为什么ui框架设计成单线程_评估UI设计的备忘单
為什么ui框架設計成單線程
Whether you’re evaluating your design proposals or giving feedback to a colleague during a design critique or an informal conversation, you may find this actionable cheat sheet valuable. It’s quick to digest and its questions are intended to deconstruct a design and evaluate it thoroughly.
無論您是評估設計建議,還是在進行設計評論或非正式對話時向同事提供反饋,您都可能會發(fā)現(xiàn)此可行的備忘單很有價值。 它可以快速消化,其問題旨在解構設計并進行徹底評估。
The cheat sheet is based on established design principles and in my experience in design critiques. I created it to help me assess my own designs but you can also find it useful to help you guide part of your design process.
備忘單基于既定的設計原則和我在設計評論方面的經驗。 我創(chuàng)建它是為了幫助我評估自己的設計,但您也可以發(fā)現(xiàn)它對幫助您指導設計過程的一部分很有用。
解構設計 (Deconstructing designs)
Design feedback can be quite generic or focused on a specif lens (Information architecture, UI, etc). However, ideally, you will deconstruct a design by adopting each of the ‘lenses’ presented bellow. You’ll adopt one at a time and question the design from that perspective and then do the same for the others. Those lenses are closely intertwined so at the end, you should have come up with a thorough analysis of the design as an all.
設計反饋可以是非常通用的,也可以專注于特定的鏡頭(信息體系結構,UI等)。 但是,理想情況下,您將采用下面介紹的每個“鏡頭”來解構設計。 您將一次采用一個,并從該角度質疑設計,然后對其他人進行相同的操作。 這些鏡頭緊密地交織在一起,因此,最后,您應該對整個設計進行徹底的分析。
Problem space
問題空間
Information Architecture
信息架構
UI Design
UI設計
Design patterns
設計模式
1.問題空間 (1. Problem Space)
To design is to solve problems. Its essence lies in digging deep in user needs and business goals to come up with creative solutions that provide utility and delight. To solve a problem we first need to fully understand it and maintain a clear vision of it during the design process.
設計就是解決問題。 其本質在于深入挖掘用戶需求和業(yè)務目標,以提供具有實用性和愉悅性的創(chuàng)新解決方案。 為了解決問題,我們首先需要在設計過程中充分理解并保持清晰的視野。
我們知道嗎…: (Do we know…:)
the problem that we’re trying to solve?
我們要解決的問題?
the users (their needs, goals, limitations and context of use?)
用戶(他們的需求,目標,局限性和使用環(huán)境?)
the constraints of the project?
項目的約束?
2.信息架構 (2. Information Architecture)
Each element on the page has to be positioned, styled, sized, or otherwise distinguished in accordance with its specific importance.
頁面上的每個元素都必須根據(jù)其特定重要性進行定位,樣式設置,大小調整或以其他方式區(qū)分。
Ask yourself:
問你自己:
Considering the users and business goals previously identified, what are the most important things to solve in this design problem? (simply identify ing them will help you on the next questions)
考慮到先前確定的用戶和業(yè)務目標,在此設計問題中要解決的最重要的事情是什么? (簡單地確定它們會在接下來的問題中為您提供幫助)
Does the visual hierarchy of the different elements on the screen reflect those goals? (Efficacy)
屏幕上不同元素的視覺層次結構是否反映了這些目標? (功效)
Hierarchy is conveyed by contrast between elements
通過元素之間的對比傳達層次結構
Is the contrast between elements conveyed in the most efficient way by making good use of colour, size, position, style, actionable elements (Efficiency)
通過充分利用顏色,大小,位置,樣式,可操作元素 (效率) 以最有效的方式傳達元素之間的對比
Does the way elements are positioned (in relation to each other) encourage a sense of relation between them? Does that perceived relation reflect the real logic relation those elements have? (Law of Proximity: Objects that are near, or proximate to each other, tend to be grouped together)
元素的放置方式(相對于彼此)是否促進了它們之間的聯(lián)系感? 這種感知的關系是否反映了這些元素具有的真實邏輯關系? ( 鄰近法則 :彼此靠近或接近的物體往往會組合在一起)
3. UI設計 (3. UI Design)
Ask yourself:
問你自己:
Are elements that are logically connected also visually connected? Does the opposite happen? Visual cues that connect elements together can be a common background between elements (borders, lines, colour background -> Law of Common Region) or through the use of the same shapes, colours or size (Gestalt principle of similarity)
邏輯上相連的元素是否也在視覺上相連? 會發(fā)生相反的情況嗎? 將元素連接在一起的視覺提示可以是元素之間的共同背景(邊界,線條,顏色背景-> 共同區(qū)域法則 ),也可以是使用相同形狀,顏色或大小的相似背景 ( 相似的格式塔原理 )
Does the UI guide the attention of the user to where he/she’s trying to go? Is the design simple (does it not contain excessive colours, imagery, design flourishes, or layouts that don’t add value?) but at the same time clear (makes use of visual cues to direct the user towards his/hers goal)?
UI是否將用戶的注意力引導到他/她試圖去的地方? 設計是否簡單 (不包含過多的色彩,圖像,設計繁榮或沒有增加價值的布局?) 但同時又清晰 (利用視覺提示將用戶引向其目標) ?
Are the key actions and important information visually distinctive from the rest? (Isolation effect)
關鍵行動和重要信息在外觀上是否與眾不同? ( 隔離效果 )
What is the minimum amount of UI that will allow the content to be found and effectively communicate to the user? (Occam’s Razor principle)
可以找到內容并有效地與用戶進行通信的UI的最小數(shù)量是多少? ( 奧卡姆剃刀原理 )
Is the design aesthetically pleasing? Aesthetically refined design tends to increase users’ tolerance to minor usability issues (Aesthetic Usability Effect)
設計美觀嗎? 美觀的設計傾向于提高用戶對較小可用性問題的容忍度 ( 審美可用性效應 )
4.設計模式 (4. Design Patterns)
Making use of patterns means using solutions that are already ‘known’ to be effective in solving a particular problem. The likelihood of success is higher. — see Jakob’s law
利用模式意味著使用已經“已知”的解決方案可以有效解決特定問題。 成功的可能性更高。 —參見雅各布定律
Ask yourself:
問你自己:
What are the components you see in the design (menus, search, text fields, dividers)? What are the common patterns for them? (check Material Design guidelines, Mobbin.design, etc to identify established patterns)
您在設計中看到哪些組件(菜單,搜索,文本字段,分隔線)? 常見的模式有哪些? (檢查“ 材料設計準則” ,“ Mobbin.design等”以標識已建立的模式)
There are many design patterns established by the industry, you can check my list of favourite ones in an upcoming Medium post.
業(yè)界建立了許多設計模式,您可以在即將發(fā)布的“ Medium”帖子中查看我最喜歡的設計列表。
This cheat sheet is a work in progress where I’m constantly adding new things and refining them.
該備忘單是一個正在進行中的工作,在這里我會不斷添加新事物并對其進行完善。
👋 Let’s be friends! Connect with me on LinkedIn and follow me on Medium for more Design-related articles!
be 讓我們成為朋友! 在LinkedIn上與我聯(lián)系,并在Medium上關注我,以獲取更多與設計有關的文章!
翻譯自: https://uxdesign.cc/how-to-evaluate-designs-cheat-sheet-for-design-critiques-and-your-own-designs-f339a2d0fa11
為什么ui框架設計成單線程
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