What the designer said丨The psychological guidance of interaction design

Mondo Technology Updated on 2024-01-19

--- Designer Says Issue 9 --

Interactive PsychologyIt is widely used in interaction design, which can help designers understand the user's psychological model and behavioral Xi, ** the difficulties that users may encounter in the process of using the product, so as to design products that are more in line with the needs of users. Designer Yang ChengfengAfter reading "Design Psychology", I have benefited a lot, and I have summarized the essence of the book to share with you.

Zhihu.

Which switch is the light in the middle?"There are the same switches in a row on the wall, and only after trying them do you know which light is on, which is the lack of products".Visibility”。The +- button on the remote control is to adjust the volume level, which everyone can understand at a glance, and such a design reflects the product".Accessibility”。Visibility and accessibility are two essential conditions for good design to help users operate and use the product, but they are often opposed: if each switch is marked with which light it belongs to, visibility is enhanced, but when it is recognized, the accessibility is reduced. So how do you design a good product that is both visible and accessible?Donald Norman, author of "Design Psychology", proposed five basic principles of interaction design from the perspective of design psychology in order to better "communicate" between the product and the user. 1. Showing energy

Indication is the relationship between the characteristics of the object and the subject's ability to determine the intended use of the object, the function of the design object itself, and the possible interaction between people and the environment. In a good design, the energy display should be directly perceived. Taking a chair as an example, from a board with four legs to a depression with staggered curves, no matter where it is placed, the chair is a chair as soon as it is opened, and a board or a depression can be naturally considered to be able to sit down.

2. Symbols

An emphysic is a prompt that tells the user what action to take. The button marked off is off, on is on, and off and on are very common symbols.

When the indication and the symbol appear at the same time: as shown in the picture, we can see the doorknob, we naturally think that the handle is pulled, but the attached instruction "push" tells that the door should be pushed in. In this case, the symbol has a more explicit communicative meaning than the signal, and can clearly express the action that should be taken. 3. Mapping

A map is the relationship between two sets of features. A proper mapping can clearly tell the user how to operate the product. The mapping is optimized over time as the control component gets closer to the control object.

zol mobile phone > fast technology.

Take the evolution of mobile phone buttons to touch screen as an example: when the mobile phone is still using the button mode, press the up button up, press the down button down, the button and the screen operation are not directly acting, but through the movement of the control cursor and the screen is connected, but the touch screen mobile phone can directly let the fingers and the screen function, that is, the person as the control subject directly interacts with the screen of the control object, making the mobile phone operation more intuitive and convenient, and it can be seen that the best mapping is that the control switch is directly installed on the controlled object. 4. Feedback

When we know how to use the product, the next step is whether it is used correctly, so the product needs to feed back the current results to the user. There are many details of timely feedback in life: the phone will vibrate and pop up a small lightning icon when it is charged, a progress bar that will move when watching a drama, and "Ding!".Alipay arrived!". Isn't this quick feedback relieving?Good design must be characterized by timely feedback on results.

5. Constraints

Constraints are effective actions that are guided by constraints. For example, in a new social app, users will be asked to register first, and then the system will give them a large number of interest categories and content preferences for the user to choose from, and then go through these processes before entering the app's browsing page. It seems to be a step-by-step limit, but in fact, through the corresponding process, it establishes personalized recommendations for users, simplifies the screening steps for users in subsequent use, and provides users with the most convenient operation methods. The basic principles of interaction design can help us design products that meet the needs of users to a certain extent, but in thePeople-orientedUnder the design concept specification, we can design more "intimate" good products, enhance the user's experience, and increase the vitality of the product.

People-oriented, first of all, we must understand the needs of users, observe and understand the motivation of users' behavior, and dig out the hidden essential requirements;Then brainstorm ways to meet people's needs;Then make a feasible product and test it, and through continuous iteration and improvement, finally design a product that meets the needs of users and has a good experience. In short, the main body of design psychology is still people, and design should always revolve around "people", making full use of the five basic principles of interaction design, such as energy display, symbol, mapping, feedback and constraints, which will help improve the interaction between users and products and optimize the overall user experience. **Yang Chengfeng (designer).

Edit: cm Review: Kelly

Related Pages