ben shneiderman’s eight golden rules of interface design

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研究主題Shneiderman’s Eight Golden Rules of Interface Design 課程:通用使用性研究 |黃子坤老師指導 學生:陳靜儀 May 11 th , 2016 圖片取自2016新書介紹官網

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Page 1: Ben Shneiderman’s Eight Golden Rules of Interface Design

研究主題:Shneiderman’s Eight Golden Rules of Interface Design 課程:通用使用性研究 |黃子坤老師指導 學生:陳靜儀 May 11th, 2016

圖片取自2016新書介紹官網

Page 2: Ben Shneiderman’s Eight Golden Rules of Interface Design

介面設計八個「黃金法則」

Page 3: Ben Shneiderman’s Eight Golden Rules of Interface Design

被引用12460次

Page 4: Ben Shneiderman’s Eight Golden Rules of Interface Design

出版了30年,6次重大改版

1986 1993 2003 2004 2009 April 30, 2016

Page 5: Ben Shneiderman’s Eight Golden Rules of Interface Design

19861983 1984 1990 19981996 20011992

1993 2003 2004 2009 April 30, 2016

強調人因並結合實際應用理論基礎的描述。

軟體互動介面定義了基本操作介面的元素。迭代設計,測試和評估。

WWW語音輸入/輸出,自然語言互動,擬人化設計,虛擬環境和智慧自動化的討論。

行動裝置WWW和行動裝置的整合

。手機,消費電子產品,桌面顯示,和Web介面的例子。

行動裝置,Web和桌面平台更新的理解。

VR 與 AR語音互動專注於行動裝置社交媒體導航,資料的搜尋和視覺化

2006 20102007 2008

Apple Lisa

Macintosh

Windows 3.1

GUI瀏覽器

WWW AR概念

Facebook推出

Google成立

ICQ Windows XPiPod (Scroll Wheel)

iPad

2011

Siri

iPhoneWindows Vista 語音辨識

Android 1.0

Page 6: Ben Shneiderman’s Eight Golden Rules of Interface Design

Overview:Shneiderman’s Eight Golden Rules of Interface Design

Strive for consistency

Enable frequent users to use shortcuts

Offer informative feedback

Design dialog to yield closure

Offer simple error handling

Permit easy reversal of actions

Support internal locus of control

Reduce short-term memory load

1 Strive for consistency.

2 Cater to universal usability.

3 Offer informative feedback.

4 Design dialog to yield closure.

5 Prevent errors.

6 Permit easy reversal of a

7 Support internal locus of control.

8 Reduce short-term memory load.

20101986力求一致性

讓重度使用者使用捷徑

提供有意義的回饋

設計結束的對話

提供簡單的錯誤處理

允許簡易的操作回溯

滿足使用者控制的需求

減少短期記憶的負荷

迎合通用性

防止錯誤

Page 7: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 1 - Strive for Consistency 力求一致性 "Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent color, layout, capitalization, fonts, and so on should be employed throughout. Exceptions, such as required confirmation of the delete command or no echoing of passwords, should be comprehensible and limited in number."

在類似的狀況下,應該有讓使用者有一致性的操作。術語、提示、選單與說明文件中,應該採用同樣的名詞。一致的色彩、版面佈局、大小寫、字體等,並且保持命令的一貫性。

有一致的操作體系,可以縮短學習曲線。關鍵字:工作/流程 (workflow/Process)、功能、外觀、術語結論

Page 8: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 2 - Cater to universal usability 迎合通用性Recognize the needs of diverse users and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, and technological diversity each enrich the spectrum of requirements that guides design. Adding features for novic-es, such as explanations, and features for experts, such as shortcuts and faster pacing, can enrich the interface design and improve perceived system quality.

認識到不同的使用者而設計的需求之可塑性,促進內容轉換。新手到專家的不同,年齡範圍,殘疾和技術多樣性,充實各自的需求為設計指導原則。為新手增加功能,例如解釋,以及為專家提供特性,如快捷鍵和更快節奏的操作,可以豐富的介面設計,提高系統的感知質量。

讓初級使用者容易上手,讓重度使用者有進階的操作。

關鍵字:鍵盤快捷鍵、“超級用戶”的特點、操作自動化

結論

Page 9: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 3 - Offer informative feedback. 提供有意義的反饋訊息“For every user action, there should be system feedback. For frequent and minor actions, the response can be modest, whereas for infre-quent and major actions, the response should be more substantial. Visual presentation of the objects of interest provides a convenient envi-ronment for showing changes explicitly.”

當使用者做出一些動作時,系統應該提供反饋。越頻繁的動作,其反饋的強度可以低一些。越重要或不尋常的動作,其反饋強度應該要顯著一些。

讓使用者知道可以做什麼,但不要太囉嗦。關鍵字:相對應的、符合重要性和急迫性、可理解而且有意義的、在適當的脈絡下 (時間和位置)結論

Page 10: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 4 - Design dialogs to yield closure 設計閉合的對話 "Sequences of actions should be organized into groups with a beginning, middle, and end. Informative feedback at the completion of a group of actions gives operators the satisfaction of accomplishment, a sense of relief, a signal to drop contingency plans from their minds, and an indicator to prepare for the next group of actions. For example, e-commerce web sites move users from selecting prod-ucts to the checkout, ending with a clear confirmation page that completes the transaction."

一連串的動作應該被組織成開始、中間、結束三部份。當動作結束的時候,要提供回饋讓使用者知道動作已經完成。在做下個一連串的動作之前,先告知使用者整個流程,能夠減輕使用者的壓力、提高滿意度。

有頭有尾的完成整組任務,可提高滿意度。

關鍵字:一連串行動的群組、一個動作完成明確、明確定義為下一步的選擇

結論

Page 11: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 5 - Prevent errors 防止錯誤"As much as possible, design the system such that users cannot make serious errors; for example, gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields. If a user makes an error, the interface should detect the error and offer simple, constructive, and specific in-structions for recovery. For example, users should not have to retype an entire name-address form if they enter an invalid zip code, but rather should be guided to repair only the faulty part. Erroneous ac-tions should leave the system state unchanged, or the interface should give instructions about restoring the state."

盡可能地,把系統設計到讓使用者不會犯嚴重的錯誤;例如,變灰的選單是不恰當的,不允許數字欄位輸入字母。如果使用者犯一個錯誤,該介面應該偵測到錯誤並提供簡單的恢復,建設性的和具體說明。例如,不應該讓使用者在輸入無效郵政編碼後,卻要求他們重新輸入一整串的地址,而是要引導修改錯誤的部份即可。錯誤的做法應該讓系統狀態不變,或是介面應該給有關回復狀態的說明。

不會讓使用者覺得自己是笨蛋,或覺得介面本身是笨蛋。關鍵字:防錯在糾錯、錯誤的自動檢測、清除錯誤通知、暗示用於解決問題的結論

Page 12: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 6 - Permit easy reversal of actions 允許簡易的操作回溯"As much as possible, actions should be reversible. This feature relieves anxiety, since the user knows that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data-entry task, or a complete group of actions, such as entry of a name-address block."

這個功能可以減低使用者的焦慮,因為使用者隻到做錯了可以重來。這個功能鼓勵使用者探索不熟悉的選項。回到上一步的功能,可以包含一個、或是一連串的動作。

可以讓使用者減少焦慮感關鍵字:工作流程無干擾、對於使用者更自由、單獨撤消和回溯動作的歷程結論

Page 13: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 7 - Support internal locus of control 滿足使用者的控制慾"Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. They don’t want surprises or changes in familiar behavior, and they are annoyed by tedious data-entry sequences, difficulty in obtaining necessary information, and inability to produce their desired result.

有經驗的使用者強烈的感覺到他們在控制系統,做出動作之後,系統提供回饋。系統設計上要讓使用者作為動作的觸發者,而不是回應者。

讓使用者覺得操之在我。

關鍵字:使用者的命令,系統服從、強烈依賴的訊息反饋、“最少驚訝原則”

結論

Page 14: Ben Shneiderman’s Eight Golden Rules of Interface Design

Rule 8 - Reduce short-term memory load 減少短期記憶負荷"Humans’ limited capacity for information processing in short-term memory (the rule of thumb is that we can remember "seven plus or minus two chunks" of information) requires that designers avoid interfaces in which users must remember information from one screen and then use that information on another screen. It means that cell phones should not require re-entry of phone numbers, web-site loca-tions should remain visible, multiple-page displays should be consolidated, and sufficient training time should be allotted for complex sequences of actions.

人類的短期記憶有限,因此顯示上要保持簡單、能同時顯示多頁資料以減少視窗切換頻率,減少記憶指令和動作順序的時間。

保持簡單,減少操作時間成本。關鍵字:應有一個清晰的結構、隱形的幫助、視覺輔助結論

Page 15: Ben Shneiderman’s Eight Golden Rules of Interface Design

謝謝!請不吝指教!