我们中的一些人只是在UI设计的软方面遇到了困难(尤其是我自己)。“后端编码器”注定只设计业务逻辑和数据层吗?我们是否可以做些什么来重新训练我们的大脑,使其更有效地设计出令人愉悦和有用的演示层?
同事们给我推荐了《网站设计》、《不要让我思考》、《为什么软件很糟糕》等几本书,但我想知道其他人在这方面做了什么来弥补他们的不足?
我们中的一些人只是在UI设计的软方面遇到了困难(尤其是我自己)。“后端编码器”注定只设计业务逻辑和数据层吗?我们是否可以做些什么来重新训练我们的大脑,使其更有效地设计出令人愉悦和有用的演示层?
同事们给我推荐了《网站设计》、《不要让我思考》、《为什么软件很糟糕》等几本书,但我想知道其他人在这方面做了什么来弥补他们的不足?
当前回答
用户自上而下地思考,而程序员在开始创建UI时通常是自下而上地思考。
我们(程序员)正在努力地思考如何创建一个数据模型来完成这项工作,并保存所需的数据等等。我们创建UI来整齐地映射到底层模型。以至于我们经常忘记观察我们的用户如何处理相同的任务,而没有进入他们的流程和思维方式。
我们很自然地期望系统的用户以与我们相同的方式思考问题,我们如何存储和处理他们的数据,因此也理解UI期望如何工作。
这通常与他们对任务的看法(和期望)不匹配。
如何解决?我认为一种方法是在向(潜在的)用户展示任何东西之前,实际地询问他们期望程序如何工作。永远不要给他们任何关于我们将如何实现某个功能的提示。与他们一起在纸上创建UI原型,让他们告诉你他们的期望和需求。不要认为任何事情都是理所当然的。
掌机的设计更加自上而下:
在开始开发之前 飞行员,据说是霍金斯带的 一块木头,大小 潜在的飞行员,在他口袋里 的一周。(摘自本文)
他会在木头上模拟要做什么,而不会考虑如何将其实现为代码。每次有了新想法,他就在那块木头上“试试”。
当然,你需要一些指导方针来处理你想到的一些想法,也许不是所有的想法都需要解决,即使我们技术上可以……
请参见要点1(消除选项)和要点3(承诺不足,兑现过多)。
其他回答
登陆Slashdot,阅读任何与苹果有关的文章的评论。你会发现很多人都在谈论苹果的产品没有什么特别之处,把iPod和iPhone的成功归因于人们想要赶时髦。他们通常会浏览功能列表,并指出他们所做的一切都是早期MP3播放器或智能手机所没有的。
还有一些人喜欢iPod和iPhone,因为它们可以简单、轻松地满足用户的需求,而不需要参考使用手册。它的界面非常直观、容易记忆和发现。我对MacOSX的用户界面不像以前的版本那么喜欢,我认为它们已经放弃了一些有用的东西,而倾向于浮夸,但iPod和iPhone是卓越设计的例子。
If you are in the first camp, you don't think the way the average person does, and therefore you are likely to make bad user interfaces because you can't tell them from good ones. This doesn't mean you're hopeless, but rather that you have to explicitly learn good interface design principles, and how to recognize a good UI (much as somebody with Asperger's might need to learn social skills explicitly). Obviously, just having a sense of a good UI doesn't mean you can make one; my appreciation for literature, for example, doesn't seem to extend to the ability (currently) to write publishable stories.
所以,试着培养一种好的UI设计的感觉。这不仅仅延伸到软件领域。唐·诺曼的《日常事物的设计》是一本经典,还有其他的书。获取一些成功的UI设计的例子,并充分利用它们来感受其中的不同之处。认识到你可能不得不学习一种新的思考问题的方式,并享受它。
UI设计很难
对于这个问题:
为什么UI设计对大多数开发者来说如此困难?
试着问相反的问题:
为什么编程对大多数UI设计师来说如此困难?
编写UI和设计UI需要不同的技能和不同的心态。UI设计对于大多数开发人员来说是困难的,就像编写代码对于大多数设计师来说是困难的一样。
编码很难。设计也很难。很少有人两者都做得很好。优秀的UI设计师很少编写代码。他们甚至不知道怎么做,但他们仍然是优秀的设计师。那么,为什么优秀的开发者觉得自己要对UI设计负责呢?
了解更多关于UI设计的知识会让你成为更好的开发人员,但这并不意味着你应该对UI设计负责。对于设计师来说,情况正好相反:知道如何编写代码将使他们成为更好的设计师,但这并不意味着他们应该负责编写UI代码。
如何更好地进行UI设计
对于那些想要更好地进行UI设计的开发者,我有3条基本建议:
Recognize design as a separate skill. Coding and design are separate but related. UI design is not a subset of coding. It requires a different mindset, knowledge base, and skill group. There are people out there who focus on UI design. Learn about design. At least a little bit. Try to learn a few of the design concepts and techniques from the long list below. If you are more ambitious, read some books, attend a conference, take a class, get a degree. There are lot of ways to learn about design. Joel Spolky's book on UI design is a good primer for developers, but there's a lot more to it and that's where designers come into the picture. Work with designers. Good designers, if you can. People who do this work go by various titles. Today, the most common titles are User Experience Designer (UXD), Information Architect (IA), Interaction Designer(ID), and Usability Engineer. They think about design as much as you think about code. You can learn a lot from them, and they from you. Work with them however you can. Find people with these skills in your company. Maybe you need to hire someone. Or go to some conferences, attend webinars, and spend time in the UXD/IA/ID world.
这里有一些具体的事情你可以学习。不要什么都学。如果你了解以下所有内容,你就可以称自己为交互设计师或信息架构师。从清单顶部的事情开始。专注于特定的概念和技能。然后向下延伸。如果你真的喜欢这些东西,就把它当做职业道路吧。许多开发人员转向管理,但用户体验设计是另一种选择。
Learn fundamental design concepts. You should know about affordances, visibility, feedback, mappings, Fitt's law, poka-yokes, and more. I recommend reading The Design of Everyday Things (Don Norman) and Universal Principles of Design (Lidwell, Holden, & Butler) Learn about user experience. This is becoming the umbrella term for the human-centered design of web sites, applications, and any other digital artifact. The classic primer here is The elements of User Experience (Jesse James Garrett). You can get an overview and the first few chapters from the author's site. Learn to sketch designs. Sketching is fast way to explore design options and find the right design, whereas usability testing is about getting the design right. Paper prototyping is fast, cheap, and effective during the early design stages. Much faster than coding a digital prototype. The key text here is Sketching User Experience: Getting the design right and the right design (Bill Buxton). Sketching is a particularly useful skill when working with IA/ID/UX designers. Your collaboration will be more effective. For a good primer on how and why designers sketch, watch the presentation How to be a UX team of one by Leah Buley from the 2008 IA Summit. Learn paper prototyping. The fastest way to iteratively test an interface before you write code. Different from sketching and usability testing. The definitive book here is Paper Prototyping (Carolyn Snyder). You can get a good DVD on this from the Nielsen Norman Group. Learn usability testing. Discount testing is easy and effective. But for many UIs, usability is hard to do well. You can learn the basics quickly, but good usability people are invaluable. If you want a book, the classic is The Handbook of Usability Testing (Jeffrey Rubin). It's older but offers thorough coverage of lab-based testing. The famous starter book is Don't Make Me Think (2nd Ed) (Steve Krug). I caution people about this one: Krug makes it sound easier than it is. But it is a good starting point. The user research books listed in the next point also cover this topic. And you can find piles about it online. Learn about information architecture. The main book here is Information Architecture for the World Wide Web (3rd) (Louis Rosenfeld & Peter Morville). A good starter book is Information Architecture: Blueprints for the Web (Christina Wodtke). For more, visit the Information Architecture Institute or attend the annual Information Architecture Summit. Learn about interaction design. The main book here is The Essentials of Interaction Design (3rd) (Alan Cooper, et al). A good starter book is Designing for interaction (Dan Saffer). For more, visit the Interaction Design Association (IxDA) or attend the annual Interaction Design conference. Learn fundamentals of graphic design. Graphic design is not UI design, but concepts from graphic design can improve an interface. Graphic design introduces design principles for the visual presentation of information, such as proximity, alignment, and small multiples. I recommend reading The non-designer's design book (Robin Williams) and Envisioning Information (Edward Tufte) Learn to do user research. Where usability tests an interface, user research tries to model users and their tasks through personas, scenarios, user journeys, and other documents. It's about understanding users and what they do, then using that to inform the design instead of guessing. Some techniques are interviews, surveys, diary studies, and cart sorting. Good books on this are Observing the User Experience (Mike Kuniavsky) and Understanding Your Users (Courage & Baxter) Learn to do field research. Watching people in the lab under artificial conditions helps (ie: usability), but there is nothing like watching people use your code in context: their home, their office, or wherever they use it. Goes by various names, including ethnography, field studies, and contextual inquiry. Here is a good primer on field research. Two of the better known books here are Rapid Contextual Design (Karen Holtzblatt et al) and User and task analysis for interface design (Hackos & Redish). Read UX design web sites. Some of the big ones are Boxes & Arrows, UX Mag, UX Matters, and Digital Web magazine. Use UI pattern libraries. There are patterns for interfaces. For web sites, I recommend The Design of Sites, 2nd ed (Van Duyne, et al) and Homepage usability: 50 websites deconstructed (Jakob Nielsen & Marie Tahir). For desktop applications I recommend Designing interfaces (Jennifer Tidwell), and for web applications I recommend Designing Web Interfaces: Principles and Patterns for Rich Interactions (Bill Scott & Theresa Neil). Online you should check Welie pattern library, UI patterns, and Web UI patterns. Attend UX design conferences. Some good annual conferences are: Information Architecture Summit, Interaction '09 (IxDA), User Interface, and UX week. Attend a workshop or webinar. You can take workshops, webinars, and online courses. This is far from a comprehensive list, but you might try the UIE virtual seminars, Adaptive Path virtual seminars, and UX webinars from Rosenfeld Media. Get a degree. A graduate degree in HCI is one approach, but these programs are mostly about writing coding. If you want to learn about the design of digital artifacts and devices, then you want a graduate program that's not in CS. Some options include Interaction Design at Carnegie Mellon, the d-School at Stanford, the ITP program at NYU, and Information Architecture & Knowledge Management at Kent State (disclosure: I'm on faculty at Kent; we are seeing more and more people with CS degrees moving into UX design instead of management, which is interesting, because management is the traditional path for developers who want to move away from writing code while staying in their field). There are many more programs. Each has their own perspective, areas of emphasis, and technical expectations. Some come out of the arts and visual design, others out of library and information science, and some from CS. Most are hybrids, but every hybrid has deeper roots in one or more fields. If this interests you, look around and try to understand the differences between these programs. Some offer online courses and certificate programs in addition to full-fledged degrees.
为什么UI设计很难
优秀的UI设计很难,因为它涉及到两种截然不同的技能:
A deep understanding of the machine. People in this group worry about code first, people second. They have deep technological knowledge and skill. We call them developers, programmers, engineers, and so forth. A deep understanding of people and design: People in this group worry about people first, code second. They have deep knowledge of how people interact with information, computers, and the world around them. We call them user experience designers, information architects, interaction designers, usability engineers, and so forth.
这就是这两个群体——开发者和设计师之间的本质区别:
Developers make it work. They implement the functionality on your TiVo, your iPhone, your favorite website, etc. They make sure it actually does what it is supposed to do. Their highest priority is making it work. Designers make people love it. They figure out how to interact with it, how it should look, and how it should feel. They design the experience of using the application, the web site, the device. Their highest priority is making you fall in love with what developers make. This is what is meant by user experience, and it's not the same as brand experience.
此外,编程和设计需要不同的心态,而不仅仅是不同的知识和技能。优秀的UI设计需要两种心态、两种知识基础和两种技能。而掌握其中任何一种都需要数年时间。
开发人员会发现UI设计很难,就像UI设计师会发现写代码很难一样。
我发现UI设计中最好的工具是观察第一次使用该软件的用户。做大量的笔记,问他们一些问题。永远不要指挥他们或试图解释软件是如何工作的。这是UI(以及编写良好的文档)的工作。
我们在所有项目中始终采用这种方法。看到一个用户以一种你以前从未考虑过的方式处理软件总是令人着迷的。
为什么UI设计这么难?一般来说,因为开发者和用户从来不见面。
在进行UI设计时,以下是我始终牢记的一些事情(到目前为止还不是一个完整的列表):
Communicating a model. The UI is a narrative that explains a mental model to the user. This model may be a business object, a set of relationships, what have you. The visual prominence, spatial placement, and workflow ordering all play a part in communicating this model to the user. For example, a certain kind of list vs another implies different things, as well as the relationship of what's in the list to the rest of the model. In general I find it best to make sure only one model is communicated at a time. Programmers frequently try to communicate more than one model, or parts of several, in the same UI space. Consistency. Re-using popular UI metaphors helps a lot. Internal consistency is also very important. Grouping of tasks. Users should not have to move the mouse all the way across the screen to verify or complete a related sequence of commands. Modal dialogs and flyout-menus can be especially bad in this area. Knowing your audience. If your users will be doing the same activities over and over, they will quickly become power users at those tasks and be frustrated by attempts to lower the initial entry barrier. If your users do many different kinds of activities infrequently, it's best to ensure the UI holds their hand the whole time.
如果你读过《为什么软件很糟糕》这本书,你就会看到Platt的答案,这是一个简单的答案:
开发人员更喜欢控制而不是用户友好性 一般人更喜欢用户友好而不是控制
但你的问题的另一个答案是“为什么牙科对某些开发者来说如此困难?”UI设计最好由UI设计师来完成。
http://dotmad.net/blog/2007/11/david-platt-on-why-software-sucks/