Posted by : http://developer.aiwgame.com/mobile-phone-product-design-taboos.html
My Friend is Baidu P6 senior interaction designer, dressed in the UE leather PM, focus on mobile Internet, concerned about the mobile phone product design, and her great experience of mobile product design, this time she summed up the 15 “mobile phone product design taboo” very useful also valuable. Do mobile phone product design process, meet a lot of seemingly small and can easily be overlooked, it is these small problems, again deeply moved by the user’s patience, let your heart resentment. The friends of the business for no real combat, few pay attention on details, often encountered similar problems, stressed repeatedly, I feel better to write down and give new encourage each other.
1, did not click on the effect of
The general button there will be four states not clickable effect, you can click on the effect of focusing the state, press the state. If your button is in an unusable state, then it must be greyed out or remove the button, or else give users misleading.
2, the menu hierarchy is too deep
Menu items 5 to 7 is appropriate if there are two menu, it is necessary to note that a reasonable classification of the menu, you can not have too many levels of menu, otherwise difficult to predict, it is difficult to find, to find and return will be a lot of trouble .
3, the text length is not to be limited
Mobile phone interface is very small, high cost of land, one can only display the list of six to 10, a line can only display 10 to 16 words, the number of words in the title bar to 5 or less, the tab bar 2 to 3 an appropriate, then this text is too long, must define the approach, if you choose, usually truncate or RBI abbreviated; if it is content to read, you can wrap. But the most reasonable way to streamline the text, to shorten the length of the text.
4, the text ideographic unknown
Since the phone is the fragments of time, fragmentary reading, so the requirements of the intended nature of the text on the table in the mobile phone interface higher, more demanding, we must cast a glance in the user to instantly and accurately convey information. In addition to the the ideographic clear, requiring language to streamline, to avoid Hello repetitious; use the language of the user rather than the language of the program; product copy reflect product personality.
5,Interactive process branch too
Do interact, there must be a task flow concept through to the end user to complete a task using the software, interaction designers, in addition to concern the interface elements, to jump logical and interactive feedback, but also focus on user tasks, distinguish the main task and the secondary characters, a clear process to the main task of a barrier-free, do not give too many possible branch to interfere with the main flow.
6, the related options are far apart
Related options must have continuity in the operation, the phone screen looks to be much smaller than the computer screen, but the cost of mobile phone on the screen, but better than moving the mouse on the computer cost of a large, if the phone on the relevant election election from very far away, the user first, easy to get lost and can not find the next step, the second is the need to move the finger to the screen the other end to trigger action.
7, a load too much data
Traffic, power, speed and stability of the four fixed target of mobile phone products to enhance browsing speed and browsing experience, to ensure the stable performance of the application, if your application can not reasonably help the user to save traffic, electricity, do not talk about user experience. You can preload the cache, bulk load, dynamic refresh, server-side data compression to ensure the province, fast, stable basis of experience.
8,Button click range is smaller than it looks
We all know that the mobile side there is a magic number “44″, according to the distance of the index finger, the smallest touch distance 7mm thumb minimum tap 9mm, the design can be deduced from the smallest touch distance is 44 * 32 px. You can design a nice small icon, but to define the size of its touch, but can be done to enlarge deal with, but you do not design a silly icon, tap the range than the icons smaller, which would give users obvious misuse frustration.
9, the tab has no affiliation with the content
Tab with the content need to have a good linkage between general an interface has two labels is complicated enough, do not have three labels, four labels. Each tab has its own unique content, when the switch labels, followed by switching. The tab is to click the switch, the content part of the overall refresh tab if it is a sliding switch, content pages have to follow the sliding switch, do not be a point, a slip.
10, all operations are exposed
Interaction design of mobile phone products to experience reduced, hidden, additional process of the organization, do not attempt to what function, what operations are exposed to highlight the strong. You need all the features of the application all operations to be a priority setting, and those commonly used in 20% of the functionality on the interface position, the other 80% of operating on a secondary position, or reasonably classified organization hidden.
11, no empty data interface design.
The design is often idealized scenario, users have come, how we play. However, often when the application has just launched, there is no users, even when the application of a certain user base, the new incoming users to open applications, the application may still be a data state, and then clear or when a user The full data for these three cases, the user may encounter the empty data interface. Novice designers often without design, this time users will see a blank interface, lost their sense. Experience in practice is to provide an emotional interface, tell the user currently has no content; more to guide the sexual practice is to guide the user to perform operations.
12, the user guide of abuse
Last year predicted that the user guide will be flooding, obviously design department like nice boot interface tells the user the new features or hide the application, but not all applications, all of the features fancy boot. If the function is generic, non-focus module, do not need to boot; if it is a lightweight boot function to inform only; version of the update instructions, manual style guide can be used, but be concise.
13, no load in the state.
Mobile phone products need networking, you need to exchange data, will need to provide a load in the state, whether it is the the chrysanthemum turn Toast or dialog box, you need to develop a global definition, and to inform the loading mode (front loading) or non-modal (background loading). And to take into account the load time is too long, the network switch is not turned on, the network is disconnected, respectively, how to deal with.
14, logic of undefined Back
Do the design for the Android, it comes to hardware interaction, including the use of Back button, is a science, the Android official there are some guiding principles can learn, but the specific development when there was still a lot of special circumstances, such as a single instance of replacement, keyboard, and some intermediate state, this case, the Back may need to be defined, the return to a previous instance (it would need to become a multi-instance) or the return to the initial state (empty input content or restore the initial state).
15, no landscape mode design
Due to horizontal screen mode, the vertical space becomes particularly valuable, navigation bar, tab bar, the keyboard needs to be squashed sideways patterns must consider the adaptation of the simple tension or re-design, if your application is not suitable in the transverse screen mode, the shield sideways if your application includes the application widget needs to support the sideways mode (or even cross-screen machines with a sliding keyboard), you need to design programs. If it is the S60V5 this vertical high machines, or even need to be redesigned.
As interaction designer of mobile phone products, designed to circumvent the problem, improve product user experience, the experience into value, is the realm of what we are after. Contraindications of mobile phone design, I encountered a number of design issues, and welcome brightest master synergistic complement to the problems encountered by common and to avoid reinventing the wheel.
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