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

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。

其他回答

一个有用的框架是积极地考虑你在设计一个沟通过程时所做的事情。在非常真实的意义上,你的界面是一种语言,用户必须使用它来告诉计算机该做什么。这导致我们考虑以下几点:

Does the user already speak this language? Using a highly idiosyncratic interface is like communicating in a language you've never spoken before. So if your interface must be idiosyncratic at all, it had best introduce itself with the simplest of terms and few distractions. On the other hand, if your interface uses idioms that the user is accustomed to, they'll gain confidence from the start. The enemy of communication is noise. Auditory noise interferes with spoken communication; visual noise interferes with visual communication. The more noise you can cut out of your interface, the easier communicating with it will be. As in human conversation, it's often not what you say, it's how you say it. The way most software communicates is rude to a degree that would get it punched in the face if it were a person. How would you feel if you asked someone a question and they sat there and stared at you for several minutes, refusing to respond in any other way, before answering? Many interface elements, like progress bars and automatic focus selection, have the fundamental function of politeness. Ask yourself how you can make the user's day a little more pleasant.

实际上,很难确定程序员认为界面交互是什么,除了交流过程之外,但问题可能是它根本没有被认为是任何东西。

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.

归根结底,这真的是关于同理心——你能站在用户的角度考虑问题吗?

当然,有一件事是有帮助的,那就是“吃你自己的狗粮”——以真正的用户身份使用你的应用程序,看看什么是令人讨厌的。

另一个好主意是找到一种方法来观察使用应用程序的真实用户,这可能是一个复杂的可用性实验室,有单向反射镜、屏幕视频捕捉、用户身上的摄像机等,也可能是简单的纸上原型,使用下一个碰巧走过大厅的人。

如果所有这些都失败了,请记住,UI过于简单总是比过于复杂要好。我们很容易说“哦,我知道如何解决这个问题,我只要添加一个复选框,这样用户就可以决定他们喜欢哪种模式”。很快你的UI就太复杂了。选择一个默认模式,并使首选项设置为高级配置选项。或者干脆不提。

如果你读了很多关于设计的书,你很容易就会被阴影和圆角等问题所困扰。那不是重要的东西。简单性和可发现性非常重要。

"其他人做了什么来消除他们的 这方面的不足?” ——克里斯·巴兰斯

与你能找到的最少的电脑储蓄终端用户一起工作。(一个从未见过你的软件的新手)。 从他们那里得到反馈,看看是什么让他们觉得糟糕。 解决这些问题,把它交给另一个不懂电脑的用户, 重复这个过程。

当有足够多的新用户可以使用你的产品时,你就知道你已经完成了你的工作。

(此外,你的软件可能看起来很像微软的,你可能不会喜欢使用它…)

但这不是重点!关键是最终用户可以使用它,并且喜欢使用它!

不是开发者!

同时阅读这篇文章,我发现它在这个领域很有帮助。它基本上是说你应该向用户的需求让步。

换句话说……

你必须看看用户已经在尝试做什么……

人行道和学生

在我上大学的那个校园里,有一条学生们在上下课时留下的小径。当学校注意到这条小道时,他们在人们已经走过的地方竖起了栅栏。学校做错了。你想在学生们已经步行的地方建一条人行道!

视频商店和Netflix

再举一个例子,想想最近的音像店历史:很久以前有很多音像店:Block Buster video等等……人们不喜欢那些音像店的什么地方?当然是滞纳金。所以Netflix出现了,取消了滞纳金,因为它更符合客户/最终用户的需求。

现在,“积木老兄”和其他收费音像店一样,都要破产了。

这个更难做吗?让你的大脑停止运转,给人们他们想要的?当然是……这是让你的意志屈从于他们……这总是比较困难,但最终实现的目标是为最终用户提供他们想要的东西。

我相信所有CS程序员都有能力做出好的可用性设计,因为可用性设计要求开发人员按照特定的路径和规则进行思考。然而,对于一些程序员来说,开发一个好的“有吸引力的”设计几乎是不可能的。这并不意味着两者是不可避免地联系在一起的。这就像莫扎特能写出美妙的音乐,却不擅长足球。