`

Human Interface Principles

阅读更多
http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/Principles/Principles.html


Human Interface Principles

A great user interface follows human interface design principles that are based on the way people—users—think and work, not on the capabilities of the device. A user interface that is unattractive, convoluted, or illogical can make even a great application seem like a chore to use. But a beautiful, intuitive, compelling user interface enhances an application’s functionality and inspires a positive emotional attachment in users.
Aesthetic Integrity

Aesthetic integrity is not a measure of how beautiful an application is. It’s a measure of how well the appearance of the app integrates with its function. For example, an app that enables a productive task generally keeps decorative elements subtle and in the background, while giving prominence to the task by providing standard controls and behaviors. Such an app gives users a clear, unified message about its purpose and its identity. If, on the other hand, the app enables the productive task within a UI that seems whimsical or frivolous, people might not know how to interpret these contradictory signals.

Similarly, in an app that encourages an immersive task, such as a game, users expect a beautiful appearance that promises fun and encourages discovery. Although people don’t expect to accomplish a serious or productive task in a game, they still expect the game’s appearance to integrate with the experience.
Consistency

Consistency in the interface allows people to transfer their knowledge and skills from one application to another. A consistent application is not a slavish copy of other applications. Rather, it is an application that takes advantage of the standards and paradigms people are comfortable with.

To determine whether an app follows the principle of consistency, think about these questions:

    *

      Is the application consistent with iOS standards? Does it use system-provided controls, views, and icons correctly? Does it incorporate device features in a reliable way?
    *

      Is the application consistent within itself? Does text use uniform terminology and style? Do the same icons always mean the same thing? Can people predict what will happen when they perform the same action in different places? Do custom UI elements look and behave the same throughout the app?
    *

      Within reason, is the application consistent with its earlier versions? Have the terms and meanings remained the same? Are the fundamental concepts essentially unchanged?

Direct Manipulation

When people directly manipulate onscreen objects instead of using separate controls to manipulate them, they're more engaged with the task and they more readily understand the results of their actions. iOS users enjoy a heightened sense of direct manipulation because of the Multi-Touch interface. Using gestures gives people a greater affinity for, and sense of control over, the objects they see onscreen, because they're able to touch them without using an intermediary, such as a mouse.

For example, instead of tapping zoom controls, people can use the pinch gestures to directly expand or contract an area of content. And in a game, players move and interact directly with onscreen objects. For example, a game might display a combination lock that users can spin to open.

In an iOS application, people can experience direct manipulation when they:

    *

      Rotate or otherwise move the device to affect onscreen objects
    *

      Use gestures to manipulate onscreen objects
    *

      Can see that their actions have immediate, visible results

Feedback

Feedback acknowledges people’s actions and assures them that processing is occurring. People expect immediate feedback when they operate a control, and they appreciate status updates during lengthy operations.

The built-in iOS applications respond to every user action with some perceptible change. For example, list items highlight briefly when people tap them. During operations that last more than a few seconds, a control shows elapsing progress, and if appropriate, the app displays an explanatory message.

Subtle animation can give people meaningful feedback that helps clarify the results of their actions. For example, lists can animate the addition of a new row to help people track the change visually.

Sound can also give people useful feedback. But sound shouldn’t be the primary or sole feedback mechanism because people may use their devices in places where they can’t hear or where they must turn off the sound.
Metaphors

When virtual objects and actions in an application are metaphors for objects and actions in the real world, users quickly grasp how to use the app. The classic example of a software metaphor is the folder: People put things in folders in the real world, so they immediately understand the idea of putting files into folders on a computer.

The most appropriate metaphors suggest a usage or experience without enforcing the limitations of the real-world object or action on which they’re based. For example, people can fill software folders with much more content than would fit in a physical folder.

iOS provides great scope for metaphors because it supports rich graphical images and gestures. People physically interact with realistic onscreen objects, in many cases operating them as if they were real-world objects. Metaphors in iOS include:

    *

      Tapping iPod playback controls
    *

      Dragging, flicking, or swiping objects in a game
    *

      Sliding On/Off switches
    *

      Flicking through pages of photos
    *

      Spinning picker wheels to make choices

In general, metaphors work best when they’re not stretched too far. For example, the usability of software folders would decrease if they had to be organized into a virtual filing cabinet.

User Control

People, not applications, should initiate and control actions. Although an application can suggest a course of action or warn about dangerous consequences, it’s usually a mistake for the app to take decision-making away from the user. The best apps find the correct balance between giving people the capabilities they need while helping them avoid dangerous outcomes.

Users feel more in control of an app when behaviors and controls are familiar and predictable. And, when actions are simple and straightforward, users can easily understand and remember them.

People expect to have ample opportunity to cancel an operation before it begins, and they expect to get a chance to confirm their intention to perform a potentially destructive action. Finally, people expect to be able to gracefully stop an operation that’s underway.
分享到:
评论

相关推荐

    iOS 人机交互指南(iOS Human Interface Guidelines)

    - **人机交互原则(Human Interface Principles)**:阐述了几个人机交互的核心原则,比如美学完整性、一致性、直接操作、反馈、隐喻和用户控制。 - **应用设计策略(App Design Strategies)**:提供了应用设计的...

    人机交互布莱金理工大学

    14) Some (10) heuristic principles for interface design 15) Steps in usability engineering 16) Some types/methods of evaluation 17) Steps in Experimental evaluation 18) Concepts such as: user-...

    计算机网络英文课件:Chapter2 Application Layer.ppt

    DNS is the directory service that translates human-readable domain names into IP addresses, enabling efficient and easy location of resources on the internet. It is a hierarchical naming system, ...

    基于卷积神经网络研究的应用

    (4) A user-friendly fire control computer fault prediction software is developed, featuring a human-computer interaction interface that streamlines the process of adding, deleting, and conducting ...

    Agile.Product.Development.epub

    and how to look beyond a shiny user interface to build a great product. Most importantly, this book will give you a shared framework for your product development team to collaborate effectively. ...

    网络复习资料PPT2

    DNS is a crucial component for translating human-readable domain names into IP addresses. The section details how DNS works, including its hierarchical structure and the process of resolving domain ...

    基于Java web的车辆管理系统的设计与实现文档.doc

    The requirement for a good human-machine interface is crucial to ensure ease of use. The permission management feature caters to the diverse user base, allowing different levels of access and control...

    计算机科学与技术专业主要课程.pdf

    27. 人机交互界面设计(Design of Human and Computer Interaction Interface):该课程着重于设计易于使用的用户界面,提高用户与计算机系统交互的效率。 28. Windows程序设计(Windows Windows Program Design)...

    基于MFC的图书管理系统设计与实现(5.28)_-_副本.docx )

    It not only consumes a great deal of human resources and financial resources but also increases the likelihood of information loss and errors. This thesis presents the design and implementation of a ...

    游戏编程精粹8--随书光盘源代码(part1/2)

    1.2 Principles and Practice of Screen Space Ambient Occlusion 12 1.3 Multi-Resolution Deferred Shading 32 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 39 1.5 Ambient Occlusion ...

    游戏编程精粹8--随书光盘源代码(part2/2)

    1.2 Principles and Practice of Screen Space Ambient Occlusion 12 1.3 Multi-Resolution Deferred Shading 32 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 39 1.5 Ambient Occlusion ...

    西门子FM354伺服电机定位模块(英文).pdf

    "Human-machine Interface"(人机界面)部分讲述了如何使用与FM354模块配合的人机界面来执行操作、监控和故障诊断。一个好的人机界面可以大大简化操作流程,提高系统的可操作性。 "Description of Functions"(功能...

    Problem Solving with C++ (7th edition)

    - **Introduction to the C++ Compiler**: Explanation of what a compiler does, how it translates human-readable code into machine code, and an overview of popular C++ compilers. - **Setting Up the ...

    Mobile HIG 2

    iOS Human Interface Guidelines(iOS 人机界面指导原则) #### UIDesignBasics(用户界面设计基础) 在iOS开发中,苹果强调了设计的重要性,尤其是在移动设备上,良好的设计能够显著提升用户体验。这一部分涵盖了...

    计算机网络第六版答案

    Requires some form of human interaction to spread. Classic example: E-mail viruses. b) Worms No user replication needed. Worm in infected host scans IP addresses and port numbers, looking for ...

Global site tag (gtag.js) - Google Analytics