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1、UI 设计规范1界面规范1.1.总体原则I以用户为中心。设计由用户控制的界面,而不是界面控制用户。I清楚一致的设计。所有界面的风格保持一致,所有具有相同含义的术语保持一致,且易于理解I拥有良好的直觉特征。以用户所熟悉的现实世界事务的抽象来给用户暗示和隐喻,来帮助用户能迅速 学会软件的使用。I较快的响应速度。I简单且美观。1.2.原则详述用户界面设计的一个重要原则是用户应该总是感觉在控制软件而不是感觉被软件所控制。I操作上假设是用八而不是计算机或软件开始动作。用户扮演主动角色,而不是扮演被动角色。在需 要自动执行任务时,要以允许用户进行选择或控制它的方式来实现该自动任 务。I提供用户自定义设置。

2、因为用户的技能和喜好各不相同,因此他们必须能够个性化界面的某些方面。Win dows为用户提供了对许多这方面的访问。您的软件应该反应不同的系统 属性例如 颜色、字体或其他选项的用户设置I采取交互式和易于感应的窗口,尽量避免使用模态对话框,而使用”非模式”辅助窗口。”模式”是一种状态,它排除一般的交互,或者限制用户只能进行特定的交互。当最好使用一个模式或该模式只是可 替换的设计时例如,用于在一个绘图程序中选定一个特定感觉请 确保该模式是显然的、可见的,是 一个明确的用八选定的结果,并且容易取消。I在后台运行长进程时,保持前台式交互。例如,当正在打印一个文档,即使该文档不能被改变,用户 也应该可以

3、最小化该窗口。I谅解。用户喜欢探索一个界面,并经常从尝试和错误中学习。一个有效的界面允许交互 式的发现,它只提供一组合适的选择,并在用户可能破坏系统或数据的情况时发出警告。如果可行,还应提供可逆转或可还原的操作。即使在设计得很好得界面中,用户也可能犯 错误。这些 错误既可以是物理上得(偶然地指向了错误的命令或数据),也可以是逻辑上 的(对选定哪一个命令 或哪些数据做出了错误的决定)。有效的设计避免很可能导致错误 的情况。它还包容潜在的用户错 误,并且使用户易于还原。一致允许川八将己有的知识传递到新的任务中,更快地学习新事物,并将更多的注意力集中在任务 上。这是因为他们不必花时间来尝试记住交互中

4、的不同。通过提供一种稳定的感 觉,一致使得界面熟 悉而又可预测。一致在界面的所有方面都是很重要的,包括命令的名称、信息的可视表示,操作行 为,以及元素在屏幕和窗口内部的放置。I相同含义的词使用统一的术语。比如对于仓库中存放的物料,不可同时又称为物品、货 物、备品、 产品和材料等等,而统一约定一个称谓,且此称谓是用户熟悉的和易于理解的。I使用一组一致的命令和界面来展示常见功能。例如,避免一个”复制“命令在一种情况下立刻执行一个操作,但在另一种情况显示一个对话框要求用户键入目标然后才执行。应该 使用同样的命令来执行对用户来说相似的功能。I操作环境内的一致。保持Windows提供的交互操作和界面约定

5、之间的高度一致,用户将 能很快熟悉 软件的使用。I使用隐喻的一致性。如果一个特定的行为更多的是一个不同的事物的特征,而不是它的隐喻的含义, 那么用户可能在学习将行为和该事物相关联时遇到困难。 例如, 对于放在回收站中的对象而言, 焚烧 炉和废纸勢代表不同的模型。I建立项目保留字。通过建立保留字来明确和统一术语和操作命令。I提供可视反馈。在后台运行长进程时(时间超过110秒,视具体情况而定),必须提 供进度条等 信息指示。I除非特别必要时,不要提供声音反馈。在有严重的问题发生时,可以使用声音来提示用户,但是通常应该允许用户取消声音。I保持文字内容清楚。信息的表达要言简意赅,易于理解而又不罗嗦;避

6、免使用冗长的文字给用八反 馈。I用熟悉的隐喻为用户的任务提供直接而直观的界面。通过允许用户利用他们的知识和经验,隐喻使得预测和学习基于软件的表示的行为更加容易。I在使用隐喻时,不需要将基于计算机的实现局限在真实世界的对应物上范围之内。例如,与其基于纸张的对应物不同,Windows桌面上的文件夹可以被用来组织各种对象,例如打印机、计 算器、以及其他文件夹。同样,Win dows文件夹可以其真实世界对应物不可能的方式被排序。在界面中使用隐喻的目的是提供一个认知的桥梁;隐喻并不以其自身为最终目的I隐喻 支持用户认知而不是记忆。用户记起与一个熟悉的事物相关联的意义要比他们记起一个特定命令的名 称要容易

7、得多。I同常见软件保持一致性。出色的用户界面在程序中将实现同用户以前用过的其它成功软件一致的动作。I保持界面能很快对用户操作作出反应。I提供快捷键。特别对于有大量录入项的界面,能让用户不使用鼠标即可完成快速数据录入。在用户界 面中加入一些功能,这些功能可以让熟练用户在不同的区域快速的输入数据。这些功能包括重复功 能、快捷键、带有有意义的图标的按钮等等,所有这些可以使速度快的用八可以控制界面并加快数据 的输入。I除非必要,不要重绘屏幕。I简单。界面应该很简单(不是过分单纯化)、易于学习、并且易于使用。它还必须提供对应用程序的 所有功能的访问。在界面中,扩大功能和保持简单是相互矛盾的。一个有效的设

8、计应该平衡这些目 标。支持简单性的一种方法是将信息的表示减少到进行充分交流所需的最少信息。例如,避免命令名 和消息的文字描述。不相关或冗长的句子扰乱了您的设计,使得川八难以很容易地提取重要信息。另 一个设计简单而有用的界面的方法是使用自然的映射和语意。界面元素的排列和表示影响它们的意义 和关联。简单还与熟悉相互关联。熟悉的事物通常似乎更简单。尽可能尝试建立利用用户已有的知识 和经历的联系。您可以使用渐进揭示来帮助用户管理复杂的事物。”渐进揭示”涉及到仔细的信息组 织,以便只在恰当的时候才显示信息。通过隐藏向用户表达的信息,您减少了用户必须处理的信息数量。例如,您 可以使用菜单来显示操作或选择的

9、列表,还可以使用对话框来显示一组选项。渐 进揭示并不意味着对 显示信息使用非传统的技术,例如需要一个修饰键作为访问基本功能的唯一方法,或者强迫用户通过 一个更长的分级交互序列。这会使用户界面更加复杂和麻烦。I美观。可视设计是应用程序界面的重要部分。可视属性提供了非常好的印象,并传达特定对象的交互 行为的重要线索。同时,出现在屏幕上的每一个可视元素也是很重要的,它们可能竞争川八的注意。 提供清楚地促进用户对表达的信息的理解的连贯环境。图形或可视设计器的技巧对于这一方面是无价 的。1.3.细节约定界面风格I使用一致性一致的外观将使用户界面更易于理解和使用。用户界面控件看起来应该是一致的。I使用安排

10、和流程 在西方文化中(包括中国),人们习惯于从左到右,从上到下进行阅读,因此,应该将重要信息放在上面和左边。左上角最容易吸引起人们的注意力。I使用对齐通常,使用左对齐来使用户界面控件更易于浏览。对于数值文本,应该使川小数点对齐或 右对齐。对于非数值文本,应该避免使用右对齐或居中对齐。不必对什么都使用中间对齐,或者使它 们保持对称形式。在右边或底部保留空白区域更适合习惯。I使用分组将相关的用户界面控件分成组,以体现它们之间的关系。同时,还要显示相关信息。将控 件放在它所作用的对象旁。使用空格、分组框、线条和标签,或者其它分隔符对用户界面控件进行分 组。I使用强调使用焦点、位置、分组、层次、启用/

11、禁用、大小、颜色或者字体等,来将注意力集中在需 要首先看到的用户界面控件上。尽量以可视的方式指明用户接下来应该进行的操作I使用可视的提示尽量使用近似的大小和间距来指出用户界面控件是相似的,而使用不同的大小和间距来指出用户界面控件视是不同的。I使用空格 使用空格来创建一个”透气室”,以使窗口布局更易于理解,并且查看起来更舒服。空格的 多少要适当,不要显得太分散。但是,要避免过多地使用空格。如果可能,尽量使窗口小一些。I警惕空洞 不要到处粘贴公司或产品的名称及徽标。虽然在启动屏或“关于”框中出现公司或产品名称及徽标是完全可以接受的,但其他窗口中的可用空间应该出现其他内容。如果没有其他 内容,那么应

12、尽量使窗口小一些。I注意大小使用用八界而控件的分辨率具有独立性。使用系统规格(使用GetGystemMetrics API函数)或文本规格(使用GetTextMetrics或GetTextExtentPoint32API函数)来确定用户界面控件的大小。任何显示文本的对象(如对话框或定义的文本文档)都应该 使用文本规格。I考虑使用资源或预定义的布局网格资源模板或预定义的布局网格有助于您在不同的窗口之间实现一致性。注意,下页所示图的第二个对话框,与第一个不同,它有一个紧凑、从左到右、从上 到下的流 程,并且,左对齐的标签很便于浏览;通过对齐编辑框并调整其大小,使它显得更有组织,更加平 衡。不合理的

13、平衡的对话框统一术语我们用名称来区别、描述和查找事物,使用名称来分解并理解不熟悉的事物。采用统一的术语有 助于我们更好地理解和进行交流简化并统一用户界面术语有助于用户理解和充分应用我们设计的界 面。使用不同的术语描述相同的事物是最让人迷惑的,而改变人人都已经熟悉的术语也是 有害的。这两种情况都使得程序难以讨论、描述,以及归档。甚至使它难以编程。下面是一些需要命名的、与界面有关的典型对象:程序本身;程序使用的文档类型;用户利用程序执行的主要操作;所有的窗口、对话框和属性表;主程序窗口中的使用区域;认为非标准的屏幕对象、命令、属性、交互、或者技术。简而言之,用户可以看到或需要与其进行交互的、显示在

14、菜单、工具栏、窗口、对话框、状态栏、联机帮助或文档中的任何内容都需要有一个名称。当然,您将会使用已存在的标准屏幕对象的名 称。例如,您不需要命名常用的对话框,因为它们已经拥有名称。使用软件面向的用八所熟悉的词语,除非您的软件是为了程序员设计的,否则应该避免使用计算机行 话,而应用常用的单词代替。例如,对绝大多数用户来说,常用单词separator*(分隔符)就比技术术语“delimiter”(定界符)要好得多。如果必须使用技术词汇,那么 应采用那些 用户可能知道的术语。也有些术语是千万不要用在您的用户界面中的。尽管”execute”执行、”kill”(杀死)、“terminate”(结束)、”

15、fatal”(致命的)和“abort”(中止)这样的术语在程序员文献中是完全可接受的,但完全 应该避免出现在其他的文字中。关于UI规范的几点意见1、UI规范分为两个方面:a、GUI规范,指导产品GUI设计和GUI编码。b、 交互设计规范,指导产品设计,着重统一团队意识,作为设计产品交互行为的最高标准。这里大家讲的主要是GUI规范。2、GUI规范的制定时间可前可后,但是有两个关键点:a、 必须在编码之前完成,否则就成花架子了。b、GUI规范不是一蹴而就,它和设计相互迭代,彼此补充,相互完善。3、GUI规范的内容70%是通用原则,涉及产品图形控件的基本属性和构建的基本参数和原贝9, 30%是 与项

16、目或产品特点相适应的内容。这部分内容就是在设计过程中迭代产生。4、 规范制定不是问题,最大的问题在于执行。必须打破现有的开发流程和组织架构,有专人负责界 面编码和界面测试,才能保证规范能贯彻下来。让做逻辑和函数的编码工程师来 执行,完全不可控, 走样是自然的,因为他不懂,也不在乎,而且他有理由逃避责任。5、规范不能直接拿出来执行,篇幅太多,操作有难度。所以必须要让规范落地。也就是说,要有具体的设计文档作为执行的依据。设计文档按照产品设计思路分片分线组织,所有设计文档结合 起来就是整合的产品原型。所以说,GUI设计、交互设计、设计、规范、原型,执行是一个完整的互动的概念,牵-发而动全身。原文:U

17、I desig n1. In terface Specificati on1.1. The gen eral prin ciplesI user-ce ntered. Con trolled by the user in terface desig n, rather tha n con troltheuser in terface.I clear and con siste nt desig n. All con siste nt in terface style, all have the same meaning in termscon siste nt and easy to un d

18、ersta ndI have a good in tuitive features. Users are familiar with the realities of world affairs to give the userhints and abstract metaphors to help users quickly learn to use the software.I fast resp on se.I Simple and beautiful.1.2. The prin ciple of detailedUser in terface desig n is an imports

19、 nt prin ciple is that the user should always feel in con trol of thesoftware, rather tha n feeli ng con trolled by software.I operating on the assumption that the user not the computer or software Startacti on. Users play an active role, rather tha n playi ng a passive role. Automate tasks whe n n

20、eeded,to allow the user to select or con trol of its way to achieve the automated tasks.I to provide user-defi nedse社in gs. Because the users skills and prefere nces vary,so they must be able to pers on alize certa in aspects of in terface. Win dows provide users withaccess to many in this area. You

21、r software should reflect the different system attributes - such ascolor, font, or other optio ns for user sett in gs.I take an in teractive and easy in ducti on of the wi ndow as far as possible avoidthe use of modal dialog boxes, the use of ”non m odel” sec on dary win dow. ”Model”is a state, it e

22、xcludes gen eral in teracti on or restrict specific user can onlyin teract. Whe n is best to use a model or the model is desig ned to replace - for example, a draw ingprogram for a specific selected sense make sure the pattern is clear, visible, is a clear result of theuser selected and easy to can

23、cel.I long process running in the background, keeping the former desktop interaction.For example, whe n a docume nt is prin ted, eve n if the docume nt can not be cha nged, the usershould be able to mini mize the win dow.I un dersta nd. Users like to explore an in terface, and ofte n lear n from tri

24、al and error. An effective interface allows in teractive discovery, only to provide a suitable alter native, and may damage thesystem or the user whe n data warn ed. If possible, also provide reversible or restore operati on. Even in well desig nedin terface too, the user maymake mistakes. These err

25、ors can be both physically have(accide ntally points to the wrong comma nd or data), it can be logical (to which the selected command or data which made the wrong decisi on). Effective desig n to avoid the situati on islikely to cause errors. It is also in elusive of pote ntial user errors, and en a

26、bles users to easily restore.Agreed to allow users to transfer existing knowledge to new tasks, learn new things faster and morefocus on the task. This is because they do not take the time to try to remember the differe nt in teractions. By provid ing a sense of stability, con siste ncy makesthe in

27、terface familiar and predictable.Con siste nt in all aspectsof the in terface is very imports nt, i nclud ing the n ame of the comma nd, the visual in formatio n thatthe operati on behavior, and the eleme nts within the scree n and the wi ndow placeme nt.I use the sameword meaning a un ified termi n

28、o logy.For example, the materials storedin warehouse, not at the same time as items, goods, spare parts, products and materials, etc., andunified convention of a title, and this appellation is familiar and easy to un dersta nd.I Use a con siste nt set of comma nds and in terface to display com mon f

29、eatures. For example, toavoid a ”copy” comma nd in a situati on to perform an operatio n immediately, but in other cases,display a dialog box asks the user type targetand the n be en forced. Should use the same comma nd to perform a similar fun cti onfor the user.I within the same operating environm

30、ent. Maintain the Windowsinterface to provide in teractive operation and a high degree of con siste ncy betwee n the agreeme nt, users will be able to quickly familiarwith the use of the software.I use of metaphor con siste ncy. If a particular behavior is more a feature of different things, but not

31、 itsmetaphorical meaning, then the user may learn to actand the things associated with difficulties. For example, an object placed in theRecycle Bin, the incin erator and the waste paper basket on behalf of d if fere nt models.I establishmentof the project reserved words. Through the establishmentof

32、reserved words to a clear and un iform term ino logy and operati on comma nds.I to provide visual feedback. Whe n a long process running in the backgro und (more tha n 1 to 10 secon ds, as the case maybe), must provide in formati on such asin struct ions progress bar.I Uni ess n ecessary, do not pro

33、vide audible feedback .In a serious problem occurs,you can use sound to prompt the user, but should gen erally allow users to can cel sou nd.I to keep text clear. The expressi on of in formatio n to be con cise and easy toun dersta nd without wordy; to avoid len gthy text to the user feedback.I with

34、 a familiar metaphor for the users task to provide direct and in tuitivein terface. By allowi ng users to use their kno wledge and experie nee, metaphor and learning basedon the predicted behavior of the software that much easier.I the use of metaphor, the need to limit the realizationof computer-ba

35、sedcoun terpart in the real world on the ran ge. For example, in stead of differe nt paper-based counterpart, Win dows folder on the desktop can be used to orga nize various objects, such as prin ters,calculators, and other folders. Similarly,Win dows folders can be their real world coun terparts in

36、 ways not possible to be sorted. The use ofmetaphor in the in terface is inten ded to provide a cog nitive bridge;metaphor is not the ultimate goal of its own.I metaphor to support user awareness rather than memory. The user to remember with a familiarsense of things than they associated with a spec

37、ific commando remember the n ame much easier.I the same com mon software con siste ncy. Excelle nt user in terface and the programwill achieve the same user previously used the software in line with other successful acti on.I to keep the in terface to quickly resp ond to user actions.I to provide sh

38、ortcuts. Especially for a large nu mber of in put items of the in terface that lets users donot use the mouse to complete the fast data en try. The user in terface to in elude some features thatallow experie need users in differe nt regi ons of the in put data quickly. These features in elude therep

39、eat fun cti on,shortcut keys, butt ons with meanin gful icons, etc., all of which allow the userto con trol the speed and accelerate the data entry in terface.I uni ess absolutely n ecessary, do not redraw the scree n.I simple. The in terface should be very simple (not simplistic), easy to lear n an

40、d easy to use. It mustalso provide the applicati on access to all fun cti ons. In the in terface, expa nded features and keep itsimple is con tradictory. An effective design should balanee these goals. One way to support thesimplicity of the informationthat is reduced to the minimum required for a f

41、ull exchange ofin formati on. For example, to avoid the comma nd n ame and message text descriptio n.Long senten ces are not releva nt or disturb your desig n, making itdifficult for users to easilyextract importa nt in formati on.Ano ther simple and usefuI in terfacedesig n approach is to use n atu

42、ral mapp ings and sema ntics .In terface eleme nts that affect theirarran geme nt and the sig nifica nee and releva nee. In terc onn ected with simple familiarity. Familiarthings ofte n seem to be easier. As far as possible try to build using the user has the kno wledge andexperie nee of the con tac

43、t. You can use the progressive reveal to help users man age complex thin gs.Progressive reveal* the in formati on re I at i ng to the carefully orga ni zed so that only just at the righttime to display information. Expressed by hidden to the user information,you reduce the amount of in formati on us

44、ers must deal with. For example, you can use the menu todisplay a list of actions or choices, you can also use the dialog box to display a set of optio ns.Progressive does not mean that the display of in formati on reveal the use of non-traditi onal tech niques, such as the n eed of amodifier key as

45、 the only way to access basic fun cti ons, or force users to in teract through a Ion gerseque nee classificati on.This makes user in terfacemorecomplicated and cumbersome.I beautiful. Visual desig n is an imports nt part of the applicati on in terface.Property provides a very good visual impressi on

46、, and con vey a specific object ofthe in teract io ns im porta nt clues. At the same time, appears on the scree n every visual element isvery im porta nt, they maycompete user*s atte ntion. Provide clear in formatio n for users on theexpressi on of a cohere nt un dersta nding of the en vir onment. G

47、raphic desig ner or visual skills forthis aspect is priceless.1.3. Details of the agreeme ntin terface styleI use the samec on siste nt look and feel will user in terface easier to un dersta nd and use. User interface con trols should look the same.I use arra ngeme nts and processes in Western cultu

48、re (in clud ing Chin ese), they are used from leftto right, top to bottom reading, therefore, important information should be placed on the top and leftside. From the upper left comer of the easiest to attract atte nti on.I use the alig nment usually use the left-alig ned to make more easy to n avig

49、ateuser in terface con trols. For the nu merical text, you should use a decimal pointaligned or right aligned. For nori numeric text, and should avoid the use of right-aligned or centeraligned. Do not use the middle of what are aligned, or keep them symmetrical form. The right orbottom of the bla nk

50、 area is more suitable for custom.I use of the releva nt groupuser in terface con trols are divided in to groups toreflect the re I at i on ships betwee n them. At the sametime, but also display releva nt in formati on. Tocon trol its effect on the target side. Spaces, group boxes, li nes and tags,

51、or other separators to groupof user in terface con trols.I used to use stress focus, location, group, level, enable / disable, size, color or font, etc., to focus onthe n eed to first see the user in terface con trol. Visual way as far as possible should be specified bythe user follow ing the operat

52、i on.I use to make use of visual promptsapproximate the size and spaci ng to thatuser in terface con trols are similar, but differe nt in size and spac ing to that userin terface con trols, as is differe nt.I use the spaces use spaces to create a breathable room to make easier toun dersta nd the wi

53、ndow layout, and more comfortable view. How many spaces shouldbe appropriate and not too dispersed. However, to avoid the excessive use of space .If possible, try tomake the wi ndow smaller.I do not guard against empty paste around the company or product nameand logo. Although the startscree n or th

54、e ”About” box appears compa ny or product n ames and logos are perfectly acceptable,but the other windows in the available space should be no other conten t. If nothing else, it should try tomake the win dow smaller.I Note that the size of user in terface con trols the system resolutio n in depe nde

55、nt. Using specification(using GetGystemMetrics API function) or text size (using GetTextMetrics or GetTextExtentPoint32API function) to determine the size of the user in terface con trols. Any display of text objects (such asthe defi niti on of the dialog box or text docume nt) should use the text s

56、ize.I consider the use of resources or a predefined grid layout resources predefined layout templateor grid will help you to achieve con siste ncy betwee n differe ntwin dows.Note, as show n in Figure n ext page the sec ond dialog box, with the firstdiffere nee, it has a compact, from left to right,

57、 top to bottom in the process,an d, left-alig ned labels are easy to n avigate; by Alig nment edit box and adjustits size, it seems more orga ni zed, more bala need.Irrati onalBala nee of the dialog boxuniform term ino logyWe use n ames to disti nguish, describe and find thin gs, use the n ame to de

58、composea ndunderstand unfamiliar things. Unified termi no logy will help us better un dersta nd and communi cate to simplify and harm onize term ino logy helps users to un dersta nd user in terfaceand full applicatio n of our in terface desig n.use differe nt term ino logy to describe the same thing

59、 is confusing, but tocha nge and every one is familiar with the term harmful. Both of which makes theprogram difficult to discuss, describe, and archive. Eve n make it difficult to program.Here are some n eed to n amed, and the in terface of the typical object: Process itself;Program uses the docume

60、 nt type;Users to process the impleme ntati on of the main ope rati on; All of the win dows, dialog boxes and property sheets; The use of the main program win dow area;That the non-standard screen objects, order, property,tech no logy.In short, the user can see or n eed to in teract with, and displa

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