嘗試翻譯交互設(shè)計類文章迂求。
Complete Beginner’s Guide to Interaction Design
交互設(shè)計完全入門指南
by UX Booth
Interaction design has its origins in web and graphic design, but has grown into a realm of its own. Far from merely working with text and pictures, interaction designers are now responsible for creating every element on the screen that a user might swipe, click, tap, or type: in short, the interactions of an experience.
交互設(shè)計起源于網(wǎng)頁和平面設(shè)計迁沫,但多年的發(fā)展使其開拓出屬于自己的領(lǐng)域笑陈。目前交互設(shè)計更多的是在一些用戶會進行滑動检号、點擊焰望、按下或者進行輸入的屏幕上創(chuàng)造各種要素秕磷,而遠不止只是和文字圖片打交道锈颗∏昱總的來講,就是體驗上的交互击吱。
This article serves as a good jumping off point for people interested in learning more about Interaction Design. To that end, we’ll briefly cover the history, guiding principles, noteworthy contributors, and tools related to this fascinating discipline. Even if you’re an interaction designer yourself, give the article a read and share your thoughts in the comments below.
本文可視為交互設(shè)計愛好者的入門淋淀。在文章末尾我們會簡要地概括這門迷人學(xué)科的歷史、指導(dǎo)法則覆醇、出色貢獻和工具朵纷。即使你本身已是一名交互設(shè)計師,可以在閱讀文章后在評論中留下你的想法永脓。
WHAT IS INTERACTION DESIGN?
“Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond. Our practices are evolving with the world.” —The Interaction Design Association (IxDA)
什么是交互設(shè)計柴罐?
“交互設(shè)計(IxD)就是交互系統(tǒng)的結(jié)構(gòu)和行為。從個人電腦到移動設(shè)備再到更廣泛的領(lǐng)域憨奸,交互設(shè)計在用戶和其使用的產(chǎn)品服務(wù)之間努力地創(chuàng)造出有意義的關(guān)系革屠。整個交互設(shè)計的發(fā)展都是與時俱進的∨旁祝” —交互設(shè)計組織
Interaction design began the day the first screen was designed to hold more than static copy. Everything from a button to a link to a form field is part of interaction design. Over the past several decades, a number of books have been released that explain facets of interaction design, and explore the myriad ways it intersects and overlaps with experience design.
當(dāng)?shù)谝粔K能夠保存遠非靜態(tài)拷貝數(shù)據(jù)的屏幕誕生時也標志交互設(shè)計的開始似芝。(這句話好難譯!)小到一個按鈕和一個鏈接板甘,大到表單字段党瓮,這些都是交互設(shè)計的一部分。經(jīng)過多年的發(fā)展盐类,市場上已有很多從各方面描述分析交互設(shè)計的書籍并且探索了其和體驗設(shè)計之間縱橫交錯的關(guān)系寞奸。
Interaction design has evolved to facilitate interactions between people and their environment. Unlike user experience design, which accounts for all user-facing aspects of a system, interaction designers are only concerned with the specific interactions between a users and a screen. Of course, in practice things are never so crisply delineated.
交互設(shè)計也逐漸促進了人與自然之間的交互呛谜。不像用戶體驗設(shè)計一樣要照顧到系統(tǒng)的方方面面,交互設(shè)計只關(guān)心用戶和屏幕之間的特別交互枪萄。當(dāng)然在正常情況下都不會分得這么清楚隐岛。
COMMON METHODOLOGIES
通用做法
Although interaction design spans myriad types of web and mobile applications and sites, there are certain methodologies that all designers rely on. We’ll explore some of the more common methodologies here: goal-driven design, usability, the five dimensions, cognitive psychology, and human interface guidelines.
雖然交互設(shè)計橫跨網(wǎng)頁、移動應(yīng)用和站點等各種類型的終端瓷翻,但還是有確定的方法可以讓所有設(shè)計師采用聚凹。在這里我們一起探討這幾種常見的方法:目標驅(qū)動設(shè)計、可用性齐帚、五維法妒牙、認知心理學(xué)和人機界面指南。
GOAL-DRIVEN DESIGN
目標驅(qū)動設(shè)計
Goal-driven design was popularized by Alan Cooper, in his book The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity, published in 1999. Alan defines goal-driven design as design that holds problem solving as a highest priority. In other words, goal-driven design focuses first and foremost on satisfying specific needs and desires of the end-user, as opposed to older methods of design, which focused on what capabilities were available on the technology side of things.
目標驅(qū)動設(shè)計在Alan Cooper一本發(fā)表于1999年的著作《軟件創(chuàng)新之路--沖破高技術(shù)營造的牢籠》中被推廣倡導(dǎo)对妄。Alan將目標驅(qū)動設(shè)計定義為優(yōu)先重點解決問題的設(shè)計湘今。另一方面,與過去那些只關(guān)注技術(shù)是否可行的老舊設(shè)計方法相比剪菱,目標驅(qū)動設(shè)計首要關(guān)注的是終端用戶的需求象浑。
Today, some of the points Alan brings up seem obvious, since designers rarely select interactions based solely on development constraints. However, at its heart, the methodology is all about satisfying the end-user’s needs and wants, which is just as necessary today as it ever was.
自從設(shè)計師很少完全基于技術(shù)發(fā)展限制來確定交互的,似乎在今時今日琅豆,Alan提倡的一些觀點是顯而易見的愉豺。然而,就如同其核心指出那樣茫因,按如今的發(fā)展需要蚪拦,這種目標驅(qū)動設(shè)計的做法就是完全為了滿足終端用戶的需求出現(xiàn)的。
The process involved in goal-driven design, according to Alan, requires five shifts in the way we think as interaction designers.
根據(jù)Alan的觀點冻押,目標驅(qū)動設(shè)計對設(shè)計師們來說主要可分為下面五個要點:
1.Design first; program second. In other words, goal-driven design begins with considerations for how users interact (and how things look!), rather than beginning with technical considerations.
1.設(shè)計優(yōu)先驰贷,開發(fā)其次。換句話說洛巢,目標驅(qū)動設(shè)計首要考慮的是用戶是如何交互(和如何看待)括袒,而不是一開始就考慮技術(shù)。
2.Separate responsibility for design from responsibility for programming. This refers to the necessity of having an interaction designer who can champion the end-user, without worrying about the technical constraints. A designer should be able to trust his or her developer to handle the technical aspects; in fact Alan Cooper suggests that to do otherwise places the designer in a conflict of interest.
2.將設(shè)計責(zé)任從開發(fā)責(zé)任中分離出來稿茉。這里指的是擁有一個能支援終端用戶的交互設(shè)計師的必要性锹锰,而不用擔(dān)心技術(shù)上的限制。一個設(shè)計師應(yīng)該要相信他的開發(fā)者能處理技術(shù)上的事情漓库,事實上Alan Cooper也建議這么做否則會將設(shè)計師放置在利益沖突中恃慧。
3.Hold designers responsible for product quality and user satisfaction. Though stakeholders or clients will have their own objectives, the interaction designer has a responsibility to the person on the other side of the screen.
3.務(wù)必使設(shè)計師對產(chǎn)品質(zhì)量和用戶滿意感負責(zé)。雖然利益相關(guān)者或顧客會有他們自己的目標所需渺蒿,但交互設(shè)計師對屏幕另一側(cè)的用戶也負有同樣的責(zé)任痢士。(這句話我覺得我翻譯錯了!)
4.Define one specific user for your product. This particular idea has developed into something that is now more commonly associated with user research: personas. Yet Alan reminds us to connect personas back to the product, and constantly ask: where will this person use this? Who is he or she? What does he or she want to accomplish?
4.為你的產(chǎn)品描繪出一個特別的使用者茂装。這個特別的想法目前已經(jīng)發(fā)展成更常見的用戶調(diào)查:角色(模擬)怠蹂。而且Alan提醒我們要將用戶跟產(chǎn)品聯(lián)系起來并且要不斷提問:這個用戶會在那里使用這款產(chǎn)品善延?他或她是誰?他或她究竟想達到什么目的城侧?
5.Work in teams of two. Lastly, interaction designers should never work in a silo. Collaboration with others, which Alan Cooper calls a “design communicator,” is key. Though the design communicator Alan envisioned in 1999 was typically a copywriter intended to provide marketing copy for products, today that has expanded to include a project manager, content strategist, information architect, and many others.
5.選擇一個多人的團隊易遣。最后,交互設(shè)計師不應(yīng)該閉門造車赞庶。就像Alan Cooper所提倡的“設(shè)計交流者”,交互設(shè)計師與他人合作很關(guān)鍵澳骤。雖然設(shè)計交流者—Alan Cooper設(shè)想在1999通常是撰稿人計劃給用戶提供營銷文案歧强,但在今日已經(jīng)擴大到包括項目經(jīng)理、內(nèi)容策略師为肮、信息架構(gòu)師和其他摊册。
USABILITY
可用性
Usability may feel like a vague term, but at its heart, designers are simply asking “can someone easily use this?” It’s been explained in books and online in a myriad of ways, and we will review a few different definitions to uncover some common themes and nuances:
可用性聽起來可能有點晦澀,但其實核心就是——設(shè)計師簡單地問一句“每個用戶都能輕易使用這件產(chǎn)品嗎颊艳?”茅特。可用性在書中或者網(wǎng)上已經(jīng)被多樣地演繹詮釋過了棋枕,不過我們將檢查一些不同的定義來發(fā)現(xiàn)其他一些常見主題和細微差別白修。
In the book Human Computer Interaction by authors Alan Dix, Janet E. Finlay, Gregory D. Abowd, Russell Beale, usability is broken down into three principles:
在Alan Dix, Janet E. Finlay, Gregory D. Abowd, Russell Beale等人一起撰寫的書籍《人機交互》中,可用性被分解為下列三大法則:
Learnability: how easily can a new user learn to navigate the interface?
易學(xué)性:一個新手是如何輕易地操作界面的重斑?
Flexibility: how many ways can a user interact with the system?
靈活性:用戶有多少種方法和系統(tǒng)進行交互兵睛?
Robustness: how well are we supporting users when they face errors?
堅固性:當(dāng)用戶面臨程序出錯時我們?nèi)绾瘟己玫靥峁┲С郑?/p>
Meanwhile, Nielsen and Schneiderman explain usability as being made up of five principles:
同時,Nielsen和Schneidern用下方五個原則來分析可用性:
Learnability: how easily can a new user learn to navigate the interface?
易學(xué)性:一個新手是如何輕易地操作界面的窥浪?
Efficiency: how quickly can users perform tasks?
效率:用戶完成任務(wù)要用多久時間祖很?
Memorability: if a user hasn’t visited the system in a while, how well will they remember the interface?
記憶性:如果用戶已有一段時間沒有訪問過系統(tǒng),那么系統(tǒng)會如何記住用戶之前修改過的數(shù)據(jù)漾脂?
Errors: how many errors do users make, and how quickly can they recover from errors?
誤差:用戶會制造多少錯誤假颇?他們需要多久才能從故障狀態(tài)恢復(fù)正常工作狀態(tài)?
Satisfaction: do users enjoy using the interface, and are they pleased with the results?
滿意度:用戶在操作界面的時候滿意嗎骨稿?對獲得的結(jié)果滿意嗎笨鸡?
Lastly, the international standard (ISO 9241) has also broken down the word into five principles.
最后,國際標準也將可用性概括成下面五個方面:
Learnability: how easily can a new user learn to navigate the interface?
易學(xué)性:一個新手是如何輕易地操作界面的坦冠?
Understandability: how well can a user understand what they are seeing?
易懂性:用戶容易理解他們所看到的東西嗎镜豹?
Operability: how much control does the user have within the interface?
可操作性:在界面上用戶有多少可以操控的?
Attractiveness: how visually appealing is the interface?
吸引力:界面有視覺吸引力嗎蓝牲?
Usability compliance: does the interface adhere to standards?
一致性:界面遵守標準嗎趟脂?
Clearly, there are common themes that make up what it means for an interface to be “usable.” Regardless of the usability principles a designer follows, it’s an important consideration for any interface.
很明顯,讓一界面變得“可用”的中心思想都差不多例衍。無論設(shè)計師遵守什么可用性法則昔期,可用性對任何界面來說都極其重要已卸。
THE FIVE DIMENSIONS
五維法
In Bill Moggridge’s book of interviews, Designing Interactions, Gillian Crampton Smith, an academic in interaction design, introduced the concept of four dimensions of an “interaction design language.” In other words, these dimensions make up the interactions themselves, and as a result they make up the communication between a user and the screen. The four original dimensions are: words, visual representations, physical objects or space, and time. More recently, Kevin Silver, senior interaction designer at IDEXX Laboratories, has added a fifth dimension, behavior.
在Bill Moggridge的采訪書籍《設(shè)計交互》中,作為交互設(shè)計的研究人員——Gillian Crampton Smith解釋了交互設(shè)計語言四個維度的概念硼一。也就是說這些方面構(gòu)成了自身交互并最終促進了用戶和界面之間的交流累澡。這四個原始的維度分別為:文字、視覺表現(xiàn)般贼、物體或空間愧哟,還有時間。就在最近哼蛆,作為IDEXX實驗室的高級設(shè)計師Kevin Silver添加了第五個維度:行為蕊梧。
1D: words should be simple to understand, and written in such a way that they communicate information easily to the end user.
一維:文字必須簡單易懂,并且用一種能夠輕易和終端用戶進行信息交流的方式進行撰寫腮介。
2D: visual representations are all graphics or images, essentially everything that is not text. They should be used in moderation, so as to not overwhelm.
二維:視覺表現(xiàn)則是所有的平面和圖片肥矢,本質(zhì)上就是非文字的內(nèi)容。這些視覺表現(xiàn)要有節(jié)制地進行使用叠洗,當(dāng)然也不能使其淹沒在其他內(nèi)容中甘改。
3D: physical objects or space refers to the physical hardware, whether it’s a mouse and keyboard, or a mobile device a user interacts with.
三維:物體或空間指的是物理硬件,即無論是鼠標還是鍵盤灭抑,或者只是一款可以和用戶進行交互的移動設(shè)備十艾。
4D: time is the length that the user spends interacting with the first three dimensions. It includes the ways in which the user might measure progress, as well as sound and animation.
四維:這里講的時間就是用戶花在前三維度的時間。其包括了用戶可能對進展腾节、聲音和動畫進行測量的方式疟羹。(這里翻譯也應(yīng)該不對。)
5D: behavior was added by Kevin Silver in his article, What Puts the Design in Interaction Design. It is the emotions and reactions that the user has when interacting with the system.
五維:行為這一維度是在Kevin Silver的文章《交互設(shè)計中的設(shè)計》里被提及的禀倔。其就是用戶在進行交互是產(chǎn)生的情感和動作榄融。
Using these five dimensions, an interaction designer can pay attention to the very experience the user has when communicating and connecting with a system.
通過這五個維度,交互設(shè)計師就能注意到用戶與系統(tǒng)交互時體驗救湖。
COGNITIVE PSYCHOLOGY
認知心理學(xué)
Cognitive psychology is the study of how the mind works, and what mental processes that take place there. According to the American Psychological Association, these processes include “attention, language use, memory, perception, problem solving, creativity, and thinking.”
認知心理學(xué)主要時研究我們的心理活動是如何運作的和什么心理過程代替了它愧杯。根據(jù)美國心理協(xié)會研究表明,這些心理過程包括“注意力鞋既、語言使用力九、記憶、洞察力邑闺、問題解決能力跌前、創(chuàng)造性和想法”
While psychology is an immensely broad field, there are a few key elements of cognitive psychology that are particularly valued, and in fact may have helped form the field of interaction design. Don Norman called out many of them in his book, The Design of Everyday Things. Here are just a few.
當(dāng)然心理學(xué)是一個很大的范疇,其中只有很少有極具價值的關(guān)鍵部分是關(guān)于認知心理學(xué)的陡舅,當(dāng)然實際上也可能對交互設(shè)計的產(chǎn)生起到幫助作用抵乓。Don Norman在他的著作《設(shè)計心理學(xué)》中召集起來。下面是其中的一些內(nèi)容。
Mental models are the images in a user’s mind that inform their expectation of a certain interaction or system. By learning the user’s mental model, interaction designers can create systems that feel intuitive.
智力模型就是存在用戶內(nèi)心的想象灾炭,這種想象可以體現(xiàn)出他們對確定交互和系統(tǒng)的期望茎芋。通過學(xué)習(xí)用戶智力模型,交互設(shè)計能夠創(chuàng)造出直觀的系統(tǒng)蜈出。
Interface metaphors make use of known actions to lead users to new actions. For example, the trash icon on most computers resembles a physical trash can, in order to alert a user to the expected action.
界面隱喻利用已知的動作來引導(dǎo)用戶新的動作田弥。舉個例子,在大多數(shù)電腦中铡原,“垃圾箱”圖標都長得跟現(xiàn)實垃圾箱差不多偷厦,是為了提醒用戶根據(jù)預(yù)想進行操作。
Affordances are things that are not only designed to do something, but that are designed to look like they are designed to do something. A button that looks like a physical object you can push, for example, is an affordance designed so that someone unfamiliar with the button will still understand how to interact with it.
啟示燕刻,設(shè)計出來不僅僅是為了完成某事只泼,更是讓別人覺得像完成某事。例如酌儒,一個按鈕長得像可以按下的物體辜妓,就是一種啟示枯途,讓即使完全不熟悉功能的用戶也明白如何去與之互動(按下按鈕)忌怎。
HUMAN INTERFACE GUIDELINES
人機界面指南
This section is a bit of a misnomer; there actually is no single set of human interface guidelines. However, the idea behind creating human interface guidelines is in itself a methodology. Guidelines have been created by most major technology design businesses, including Apple and Android, Java and Windows. The goal is the same for all of them: to alert prospective designers and developers to advice and recommendations that will help them to create universally intuitive interfaces and programs.
這部分有點用詞不當(dāng),因為事實上沒有一套單獨的人機界面指南酪夷。然而榴啸,創(chuàng)建人機界面指南背后的理念是一種方法。指南通常由一些大的技術(shù)設(shè)計公司來創(chuàng)建晚岭,包括蘋果鸥印、安卓、Java和視窗操作系統(tǒng)坦报。他們自由一個共同的目標:想未來的設(shè)計師和程序員提出建議库说,將有助于他們創(chuàng)造通用簡便的界面和程序。
DAILY TASKS AND DELIVERABLES
日常工作和可交付的東西
An interaction designer is a key player throughout the entire development process. He or she has a set of activities that are key to the project team. These typically include forming a design strategy, wireframing key interactions, and prototyping interactions.
在整個產(chǎn)品開發(fā)過程中交互設(shè)計師都起到非常重要的作用片择。他的一系列活動對項目組來說很關(guān)鍵潜的。典型包括:設(shè)計策略、關(guān)鍵交互的線框圖和交互原型字管。
DESIGN STRATEGY
設(shè)計策略
Although the boundaries here are fuzzy, one this is certain: an interaction designer will need to know who she is designing for and what the user’s goals are. Typically, this is provided for her by a user researcher. In turn, an interaction designer will assess the goals and develop a design strategy, either independently or with help from other designers on her team. A design strategy will help team members have a common understanding of what interactions need to take place to facilitate user goals.
雖然界限不是很明顯啰挪,但有一個是可以確定的:一個交互設(shè)計師由必要知道他是為哪些用戶設(shè)計和這些用戶的目標是什么。正常都是用戶研究員提供數(shù)據(jù)給交互設(shè)計師嘲叔。然后交互設(shè)計師就會由此分析出用戶目標和制定設(shè)計策略亡呵,這個過程可以單槍匹馬也可以有其他設(shè)計師協(xié)助。一個設(shè)計策略會幫助團隊成員形成共識:怎樣的交互設(shè)計可以促使用戶達到目標硫戈。
WIREFRAMES OF KEY INTERACTIONS
關(guān)鍵交互的線框圖
After the interaction designer has a good idea of the strategy motivating her design, she can begin to sketch the interfaces that will facilitate the necessary interactions. The devil here lies in the details: some professionals will literally sketch these interactions on a pad/dry-erase board while others will use web applications to aid them in the process, and some will use a combination thereof. Some professionals will create these interfaces collaboratively while others will create them alone. It all depends on the interaction designer and his or her particular workflow.
在交互設(shè)計師制定出促進其設(shè)計的好策略之后锰什,他就可以畫一個有著關(guān)鍵交互的界面草圖。這里的細節(jié)一般會出現(xiàn)這些麻煩:有的專業(yè)人士直接在平板或者白板上畫交互草圖,有的則是借助各種軟件程序歇由,當(dāng)然有些也兩者混用卵牍。也有一些專業(yè)人士采用協(xié)同辦公的方法,每個人都可以通過協(xié)同工具單獨對產(chǎn)品交互進行創(chuàng)作沦泌。這些主要決定于交互設(shè)計師和其采用的工作模式糊昙。
PROTOTYPES
交互原型
Depending on the project, the next logical step for an interaction designer might involve the creation of prototypes. There are a number of different ways in which a team might prototype an interaction, which we won’t be covering in extensive detail here, such as html/css prototypes, or paper prototypes.
取決于項目,交互界面草圖出來后正常步驟就輪到建造交互原型谢谦。對于如何給交互創(chuàng)作合理的原型事實上有很多種辦法释牺,這里就不再贅述,例如html/css原型或者紙質(zhì)原型回挽。
STAY CURRENT
與時俱進
One of the hardest parts about being a practicing interaction designer is the speed of change in the industry. Every day, new designers are taking the medium in a different direction. Consequently, users are expecting these new kinds of interactions to appear on your website. The prudent interaction designer responds to this evolution by constantly exploring the web for new interactions and taking advantage of new technologies—while always keeping in mind that the right interaction or technology is the one that best meets the persona’s needs, and not merely the newest or most exciting. Interaction designers also stay current by following thought leaders (like the notable designers below) on Twitter, and pushing the medium forward themselves.
作為一個交互設(shè)計師最困難的一部分就是要時刻跟進業(yè)界的發(fā)展没咙。每天都有從各個領(lǐng)域的人涌入交互設(shè)計中。因此很多用戶就期待在網(wǎng)站中能出現(xiàn)新類型的交互千劈。產(chǎn)品交互設(shè)計師不斷地探索網(wǎng)絡(luò)以獲得新的交互和利用新技術(shù)來趕上設(shè)計的進化祭刚,同時也要牢牢記在心中:好的交互或技術(shù)必定能完美契合用戶的需求,而不僅僅只是因為最新或者最讓人覺得興奮墙牌。交互設(shè)計師可以通過關(guān)注下列在交互設(shè)計領(lǐng)域的大牛并合力推動交互設(shè)計的發(fā)展涡驮!
ALAN COOPER
BRAD FROST
WHITNEY HESS
KIM GOODWIN
BRENDA LAUREL
MAT MARQUIS
KAREN MCGRANE
MIKE MONTEIRO
THERESA NEIL
DON NORMAN
DAN SAFFER
BRENDA SANDERSON
BILL SCOTT
TOOLS OF THE TRADE
行業(yè)工具
BALSAMIQ MOCKUPS
INVISION
OMNIGRAFFLE
PATTERNRY
SKETCH
AXURE
ASSOCIATIONS
行業(yè)協(xié)會
IXDA
AIGA
MEETUP