ux设计中的各种地图_移动应用程序设计中的常见UX错误
ux設計中的各種地圖
Have you ever tried a new app, only to realize you have no idea how to use it?
您是否曾經嘗試過一個新的應用程序,卻發現自己不知道如何使用它?
Few things can transport a person from calm and happy, to frustrated and angry, quite the way modern technology can. All it takes is something not working, or not working the way we expect.
很少有什么東西可以像現代技術那樣,將一個人從鎮定,快樂,沮喪和憤怒轉移到一個人。 它所要做的只是無法正常工作,或者無法按照我們期望的方式工作。
Let’s go over seven common pain points in app design so you can make sure to address them on your next project.
讓我們討論一下應用程序設計中的七個常見痛點,以便您確保在下一個項目中解決它們。
沒有入職說明復雜的互動 (No onboarding explaining complicated interactions)
So your app is brilliantly using all these modern interactions like pinches, zooms, swipes, double taps, and what’s his name.
因此,您的應用程序出色地利用了所有這些現代的交互方式,例如捏,縮放,滑動,雙擊以及他的名字。
Nice.
真好
Have you actually tested if these are easily adopted by users?
您是否實際測試過這些是否容易被用戶采用?
It’s easy to become blind to these things and subconsciously assume that because you know where, how, and when to use these interactions, others will too.
容易對這些事情視而不見,并下意識地假設,因為您知道在何處,如何以及何時使用這些交互,其他人也會。
But they don’t have your knowledge. They haven’t been part of building the app. They don’t have the cheat sheet you have as a result of this.
但是他們沒有您的知識。 他們尚未參與構建應用程序。 因此,他們沒有備忘單。
Simple interactions like single clicks are so common they’re usually the first thing we try when using a new app. It’s the whole basis for how apps work on our smartphones. We can expect a user to try to tap on something they assume is an interaction point, but we can’t as readily expect them to swipe, double tap or pinch.
諸如單擊之類的簡單交互非常普遍,它們通常是我們在使用新應用時嘗試的第一件事。 這是應用程序如何在我們的智能手機上運行的全部基礎。 我們可以期望用戶嘗試點擊他們認為是交互點的內容,但是我們不能輕易期望他們滑動,雙擊或捏合。
If your app uses any interactions of a more complicated nature, consider explaining these (and let the user try them out) in an interactive onboarding session when opening your app for the first time.
如果您的應用使用了更復雜的交互,則在首次打開您的應用時,請考慮在交互式入職會話中解釋這些交互(并讓用戶試用)。
“If your app uses any interactions of a more complicated nature, consider explaining these”
“如果您的應用使用了更復雜性質的任何交互,請考慮對它們進行解釋”
(Hey, consider doing an interactive onboarding session even if your app uses only simple interactions. The better a user understands your app when trying it out, the more likely they are to use it a second time.)
(嘿,即使您的應用僅使用簡單的交互,也請考慮進行交互式的入職會話。用戶在試用該應用時對其了解的程度越高,他們第二次使用該應用的可能性就越大。)
交互點不清楚 (Unclear interaction points)
Not everything can be a button. (Well, technically I guess it could be, but that’d be ugly and would make art directors and designers around the world cry, so please let’s not try that.)
并非所有事物都可以成為一個按鈕。 (嗯,從技術上講,我猜可能是這樣,但這太丑陋了,會使全世界的藝術總監和設計師哭泣,所以請不要嘗試。)
This means that sometimes, we have to create interaction points that aren’t as obvious, and this is where we risk taking a wrong turn. If you have text that is interactive, you need to separate it from any text that isn’t interactive, or your user will click on everything until their frustration reaches a boiling point and then you have a phone being thrown through a window.
這意味著有時我們必須創建不太明顯的交互點,這就是我們冒著錯誤走彎的風險。 如果您具有交互式文本,則需要將其與任何非交互式文本分開,否則您的用戶將單擊所有內容,直到他們的沮喪情緒達到沸點,然后您才將手機扔進窗戶。
Save your users from having to repair their windows — make any interactive elements stand out one way or another. Interactive text can be underlined, bold, italicized, or larger to show that it differs from text.
讓您的用戶不必修復窗戶,使任何交互式元素都以一種或另一種方式脫穎而出。 交互式文本可以帶下劃線,粗體,斜體或更大,以表明它與文本不同。
Make your interaction points stand out.
讓您的互動點脫穎而出。
缺乏互動反饋 (Lack of interaction feedback)
Letting buttons visually change between states can help the user to know that their action has worked.讓按鈕在狀態之間可視地改變可以幫助用戶知道他們的動作已經起作用。I don’t know about you, but there have been more times than I’d like to admit where I have pushed or clicked a button, sent a form, or something of similar nature without realizing that it had already started loading or even finished doing so.
我不認識你,但是有很多次我不愿承認我在哪里按下或單擊了按鈕,發送了表單或類似性質的東西,卻沒有意識到它已經開始加載甚至完成了這樣做。
Invisible loading and invisible results are frustrating and completely unnecessary. They can lead to annoyed users, multiple form emails sent, or other mistakes which can in turn lead to losing the same users, or your team having more work when dealing with cleaning up any duplicate entries or what have you.
無形的加載和無形的結果令人沮喪,并且完全沒有必要。 它們可能會導致用戶煩惱,發送多張表格電子郵件或其他錯誤,進而導致失去相同的用戶,或者您的團隊在清理任何重復的條目或您所擁有的內容時有更多工作要做。
Don’t let things load invisibly. If an action is performed, make sure you have a way of letting the user know that it has worked. If it takes a few seconds before finishing, see that the user knows that it’s in fact loading. You (hopefully) wouldn’t stare silently and expressionless when being given info from your colleague. Don’t create the same lack of interaction between your user and your app.
不要讓事情看不見。 如果執行了一項操作,請確保您有一種讓用戶知道它已經起作用的方法。 如果需要幾秒鐘才能完成,請查看用戶是否知道它實際上正在加載。 從同事那里得到信息時,您(希望)不會沉默無表情地凝視。 不要在用戶和應用之間造成同樣的交互不足。
互動點太近 (Interaction points too close in proximity)
Space between two interaction points can help users to avoid clicking the wrong one.兩個交互點之間的空間可以幫助用戶避免單擊錯誤的交互點。You might have perfectly sized fingers for app interaction, always hitting the exact button you aim for, but not all of us do.
您可能擁有適合應用程序交互的大小合適的手指,總是按您要瞄準的確切按鈕,但并非所有人都能做到。
(Some of us, not naming any names here, but it’s me, might be chronically unable to hit the right button on some apps. But this article isn’t about my shortcomings as a human.)
(我們中的一些人,雖然沒有在這里命名,但是是我,可能長期無法在某些應用程序上按下正確的按鈕。但是,本文并不是關于我作為人類的缺點。)
Placing interaction points right next to each other can make the user experience more complicated than it needs to be. Give enough space between interaction points to help your user to hit what they’re aiming for. It’s an easy thing to work into the design, and you’ll avoid unnecessary user frustration.
將交互點緊挨著放置會使用戶體驗比需要的更加復雜。 在互動點之間留出足夠的空間,以幫助您的用戶實現他們的目標。 這是一件容易的事,并且可以避免不必要的用戶煩惱。
熱點太小而無法準確擊中 (Hot spots too small to hit accurately)
Making the interactive area slightly larger than the visual point can be helpful for users.使交互區域略大于視覺點可能對用戶有所幫助。Related to the point above, it’s not uncommon to come across apps that have made interaction points to be exactly as large or small as the visual point is. This can work for normal or large items, but when it’s a smaller item, you might need to consider making the actual interaction point larger than the item itself.
與上述要點相關,遇到交互點與視點一樣大或很小的應用程序并不少見。 這可以用于普通或大型項目,但是當它較小時,您可能需要考慮使實際的交互點大于項目本身。
If you have an interaction point in the shape of a word, consider making the interactive area slightly larger so it still works when a user taps just slightly off too.
如果您有一個單詞形的交互點,請考慮使交互區域稍大一些,這樣當用戶稍微輕按一下時,交互區域仍然可以使用。
It’s a lot better than having users tapping repeatedly.
這比讓用戶反復輕按要好得多。
邊距不夠寬 (Not wide enough margins)
Please don’t skimp on the margins. That’s simply bad design work, and it lowers the user experience.
請不要在邊際上跳過。 那簡直就是糟糕的設計工作,并且降低了用戶體驗。
With wide enough margins, your content, and any interaction points will be easily visible, usable, and visually pleasing. If you find yourself considering narrowing the margins to make things fit, instead take another look at what you’re trying to fit in. Can you move things around, place something on another screen, in a menu, or something else?
具有足夠寬的邊距,您的內容和任何交互點將很容易看到,可用和視覺愉悅。 如果您發現自己正在考慮縮小邊距以使東西合適,則換個角度看一下您要放入的東西。您可以四處移動東西,在另一個屏幕上放置內容,在菜單中放置其他內容嗎?
Less is usually more in design, so if you find things too cramped it’s better to remove content than margins.
設計越少通常越多,因此,如果您發現事情太局促,最好刪除內容而不是邊距。
設計看起來不錯,效果不好 (A design made to look good, not work well)
This ties into the previous mistake with margins. Have you ever noticed how some apps aren’t built to be used with one hand despite there being no real reason to use two hands? Buttons, menus placed so they’re hard to reach in the top and bottom corners.
這與先前的錯誤與邊距相關。 您是否曾經注意到,盡管沒有真正的理由要使用兩只手,但有些應用程序不是為單手使用而設計的? 放置了按鈕和菜單,因此很難在上下角找到它們。
If your app doesn’t need two hands, try to design your interaction points within the area that is hard to reach with a one-hand grip. You can imagine the area to be roughly the shape of a large egg, with the corners being the hardest to reach.
如果您的應用不需要兩只手,請嘗試在單手握把難以到達的區域內設計交互點。 您可以想象該區域大約是一個大雞蛋的形狀,而拐角最難到達。
Sometimes we need to use the corners, but not always. Don’t design like everyone else unless that is the right choice. Design for what works best for your app.
有時我們需要利用角落,但并非總是如此。 除非那是正確的選擇,否則不要像其他任何人一樣進行設計。 設計最適合您的應用的軟件。
In most app designs, avoiding these mistakes should be easily done, and you will be better off. And so will your users.
在大多數應用程序設計中,避免這些錯誤應該很容易做到,您的狀況會更好。 您的用戶也是如此。
Marcus Christiansen is a writer, teacher, and constant student of creative fields. He has a background in UX, design, copy, and product development. You can find him on Twitter and LinkedIn.
馬庫斯·克里斯蒂安森 ( Marcus Christiansen) 是創意領域的作家,老師和不變的學生。 他具有UX,設計,復制和產品開發的背景。 您可以在 Twitter 和 LinkedIn 上找到他 。
Originally published at https://marcuschristiansen.com on August 4, 2020.
最初于 2020年8月4日 在 https://marcuschristiansen.com 上 發布 。
UX Para Minas Pretas (UX For Black Women), a Brazilian organization focused on promoting equity of Black women in the tech industry through initiatives of action, empowerment, and knowledge sharing. Silence against systemic racism is not an option. Build the design community you believe in.UX Para Minas Pretas (UX For Black Women),這是一個巴西組織,致力于通過采取行動,賦權和知識共享的舉措來促進科技行業中的黑人女性平等。 對系統性種族主義保持沉默是不可行的。 建立您相信的設計社區。翻譯自: https://uxdesign.cc/ux-mistakes-in-mobile-app-designs-3010f2b047db
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