About face 3 /Cooper, Reimann & Cronin(2007)
Citation - Cooper, A., Reimann, R., & Cronin, D. (2007). About face 3: the essentials of interaction design. Indianapolis, IN: Wiley Pub.
- Cooper, A.、Reimann, R.與 Cronin, D.(2007)。About face 3 交互設計精隨(劉濤等 譯)。北京:電子工業出版社。
Keyword - HCI, UI, interaction design
Content
心理模型與實現模型 | Mental model & Implementation model
Role | Alan Cooper | Donald Norman |
---|---|---|
使用者(User) | 心理模型(Mental model)或概念模型(Concept model) | |
設計師(Designer) | 表現模型(Represented model) | 設計者模型(Designer model) |
(Design/Object/Software) | 實現模型(Implementation model) | 系統模型(System model) |
暫定的人物角色 Provisional persona
儘管我們應該盡可能在詳細的質性資料中建立人物角色,但若我們沒有足夠的時間、資源或金錢來作足夠的實際工作,可以採用暫定的人物角色(Provisional persona),Donald Norman 稱之為 ad hoc persona。
使用暫定角色:
- 標示他們是未經檢驗的暫定角色
- 使用草圖而非照片
- 盡可能利用既有次級資料,如市場調查研究。
- 紀錄使用的數據與做出的假設
- 避免以刻版印象(stereotype)建立角色
- 重點在於動機與行為,而不是人口統計資料
目標
Alan Cooper 對應 Donald Norman 在情感設計(Emotional design)一書中提出的三個認知處理層次(本能、行為、反思),建立三種使用者目標:
- 體驗目標
- 最終目標
- 人生目標
Design Principles 設計原則
- Interaction design is not guesswork.
- User interfaces should be based on user mental models rather than implementation models.
- Goal-directed interactions reflect user mental models.
- Users don't understand Boolean logic.
- Don't replicate Mechanical-Age artifacts in user interfaces without Information Age enhancements.
- Significant change must be significantly better.
- Nobody wants to remain a beginner.
- Optimize for intermediates.
- Imagine users as very intelligent but very busy.
- Don't make the user feel stupid.
- Focus the design for each interface on a single primary persona.
- Define whatthe product will do before you design howthe product will do it.
- In early stages of design, pretend the interface is magic.
- Never show a design approach that you're not happy with; stakeholders just might like it.
- There is only one user experience - form and behavior must be designed in concert with each other.
- Decisions about technical platform are best made in concert with interaction design efforts.
- Optimize sovereign applications for full-screen use.
- Sovereign interfaces should feature a conservative visual style.
- Sovereign applications should exploit rich input.
- Maximize document views within sovereign applications.
- Transient applications must be simple, clear, and to the point.
- Transient applications should be limited to a single window and view.
- A transient application should launch to its previous position and configuration.
- Kiosks should be optimized for first-time use.
- No matter how cool your interface is, less of it would be better.
- Well-orchestrated user interfaces are transparent.
- Follow users' mental models.
- Less is more.
- Enable users to direct, don't force them to discuss.
- Keep tools close at hand.
- Provide modeless feedback.
- Design for the probable; provide for the possible.
- Contextualize information.
- Provide direct manipulation and graphical input.
- Reflect object and application status.
- Avoid unnecessary reporting.
- Don't use dialogs to report normalcy.
- Avoid blank slates.
- Ask for forgiveness, not permission.
- Differentiate between command and configuration.
- Provide choices; don't ask questions.
- Hide the ejector seat levers.
- Optimize for responsiveness; accommodate latency.
- Eliminate excise wherever possible.
- Don't weld on training wheels.
- Don't stop the proceedings with idiocy.
- Don't make users ask for permission.
- Allow input wherever you have output.
- Inflect the interface for typical navigation.
- Users make commensurate effort if the rewards justify it.
- The computer does the work and the person does the thinking.
- Software should behave like a considerate human being.
- If it's worth the user entering, it's worth the application remembering.
- Most people would rather be successful than knowledgeable.
- All idioms must be learned; good idioms need to be learned only once.
- Never bend your interface to fit a metaphor.
- A visual interface is based on visual patterns.
- Visually distinguish elements that behave differently.
- Visually communicate function and behavior.
- Take things away until the design breaks, then put that last thing back in.
- Visually show what; textually tell which.
- Obey standards unless there is a truly superior alternative.
- Consistency doesn't imply rigidity.
- Managing disks and files is not a user goal.
- Save documents and settings automatically.
- Put files where users can find them.
- Disks are a hack, not a design feature.
- An error may not be your fault, but it's your responsibility.
- Audit, don't edit.
- Rich visual feedback is the key to successful direct manipulation.
- Support both mouse and keyboard use for navigation and selection tasks.
- Use cursor hinting to show the meanings of meta-keys.
- Single-click selects data or an object or changes the control state. “
- Mouse-down over an object or data should select the object or data.
- Mouse-down over controls means propose action; mouse-up means commit to action.
- Visually communicate pliancy.
- Use cursor hinting to indicate pliancy.
- The selection state should be visually evident and unambiguous.
- Drop candidates must visually indicate their receptivity.
- The drag cursor must visually identify the source object.
- Any scrollable drag-and-drop target must auto-scroll.
- Debounce all drags.
- Any program that demands precise alignment must offer a vernier.
- A dialog box is another room; have a good reason to go there.
- Provide functions in the window where they are used.
- The utility of any interaction idiom is context-dependent.
- A multitude of control-laden dialog boxes doth not a good user interface make.
- Use links for n”avigation, and buttons or butcons for action.
- Distinguish important text items in lists with graphic icons.
- Never scroll text horizontally.
- Use bounded controls for bounded input.
- Use noneditable (display) controls for output-only text.
- Use menus to provide a pedagogic vector.
- Disable menu items when they are not applicable.
- Use consistent visual symbols on parallel command vectors.
- Toolbars provide experienced users fast access to frequently used functions.
- Use ToolTips with all toolbar and iconic controls.
- Put primary interactions in the primary window.
- Dialogs are appropriate for functions that are out of the main interaction flow.
- Dialogs are appropriate for organizing controls and information about a single domain object or application function.
- Use verbs in function dialog title bars.
- Use object names in property dialog title bars.
- Visually differentiate modeless dialogs from modal dialogs.
- Use consistent terminating commands for modeless dialog boxes.
- Don't dynamically change the labels of terminating buttons.
- Inform the user when the application is unresponsive.
- Never use transitory dialogs as error messages or confirmations.
- All interaction idioms have practical limits.
- Don't stack tabs.
- Error message boxes stop the proceedings with idiocy and should be avoided.
- Make errors impossible.
- Users get humiliated when software tells them they failed.
- Do, don't ask.
- Make all actions reversible.
- Provide modeless feedback to help users avoid mistakes.
- Offer shortcuts from the Help menu.
- Offer users a gallery of ready-to-use templates.
Note
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