为什么ui框架设计成单线程_评估UI设计的备忘单

为什么ui框架设计成单线程

Whether you’re evaluating your design proposals or giving feedback to a colleague during a design critique or an informal conversation, you may find this actionable cheat sheet valuable. It’s quick to digest and its questions are intended to deconstruct a design and evaluate it thoroughly.

无论您是评估设计建议,还是在进行设计评论或非正式对话时向同事提供反馈,您都可能会发现此可行的备忘单很有价值。 它可以快速消化,其问题旨在解构设计并进行彻底评估。

The cheat sheet is based on established design principles and in my experience in design critiques. I created it to help me assess my own designs but you can also find it useful to help you guide part of your design process.

备忘单基于既定的设计原则和我在设计评论方面的经验。 我创建它是为了帮助我评估自己的设计,但您也可以发现它对帮助您指导设计过程的一部分很有用。

解构设计 (Deconstructing designs)

Design feedback can be quite generic or focused on a specif lens (Information architecture, UI, etc). However, ideally, you will deconstruct a design by adopting each of the ‘lenses’ presented bellow. You’ll adopt one at a time and question the design from that perspective and then do the same for the others. Those lenses are closely intertwined so at the end, you should have come up with a thorough analysis of the design as an all.

设计反馈可以是非常通用的,也可以专注于特定的镜头(信息体系结构,UI等)。 但是,理想情况下,您将采用下面介绍的每个“镜头”来解构设计。 您将一次采用一个,并从该角度质疑设计,然后对其他人进行相同的操作。 这些镜头紧密地交织在一起,因此,最后,您应该对整个设计进行彻底的分析。

  1. Problem space

    问题空间

  2. Information Architecture

    信息架构

  3. UI Design

    UI设计

  4. Design patterns

    设计模式

1.问题空间 (1. Problem Space)

To design is to solve problems. Its essence lies in digging deep in user needs and business goals to come up with creative solutions that provide utility and delight. To solve a problem we first need to fully understand it and maintain a clear vision of it during the design process.

设计就是解决问题。 其本质在于深入挖掘用户需求和业务目标,以提供具有实用性和愉悦性的创新解决方案。 为了解决问题,我们首先需要在设计过程中充分理解并保持清晰的视野。

我们知道吗…: (Do we know…:)

  • the problem that we’re trying to solve?

    我们要解决的问题?

  • the users (their needs, goals, limitations and context of use?)

    用户(他们的需求,目标,局限性和使用环境?)

  • the constraints of the project?

    项目的约束?

2.信息架构 (2. Information Architecture)

Each element on the page has to be positioned, styled, sized, or otherwise distinguished in accordance with its specific importance.

页面上的每个元素都必须根据其特定重要性进行定位,样式设置,大小调整或以其他方式区分。

Ask yourself:

问你自己:

  • Considering the users and business goals previously identified, what are the most important things to solve in this design problem? (simply identify ing them will help you on the next questions)

    考虑到先前确定的用户和业务目标,在此设计问题中要解决的最重要的事情是什么? (简单地确定它们会在接下来的问题中为您提供帮助)

  • Does the visual hierarchy of the different elements on the screen reflect those goals? (Efficacy)

    屏幕上不同元素的视觉层次结构是否反映了这些目标? (功效)

Hierarchy is conveyed by contrast between elements

通过元素之间的对比传达层次结构

  • Is the contrast between elements conveyed in the most efficient way by making good use of colour, size, position, style, actionable elements (Efficiency)

    通过充分利用颜色,大小,位置,样式,可操作元素 (效率) 以最有效的方式传达元素之间的对比

  • Does the way elements are positioned (in relation to each other) encourage a sense of relation between them? Does that perceived relation reflect the real logic relation those elements have? (Law of Proximity: Objects that are near, or proximate to each other, tend to be grouped together)

    元素的放置方式(相对于彼此)是否促进了它们之间的联系感? 这种感知的关系是否反映了这些元素具有的真实逻辑关系? ( 邻近法则 :彼此靠近或接近的物体往往会组合在一起)

3. UI设计 (3. UI Design)

Ask yourself:

问你自己:

  • Are elements that are logically connected also visually connected? Does the opposite happen? Visual cues that connect elements together can be a common background between elements (borders, lines, colour background -> Law of Common Region) or through the use of the same shapes, colours or size (Gestalt principle of similarity)

    逻辑上相连的元素是否也在视觉上相连? 会发生相反的情况吗? 将元素连接在一起的视觉提示可以是元素之间的共同背景(边界,线条,颜色背景-> 共同区域法则 ),也可以是使用相同形状,颜色或大小的相似背景 ( 相似的格式塔原理 )

  • Does the UI guide the attention of the user to where he/she’s trying to go? Is the design simple (does it not contain excessive colours, imagery, design flourishes, or layouts that don’t add value?) but at the same time clear (makes use of visual cues to direct the user towards his/hers goal)?

    UI是否将用户的注意力引导到他/她试图去的地方? 设计是否简单 (不包含过多的色彩,图像,设计繁荣或没有增加价值的布局?) 但同时又清晰 (利用视觉提示将用户引向其目标)

  • Are the key actions and important information visually distinctive from the rest? (Isolation effect)

    关键行动和重要信息在外观上是否与众不同? ( 隔离效果 )

  • What is the minimum amount of UI that will allow the content to be found and effectively communicate to the user? (Occam’s Razor principle)

    可以找到内容并有效地与用户进行通信的UI的最小数量是多少? ( 奥卡姆剃刀原理 )

  • Is the design aesthetically pleasing? Aesthetically refined design tends to increase users’ tolerance to minor usability issues (Aesthetic Usability Effect)

    设计美观吗? 美观的设计倾向于提高用户对较小可用性问题的容忍度 ( 审美可用性效应 )

4.设计模式 (4. Design Patterns)

Making use of patterns means using solutions that are already ‘known’ to be effective in solving a particular problem. The likelihood of success is higher. — see Jakob’s law

利用模式意味着使用已经“已知”的解决方案可以有效解决特定问题。 成功的可能性更高。 —参见雅各布定律

Ask yourself:

问你自己:

  • What are the components you see in the design (menus, search, text fields, dividers)? What are the common patterns for them? (check Material Design guidelines, Mobbin.design, etc to identify established patterns)

    您在设计中看到哪些组件(菜单,搜索,文本字段,分隔线)? 常见的模式有哪些? (检查“ 材料设计准则” ,“ Mobbin.design等”以标识已建立的模式)

There are many design patterns established by the industry, you can check my list of favourite ones in an upcoming Medium post.

业界建立了许多设计模式,您可以在即将发布的“ Medium”帖子中查看我最喜欢的设计列表。

This cheat sheet is a work in progress where I’m constantly adding new things and refining them.

该备忘单是一个正在进行中的工作,在这里我会不断添加新事物并对其进行完善。

👋 Let’s be friends! Connect with me on LinkedIn and follow me on Medium for more Design-related articles!

be 让我们成为朋友! 在LinkedIn上与我联系,并在Medium上关注我,以获取更多与设计有关的文章!

翻译自: https://uxdesign.cc/how-to-evaluate-designs-cheat-sheet-for-design-critiques-and-your-own-designs-f339a2d0fa11

为什么ui框架设计成单线程

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