't seem to extend to the ability (currently) to write publishable stories.
所以,试着培养一种好的UI设计的感觉。这不仅仅延伸到软件领域。唐·诺曼的《日常事物的设计》是一本经典,还有其他的书。获取一些成功的UI设计的例子,并充分利用它们来感受其中的不同之处。认识到你可能不得不学习一种新的思考问题的方式,并享受它。