jakob slam_Jakob Nielsen针对用户界面设计的第二种可用性启发法
jakob slam
In the pursuit of providing great user experiences, it’s imperative that digital products are evaluated. A
為了提供出色的用戶體驗(yàn),必須對數(shù)字產(chǎn)品進(jìn)行評(píng)估。 一個(gè)
heuristic evaluation is essential to delivering great user experiences. In order to identify issues within a digital product, many usability experts adhere to 啟發(fā)式評(píng)估對于提供出色的用戶體驗(yàn)至關(guān)重要。 為了識(shí)別數(shù)字產(chǎn)品中的問題,許多可用性專家都遵循Jakob Nielsen’s 10 general principles for interaction design. This article will focus on the second one of these principles which is Match Between the System and the Real World. If you missed the first one, Jakob Nielsen的10個(gè)交互設(shè)計(jì)通用原則 。 本文將重點(diǎn)討論這些原則中的第二個(gè)原則,即系統(tǒng)與現(xiàn)實(shí)世界之間的匹配。 如果您錯(cuò)過了第一個(gè), click here.請單擊此處 。 www.merixstudio.comwww.merixstudio.comPrinciple #2: Match Between the System and the Real World
原則2:系統(tǒng)與現(xiàn)實(shí)世界之間的匹配
“Systems should speak the users’ language with familiar words, phrases, and concepts rather than system-oriented terms. Interfaces that follow real-world conventions and make information appear in a natural and logical order demonstrate empathy and acknowledgement for users.”
“系統(tǒng)應(yīng)該使用熟悉的單詞,短語和概念而不是面向系統(tǒng)的術(shù)語來講用戶的語言。 遵循現(xiàn)實(shí)世界慣例并使信息以自然和邏輯順序顯示的界面向用戶展示了同理心和認(rèn)可。”
A product’s design should use simple everyday language and recognizable elements because this is very reassuring to users. Specialized lingo and obscure icons alienate users and discourage their use of a product.
產(chǎn)品的設(shè)計(jì)應(yīng)使用簡單的日常用語和可識(shí)別的元素,因?yàn)檫@會(huì)使用戶放心。 專門的用語和晦澀的圖標(biāo)使用戶疏遠(yuǎn),并阻止他們使用產(chǎn)品。
Unless the product is aimed at a technical crowd, ideas should be communicated to the user using non-technical terms.
除非產(chǎn)品面向技術(shù)人群,否則應(yīng)使用非技術(shù)術(shù)語向用戶傳達(dá)想法。
plainlanguage.govplainlanguage.govSticking to more traditional wording on website navigation improves usability. Words and phrases that are already familiar to users instill a sense of understanding and confidence in a product. Jargon like spavings and blogroll on the Budgets are Sexy website, for example, can be confusing to the reader and should be avoided.
在網(wǎng)站導(dǎo)航上使用更傳統(tǒng)的措詞可以提高可用性。 用戶已經(jīng)熟悉的單詞和短語會(huì)灌輸對產(chǎn)品的理解和信心。 行話喜歡上了spavings和博客鏈接 預(yù)算是性感的網(wǎng)站,例如,可以迷惑讀者,應(yīng)該避免。
www.budgetsaresexy.comwww.budgetsaresexy.comVisual elements in design should also meet real world expectations. Users associate certain colors with specific meanings. For example the color red is typically associated with a warning or error; whereas, green is associated with passing, or correctness. The learning platform Canvas does not give the user a automatic and clear understanding that an assignment is complete. A checkmark is a positive indicator for this action; however, the color red makes the user second guess if the the assignment is complete as red creates a warning feeling. This could easily be resolved by changing the circled check mark to green instead which would give the user a feeling of confidence of completion.
設(shè)計(jì)中的視覺元素也應(yīng)符合現(xiàn)實(shí)世界的期望。 用戶將某些顏色與特定含義相關(guān)聯(lián)。 例如,紅色通常與警告或錯(cuò)誤相關(guān); 而綠色與通過或正確性相關(guān)。 學(xué)習(xí)平臺(tái)Canvas不能使用戶自動(dòng)而清楚地了解作業(yè)已完成。 復(fù)選標(biāo)記是此操作的積極指標(biāo); 但是,紅色使用戶第二次猜測分配是否完成,因?yàn)榧t色會(huì)產(chǎn)生警告感。 可以通過將帶圓圈的復(fù)選標(biāo)記更改為綠色來輕松解決此問題,這將使用戶有完成信心。
Canvas Student mobile appCanvas Student移動(dòng)應(yīng)用Users also create mental models or interpretations for the meaning or functionality of digital elements based on their past involvement with objects in their physical world. For example, popular icons like a phone, camera, or clock are easily identifiable and convey their purpose clearly to the user.
用戶還根據(jù)過去對物理世界中對象的參與,為數(shù)字元素的含義或功能創(chuàng)建思維模型或解釋。 例如,容易識(shí)別諸如電話,照相機(jī)或時(shí)鐘之類的流行圖標(biāo),并將其目的清楚地傳達(dá)給用戶。
Apple.comApple.comAs can be seen, when the second usability heuristic is applied to language, visuals, and interactive design elements, it helps to display empathy to the user and make them feel like they matter. This principle works by instilling feelings of familiarity and trust in a product. It facilitates a true Match Between the System and the Real World.
可以看出,將第二種可用性啟發(fā)式方法應(yīng)用于語言,視覺效果和交互式設(shè)計(jì)元素時(shí),它有助于向用戶顯示同理心并使他們覺得自己很重要。 該原理通過灌輸對產(chǎn)品的熟悉感和信任感而起作用。 它促進(jìn)了系統(tǒng)與現(xiàn)實(shí)世界之間的真正匹配。
Thanks for reading! I would love to hear your ideas and thoughts about this topic in the comments.
謝謝閱讀! 我很樂意在評(píng)論中聽到您對這個(gè)主題的想法和想法。
翻譯自: https://uxdesign.cc/jakob-nielsens-first-usability-heuristic-for-user-interface-design-d04323c6ab3a
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