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	<title>UX Garden &#187; 交互设计</title>
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		<title>Google的用户体验设计原则</title>
		<link>http://www.uxgarden.com/2009/04/google%e7%9a%84%e7%94%a8%e6%88%b7%e4%bd%93%e9%aa%8c%e8%ae%be%e8%ae%a1%e5%8e%9f%e5%88%99/</link>
		<comments>http://www.uxgarden.com/2009/04/google%e7%9a%84%e7%94%a8%e6%88%b7%e4%bd%93%e9%aa%8c%e8%ae%be%e8%ae%a1%e5%8e%9f%e5%88%99/#comments</comments>
		<pubDate>Sat, 11 Apr 2009 10:25:08 +0000</pubDate>
		<dc:creator>Junge</dc:creator>
				<category><![CDATA[交互设计]]></category>
		<category><![CDATA[design principles]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://www.userfree.cn/?p=664</guid>
		<description><![CDATA[Google的用户体验团队定义Google的10个设计原则，简单的概括就是10个词：useful, fast, simple, engaging, innovative, universal, profitable, beautiful, trustworthy, and personable。]]></description>
			<content:encoded><![CDATA[<p>当所有的团队设计人员都努力遵循这些原则的时候，google的产品看起来就更Google了。这些原则看起来并不深奥，似曾相识，你在google产品中感受到了多少呢？</p>
<p>A small team gathered to discuss these questions and define  the Googley <a href="http://www.google.com/corporate/ux.html">Design  Principles</a>:</p>
<blockquote><p><a id="useful" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>1. Focus on people – <strong>their  lives, their work, their dreams.</strong></h3>
<p><span>The Google User  Experience team works to discover people&#8217;s actual needs, including needs they  can&#8217;t always articulate. Armed with that information, Google can create products  that solve real-world problems and spark the creativity of all kinds of people.  Improving people&#8217;s lives, not just easing step-by-step tasks, is our  goal.</span></p>
<p><span>Above all, a well-designed Google product is useful  in daily life. It doesn&#8217;t try to impress users with its whizbang technology or  visual style</span> <span>–</span> <span>though it might have both. It doesn&#8217;t  strong-arm people to use features they don&#8217;t want</span> <span>–</span> <span>but it does provide a natural growth path for those who are interested. It  doesn&#8217;t intrude on people&#8217;s lives</span> <span>–</span> <span>but it does open  doors for users who want to explore the world&#8217;s information, work more quickly  and creatively, and share ideas with their friends or the world.</span></p>
<p><a id="fast" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>2. Every millisecond counts.</h3>
<p><span><strong>Nothing is more valuable than people&#8217;s time</strong>. Google pages load  quickly, thanks to slim code and carefully selected image files. The most  essential features and text are placed in the easiest-to-find locations.  Unnecessary clicks, typing, steps, and other actions are eliminated. Google  products ask for information only once and include smart defaults. Tasks are  streamlined.</span></p>
<p><span>Speed is a boon to users. It is also a  competitive advantage that Google doesn&#8217;t sacrifice without good reason.</span></p>
<p><a id="simple" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>3. Simplicity is powerful.</h3>
<p><span>Simplicity fuels many elements of good design, including ease of  use, speed, visual appeal, and accessibility. But simplicity starts with the  design of a product&#8217;s fundamental functions. Google doesn&#8217;t set out to create  feature-rich products; our best designs include only the features that people  need to accomplish their goals. Ideally, even products that require large  feature sets and complex visual designs appear to be <strong>simple as well as  powerful</strong>.</span></p>
<p><span>Google teams<strong> think twice</strong> before sacrificing  simplicity in pursuit of a less important feature. Our hope is to evolve  products in new directions instead of just adding more features.</span></p>
<p><a id="engaging" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>4. Engage beginners and attract  experts.</h3>
<p><span>Designing for many people doesn&#8217;t mean designing  for the lowest common denominator. The best Google designs appear quite simple  on the surface but include powerful features that are easily accessible to those  users who want them. Our intent is to <strong>invite beginners with a great initial  experience while also attracting power users</strong> whose excitement and expertise will  draw others to the product.</span></p>
<p><span>A well-designed Google product  lets new users jump in, offers help when necessary, and ensures that users can  make simple and intuitive use of the product&#8217;s most valuable features.  Progressive disclosure of advanced features encourages people to expand their  usage of the product. Whenever appropriate, Google offers smart features that  entice people with complex online lives –</span> <span>f</span><span>or  instance, people who share data across several devices and computers, work  online and off, and crave storage space.</span></p>
<p><a id="innovative" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>5. Dare to innovate.</h3>
<p><span>Design consistency builds a trusted foundation for Google  products, makes users comfortable, and speeds their work. But it is the element  of imagination that transforms designs from ho-hum to delightful.</span></p>
<p><span>Google encourages innovative, risk-taking designs whenever they  serve the needs of users. Our teams encourage new ideas to come out and play.  Instead of just matching the features of existing products, Google wants to  change the game.</span></p>
<p><a id="universal" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>6. Design for the world.</h3>
<p><span>The World Wide Web has opened all the resources of the Internet to  people everywhere. For example, many users are exploring Google products while  strolling with a mobile device, not sitting at a desk with a personal computer.  Our goal is to design products that are contextually relevant and available  through the medium and methods that make sense to users. Google supports slower  connections and older browsers when possible, and Google allows people to choose  how they view information (screen size, font size) and how they enter  information (smart query parsing). The User Experience team researches the  fundamental differences in user experiences throughout the world and works to  design the right products for each audience, device, and culture. Simple  translation, or &#8220;graceful degradation&#8221; of a feature set, isn&#8217;t sufficient to  meet people&#8217;s needs.</span></p>
<p><span>Google is also committed to improving  the accessibility of its products. Our desire for simple and inclusive products,  and Google&#8217;s mission to make the world&#8217;s information universally accessible,  demand products that support assistive technologies and provide a useful and  enjoyable experience for everyone, including those with physical and cognitive  limitations.</span></p>
<p><a id="profitable" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>7. Plan for today&#8217;s and tomorrow&#8217;s  business.</h3>
<p><span>Those Google products that make money strive to  do so in a way that is helpful to users. To reach that lofty goal, designers  work with product teams to ensure that business considerations integrate  seamlessly with the goals of users. Teams work to make sure ads are relevant,  useful, and clearly identifiable as ads. Google also takes care to protect the  interests of advertisers and others who depend on Google for their  livelihood.</span></p>
<p><span>Google never tries to increase revenue from a  product if it would mean reducing the number of Google users in the future. If a  profitable design doesn&#8217;t please users, it&#8217;s time to go back to the drawing  board. Not every product has to make money, and none should be bad for  business.</span></p>
<p><a id="beautiful" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>8. Delight the eye without distracting  the mind.</h3>
<p><span>If people looked at a Google product and said  &#8220;Wow, that&#8217;s beautiful!&#8221; the User Experience team would cheer. A positive first  impression makes users comfortable, assures them that the product is reliable  and professional, and encourages people to make the product their own.</span></p>
<p><span>A minimalist aesthetic makes sense for most Google products  because a clean, clutter-free design loads quickly and doesn&#8217;t distract users  from their goals. Visually appealing images, color, and fonts are balanced  against the needs for speed, scannable text, and easy navigation. Still, &#8220;simple  elegance&#8221; is not the best fit for every product. Audience and cultural context  matter. A Google product&#8217;s visual design should please its users and improve  usability for them.</span></p>
<p><a id="trustworthy" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>9. Be worthy of people&#8217;s  trust.</h3>
<p><span>Good design can go a long way to earn the trust of  the people who use Google products. Establishing Google&#8217;s reliability starts  with the basics</span> <span>–</span> <span>for example, making sure the  interface is efficient and professional, actions are easily reversed, ads are  clearly identified, terminology is consistent, and users are never unhappily  surprised. In addition, Google products open themselves to the world by  including links to competitors and encouraging user contributions such as  community maps or iGoogle gadgets.</span></p>
<p><span>A greater challenge is  to make sure that Google demonstrates respect for users&#8217; right to own and  control their own data. Google is transparent about how it uses information and  never shares data outside Google without a user&#8217;s explicit consent. Our products  warn users about such dangers as insecure connections, different privacy  policies on other websites, actions that may make users vulnerable to spam, or  the possibility that data shared outside Google may be stored elsewhere. Google  is reassuring but truthful about data sharing so that users can make informed  choices. The larger Google becomes, the more essential it is to live up to our  &#8220;Don&#8217;t be evil&#8221; motto.</span></p>
<p><a id="personable" href="http://www.google.com/corporate/ux.html"></a><br />
<h3>10. Add a human touch.</h3>
<p><span>Google includes a wide range of personalities, and our designs  have personality, too. Text and design elements are friendly, quirky, and  smart</span> <span>–</span> <span>and not boring, close-minded, or arrogant.  Google text talks directly to people and offers the same practical, informal  assistance that anyone would offer to a neighbor who asked a question. And  Google doesn&#8217;t let fun or personality interfere with other elements of a design,  especially when people&#8217;s livelihood, or their ability to find vital information,  is at stake.</span></p>
<p><span>Google doesn&#8217;t know everything, and no design  is perfect. Our products ask for feedback, and Google acts on that feedback.  When practicing these design principles, the Google User Experience team seeks  the best possible balance in the time available for each product. Then the cycle  of iteration, innovation, and improvement continues.</span></p></blockquote>
<p>These UX principles flow naturally from the <a id="kg-w" title="Ten things Google has found to be true" href="http://www.google.com/corporate/tenthings.html" target="_blank">Ten things  Google has found to be true</a> and the UX group&#8217;s stated mission: to design  products that satisfy and delight our users. We described the principles as &#8220;Our  Aspirations&#8221; for two reasons:</p>
<ul>
<li>We have a lot of work to do when it comes to implementation.</li>
<li>Every real-world product will have to strike a balance between all ten  principles.</li>
</ul>
<p>Still, we don&#8217;t want to waffle too much. These principles  represent the User Experience group&#8217;s declaration of beliefs. With &#8220;Satisfy and  Delight&#8221; stitched on our leotards, we&#8217;re determined to get up on the tightrope  and start juggling principles. Please applaud or boo, as appropriate, so that we  can make the next act even better.</p>
<p>原文：<a href="http://googleblog.blogspot.com/2008/04/what-makes-design-googley.html" target="_blank">http://googleblog.blogspot.com/2008/04/what-makes-design-googley.html</a></p>
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			<wfw:commentRss>http://www.uxgarden.com/2009/04/google%e7%9a%84%e7%94%a8%e6%88%b7%e4%bd%93%e9%aa%8c%e8%ae%be%e8%ae%a1%e5%8e%9f%e5%88%99/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<title>微软产品的设计原则</title>
		<link>http://www.uxgarden.com/2009/04/%e5%be%ae%e8%bd%af%e4%ba%a7%e5%93%81%e7%9a%84%e8%ae%be%e8%ae%a1%e5%8e%9f%e5%88%99/</link>
		<comments>http://www.uxgarden.com/2009/04/%e5%be%ae%e8%bd%af%e4%ba%a7%e5%93%81%e7%9a%84%e8%ae%be%e8%ae%a1%e5%8e%9f%e5%88%99/#comments</comments>
		<pubDate>Sat, 11 Apr 2009 10:21:56 +0000</pubDate>
		<dc:creator>Junge</dc:creator>
				<category><![CDATA[交互设计]]></category>
		<category><![CDATA[design principles]]></category>
		<category><![CDATA[Microsoft]]></category>

		<guid isPermaLink="false">http://www.userfree.cn/?p=574</guid>
		<description><![CDATA[设计原则Design Principles在微软Windows 7，office 2007以及微软Surface中的应用。]]></description>
			<content:encoded><![CDATA[<p>不可否认一个产品的最高设计原则对于统一设计师，产品经理已经开发人员都是至关重要的。所有的决策都应该基于这些原则。微软的Windows，Office以及Surface都有着怎样的最高设计原则呢？看看还是挺有意思的。</p>
<p>For the <strong>Windows 7 desktop</strong> design, <a href="http://www.lukew.com/ff/entry.asp?790">Stephan Hoefnagel showed the following principles</a> in action:</p>
<ol>
<li>Reduce concepts to increase confidence</li>
<li>Small things matter, good and bad</li>
<li>Solve distractions, not discoverability</li>
<li>Time matters, build for people on the go</li>
<li>Value the full lifecycle of the experience</li>
<li>Be great at “look” and “do”</li>
</ol>
<p>For the <strong>Microsoft Office 2007</strong> redesign, <a href="http://blogs.msdn.com/jensenh/archive/2008/03/12/the-story-of-the-ribbon.aspx">Jensen Harris illustrated</a> how these “design tenants” helped the team make effective decisions:</p>
<ol>
<li>A person’s focus should be on their content, not on the UI. Help people work without interference.</li>
<li>Reduce the number of choices presented at any given time.</li>
<li>Increase efficiency.</li>
<li>Embrace consistency, but not homogeneity.</li>
<li>Give features a permanent home. Prefer consistent-location UI over “smart” UI.</li>
<li>Straightforward is better than clever.</li>
</ol>
<p>For <strong>Microsoft Surface</strong>, <a href="http://www.lukew.com/ff/entry.asp?791">Joseph Fletcher mentioned</a> how a set of principles for Natural User Interfaces (NUIs) and “super principles” for Microsoft Surface helped the team design.</p>
<p>Natural User Interfaces should be:</p>
<ul>
<li>Evocative: Principle of Performance Aesthetics</li>
<li>Unmediated: Principle of Direct Manipulation</li>
<li>Fast Few: Principles of Scaffolding</li>
<li>Contextual: Principle of Contextual Environments</li>
<li>Intuition: Principle of Super Real</li>
</ul>
<p>Microsoft Surface should be:</p>
<ul>
<li>Social: multiple simultaneous users</li>
<li>Seamless: digital &amp; physical combined</li>
<li>Spatial: kinesiology</li>
</ul>
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		<slash:comments>1</slash:comments>
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		<title>Windows 7的桌面设计经验</title>
		<link>http://www.uxgarden.com/2009/04/windows-7%e7%9a%84%e6%a1%8c%e9%9d%a2%e8%ae%be%e8%ae%a1%e7%bb%8f%e9%aa%8c/</link>
		<comments>http://www.uxgarden.com/2009/04/windows-7%e7%9a%84%e6%a1%8c%e9%9d%a2%e8%ae%be%e8%ae%a1%e7%bb%8f%e9%aa%8c/#comments</comments>
		<pubDate>Sat, 11 Apr 2009 10:11:48 +0000</pubDate>
		<dc:creator>Junge</dc:creator>
				<category><![CDATA[交互设计]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[windows 7]]></category>

		<guid isPermaLink="false">http://www.userfree.cn/?p=577</guid>
		<description><![CDATA[历时两年的30个人的团队在Windows 7的桌面设计中有些什么样的经验呢？他们的设计改进主要在什么地方，设计流程中又贯彻了什么样的设计原则，用户研究人员又做了哪些研究呢？]]></description>
			<content:encoded><![CDATA[<p>历时两年，10几个人为任务栏工作，包括：设计人员，开发人员，可用性研究人员等；30个人工作在桌面设计上。</p>
<p>用户研究数据：纵向研究，在设计过程中，对63个被试在家使用电脑的跟踪调查；还有1100万用户选择匿名共享使用习惯的数据。</p>
<p><a href="http://mschannel9.vo.msecnd.net/o9/mix/09/wmv-hq/c26f.wmv">Windows 7 Desktop Design</a></p>
<p><strong>Areas of Improvement</strong></p>
<ul>
<li>Windows Vista Desktop user interface had several areas for improvement.</li>
<li>here are lots of ways to access Outlook on the Vista desktop (Stephan counted 8): most do the same thing. Any reasonably complex app could be spread out across the desktop.</li>
<li>Microsoft asked 300 people to share their Windows task bars with the design team. They learned a lot by seeing these real-life examples.</li>
<li>Many people’s task bar had lots of overflow in each section from too many elements in it.</li>
<li>For many people it was unclear which element in the task bar represented which document because all the elements were labeled as program names.</li>
<li>Areas of improvement: App functionality is scattered, too much noise, switching windows may be error prone, and arranging windows requires acrobatics.</li>
</ul>
<p><strong>Goals</strong></p>
<ul>
<li>The desktop experience is about getting to your destination. “Turn all the lights to green”. The team’s goal was to evolve (not fundamentally change) an existing system.</li>
<li>Desktop Experience Goals:</li>
<li>1. Things you use all the time are at your fingertips</li>
<li>2. Manage your windows with confidence</li>
<li>3. You are in control</li>
<li>4. Clean &amp; lightweight: look &amp; feel should reflect efficiency</li>
<li>New task bar is 10 pixels bigger: icons more recognizable, easier to click. Can now drag and drop applications into task bar.</li>
<li>Thumbnail view of application is available in task bar. Saw in testing people wanted to click on thumbnails, made them clickable in Windows 7. Can close windows from thumbnail previews with small close icon.</li>
<li>Both windows and tabs in Internet Explorer are shown as thumbnails.</li>
<li>Thumbnails change real windows on the Desktop in hover.</li>
<li>Jump lists in taskbar allow you to directly jump to documents you were working on: current, recent, pinned.</li>
<li>Moving windows to the side puts them into overview mode</li>
<li>Can shake a window to hide all windows around it. Then shake again to bring other windows back.</li>
</ul>
<p><strong>Design Process</strong></p>
<ul>
<li>Two-year process. About a dozen people working on task bar: developers, QA, designers, researchers, etc. 30 people working on desktop.</li>
<li>Early on in process used sketches and light animations to explore transitions and ideas for layout &amp; controls.</li>
<li>Created over 150 high fidelity comps. How can the team stay focused across all these ideas?</li>
<li>Goals are the mountain peaks you are trying to get to. UX principles are the path we use to get to the top of the mountain.
<ul>
<li>Reduce concepts to increase confidence</li>
<li>Small things matter, good and bad</li>
<li>Solve distractions, not discoverability</li>
<li>Time matters, build for people on the go</li>
<li>Value the full lifecycle of the experience</li>
<li>Be great at “look” and “do”</li>
</ul>
</li>
<li>Another way to make sure you do not get lost is through user data. 11 million people opted in to share usage data anonymously. This data set boundaries for design ideas.</li>
<li>How many windows do people have open? Data showed 90% of sessions have 0-14 windows open.</li>
<li>Start small, prototype early in real code, iterate (try other ideas), plan for the small details.</li>
<li>Longitudinal usability: 63 participants used desktops for months at home during design process.</li>
<li>Introduced a small menu in the taskbar to invoke a jump list, but it was optimized for discoverability. Instead it created distraction –so it was moved to right click only.</li>
<li>Longitudinal study showed that 100% of families used right click on task. Had previously assumed right click was more of an advanced feature</li>
</ul>
<p>原文及访谈录像：<a href="http://www.lukew.com/ff/entry.asp?790">http://www.lukew.com/ff/entry.asp?790</a></p>
<p>参考更多：</p>
<p><a href="http://www.userfree.cn/?p=574">微软产品中的设计原则</a></p>
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		<slash:comments>0</slash:comments>
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