iphone:Incorporate-characteristics
出自UXGuide.net
请帮助我们修订和更新本文的译文部分
本文的译文部分可能是由多个贡献者提供或从不同的渠道收集,未经过最终审阅和整理,请您帮助我们一起修订和更新本文的译文部分。
优秀 iPhone 应用程序的共有特征
Incorporate Characteristics of Great iPhone Applications
Great iPhone applications do precisely what users need while providing the experience users want. To help you achieve this balance in your application, this section examines some of the characteristics of great iPhone applications and provides advice on how to build them into your product.
优秀的 iPhone 应用程序提供给用户需要的用户体验的,同时又精确地满足了用户的需求。为了帮助你在你的应用程序中取得这样的平衡,本节调查分析了一些优秀的 iPhone 应用程序特性,并提供如何在你的产品建立这些特性的建议。
目录 |
基于简单性和易用性建立Build in Simplicity and Ease of Use
Simplicity and ease of use are fundamental principles for all types of software, but in iPhone applications they are critical. iPhone OS users are probably doing other things while they simultaneously use your application. If users can’t quickly figure out how to use your application, they’re likely to move on to a competitor’s application and not come back.
简单性和易用性是所有类型软件设计的基本原则,但在 iPhone 应用程序中他们极度重要。iPhone 操作系统的用户在使用你的应用程序的同时,很可能正在干其他事情。如果用户不能很快弄清楚如何使用你的应用程序的话,他们很可能会转而使用其他竞争对手的应用程序,并且不会再尝试你的应用程序。
As you design the flow of your application and its user interface, follow these guidelines to build in simplicity and ease of use:
当你设计你的应用程序的流程及其用户界面的时候,清遵从以下规范来基于简单性和易用性建立:
- Make it obvious how to use your application.
使你的应用程序的使用方法显而易见。 - Concentrate frequently used, high-level information near the top of the screen.
浓缩常用的与高级别的信息,并把它放置为靠近屏幕顶部的位置 - Minimize text input.
最少的文字输入 - Express essential information succinctly.
简洁地表达基本信息 - Provide a fingertip-size target area for all tappable elements.
为所有可以点击的元素提供一个指尖大小的目标区域
The following sections explain each guideline for simplicity and ease of use in more detail.
以下每个小节将在更多细节上介绍简单性和易用性中的每个规范。
显而易见 Make It Obvious
You can’t assume that users have the time (or can spare the attention) to figure out how your application works. Therefore, you should strive to make your application instantly understandable to users.
你不能假设用户有多余的时间(或有多余的注意力)去探索你的应用程序如何工作。因此,你应该努力让你的应用程序能立即被用户所理解。
The main function of your application should be immediately apparent. You can make it so by minimizing the number of controls from which users have to choose and labeling them clearly so users understand exactly what they do. For example, in the built-in Stopwatch function (part of the Clock application), shown in Figure 3-1, users can see at a glance which button stops and starts the stopwatch and which button records lap times.
你的应用程序的主要功能应该是一目了然的。为了达到此目的,你应该将用户不得不用的那些控件的数量减到最少,同时使用清晰地用文本标签描述它,这样用户就能理解他到底在做什么。例如,在内置的秒表功能中(钟表应用程序的一部分),如图3-1所示,用户一眼就可以看到哪个是停止按钮,哪个是启动秒表的按钮,以及哪个是记录每圈时间的按钮。
Figure 3-1 The built-in Stopwatch function makes its usage obvious
图3-1 内置的秒表功能的使用方法显而易见
从上到下思考 Think Top Down
People can tap the screen of an iPhone OS–based device with their fingers or their thumbs. When they use a finger, people tend to hold the device in their nondominant hand (or lay it on a surface) and tap with a finger of the dominant hand. When they use thumbs, people either hold the device in one hand and tap with that thumb, or hold the device between their hands and tap with both thumbs. Whichever method people use, the top of the screen is most visible to them.
人们可使用他们的手指或者拇指来点击基于 iPhone OS 设备的屏幕。当使用手指的时候,人们倾向于用非惯用手握着设备(或者放在其表面),然后用惯用手的手指来点击屏幕。当使用拇指的时候,人们会用手掌握住设备,然后用(同一只手的)拇指点击,或者将设备握在双手中间,使用双手的拇指点击。但是无论人们使用哪种方式,屏幕的最上方总对于用户而言,都是最显眼的。
Because of these usage patterns, you should design your application’s user interface so that the most frequently used (usually higher level) information is near the top, where it is most visible and accessible. As the user scans the screen from top to bottom, the information displayed should progress from general to specific and from high level to low level.
由于有这些使用模式,在设计你的应用程序的用户界面时应该将常用的与高级别的信息,并把它放置为靠近屏幕顶部的位置,因为那是最显眼和易于访问的。当用户从屏幕顶部浏览到底部的时候,信息的显示应该是一个从概括到具体,从高级到低级的过程。
最少的文字输入要求 Minimize Required Input
Inputting information takes users’ time and attention, whether they tap controls or use the keyboard. If your application requires a lot of user input before anything useful happens, it slows users down and can discourage them from persevering with it.
不论用户是点击控件或使用键盘,输入信息都会占用他们的时间和精力。如果你的应用程序要求用户输入一大堆信息才可以提供一些有用的东西,那么它就会降低用户的效率并使他们对继续使用你的应用程序感到气馁。
Of course, you often need some information from users, but you should balance this with what you offer them in return. In other words, strive to provide as much information or functionality as possible for each piece of information users provide. That way, users feel they are making progress and are not being delayed as they move through your application.
当然,你通常需要用户提供一些信息,但是你应该在它与你提供给用户的信息之间取得平衡。换句话说,对于用户提供的任何一小块信息,都努力争取返回尽可能多的信息或者功能性的东西。这样一来,当用户使用你的应用程序的时候他们会感到一直在取得进展,没有被拖延。
When you ask for input from users, consider using a type of table view (or a picker) instead of text fields. It’s usually easier for users to select an item from a list than to type words. For details on table views and pickers, see “Table Views” and “Pickers,” respectively.
当你要求用户输入信息的时候,考虑使用表格视图(或选择器)来代替文本输入。对于用户来说从列表中选择一项比键入单词要容易的多。关于表格视图以及选择器的更多细节,请分别参见“表格视图”以及“选择器”。
简洁地传递信息 Express Information Succinctly
When your user interface text is short and direct, users can absorb it quickly and easily. Therefore, identify the most important information, express it concisely, and display it prominently so users don’t have to read too many words to find what they’re looking for or to figure out what to do next.
当你用户界面上的文本简短且直接的话,用户可以很快很容易的理解。因此,确定什么是最重要的信息后,简洁的表达它们,突出显示它们,这样用户无需为了找到想要的信息或者是下一步该做什么而去阅读大段文字。
To help you do this, think like a newspaper editor and strive to convey information in a condensed, headline style. Give controls short labels (or use well-understood symbols) so that users understand how to use them at a glance.
为了帮助你做到这点,像一个报纸编辑那样思考并且努力用压缩标题那样的方式去表达信息。为控件加上简短的标签(或者使用易于理解的符号),这样用户只需看一眼即可知道如何使用。
提供指尖大小的目标 Provide Fingertip-Size Targets
If your layout places controls too close together, users must spend extra time and attention being careful where they tap, and they are more likely to tap the wrong element. A simple, easy-to-use user interface spaces controls and other user-interaction elements so that users can tap accurately with a minimum of effort.
如果你将控件都布局挤在一起的话,用户就得小心的在他们点击的地方,花费更多的时间和注意力,并且,他们极容易点击错误。一个简单,易用的用户界面应在控件与其它的用户交互元素之间保留空间,以便用户只需最小的精力即可精确地点击。
For example, the built-in Calculator application displays large, easy-to-tap controls that each have a target area of about 44 x 44 pixels. Figure 3-2 shows the Calculator application.
例如,内置的计算器程序的按键显示着大且易用的控件,每个的目标大概是44x44像素。图3-2是内置的计算器程序。
Figure 3-2 The built-in Calculator application displays fingertip-size controls
图3-2 内置计算器显示着指尖大小的控件
将重点放在主要功能上 Focus on the Primary Task
An iPhone application that establishes and maintains focus on its primary functionality is satisfying and enjoyable to use. As you design your application, therefore, stay focused on your product definition statement and make sure every feature and user interface element supports it. See “Create a Product Definition Statement” for some advice on how to create a product definition statement.
一个围绕首要功能特征为理念创建和坚持的 iPhone 应用程序是令人满意的,且使用起来令人感到愉悦。所以,当在设计你的应用程序时,要始终以你的产品定义说明为核心,并确保产品中每一项功能特征和用户界面元素都是与其相符的。关于如何创建一个产品定义说明请参见“创建产品定义说明”。
A good way to achieve focus is to determine what’s most important in each context. As you decide what to display in each screen always ask yourself, Is this critical information or functionality users need right now? Or, to think of it in more concrete terms, Is this information or functionality the user needs while shopping in a store or while walking between meetings? If not, decide if the information or functionality is critical in a different context or if it’s not that important after all. For example, an application that helps users keep track of car mileage loses focus on this functionality if it also keeps track of car dealer locations.
一种实现重点的好方式是,决定在每个上下文中,什么是最重要的。当你决定每个单独页面要显示什么的时候你要不停问自己:这是用户现在需要的最关键的信息或功能性吗?或者在具体条件下想一想,这个信息或功能性是用户在商场购物的时候,或赶着会议的时候所需要的吗?如果不是的话,判断一下这个信息或功能性是否属于另外一个上下文的关键信息,抑或是它根本就不重要?例如,一个记录汽车里程的应用程序如果同时提供记录汽车经销商地点的功能的话,它就失去重点了。
When you follow the guidelines for making your application simple and easy to use, you help make your solution focused. In particular, you want to make the use of your application obvious and minimize user input. This makes it easier for users to arrive quickly at the most important parts of your application, which tightens the focus on your solution (for specifics on these guidelines, see “Build in Simplicity and Ease of Use”).
当你遵循这些规范让你的应用程序变得简单与易用的同时,你实际上是让你的解决方案更加聚焦集中了。特别是当你想让使用你的应用程序的变得简单明了并且最小化用户输入时。(遵循这些规范)会使用户更简单的快速到达你应用程序的最重要的那部分,并且这部分是紧密的以你的解决方案为核心的。(关于这些规范的细节问题,请参见“基于简单性和易用性建立”)。
For example, the built-in Calendar application (shown in Figure 3-3) is focused on days and the events that occur on them. Users can use the clearly labeled buttons to highlight the current day, select a viewing option, and add events. The most important information, that is, the days and the events associated with them, is the most prominent. User input is simplified by allowing users to choose from lists of event times, repetition intervals, and alert options, instead of requiring keyboard entry for all input.
例如,内置的日历程序(参见图3-3)将着重于日期及其所发生的事情上。用户可以使用那些已经被标识清晰的按键去用标记日期,选择查看选项,添加事件等。最重要的信息,是,日期和与它相关的事件,它们是最显眼的。用户输入同样很简单,它允许用户选择从事件时间列表,重复间隔,提醒选项中作出选择,而不是要求用户全部使用键盘输入。
Figure 3-3 The built-in Calendar application is focused on days and events
图3-3 内置日历的着重于在日期和事件上
有效地沟通 Communicate Effectively
Communication and feedback are as important in iPhone applications as they are in desktop computer applications. Users need to know whether their requests are being processed and when their actions might result in data loss or other problems. That said, it’s also important to avoid overdoing communication by, for example, alerting the user to conditions that aren’t really serious or asking for confirmation too often.
沟通和反馈在 iPhone 应用程序与桌面电脑应用程序中同样很重要。用户需要知道他们的请求是否正在处理中以及他们的行为是否会导致数据丢失或其他的一些问题。尽管如此,我们还是应该避免过度沟通,例如,避免在并不是很严重的情况下出现警告提示或者过多的出现确认提示。
Animation is a great way to communicate effectively, as long as it doesn’t get in the way of users’ tasks or slow them down. Subtle and appropriate animation can communicate status, provide useful feedback, and help users visualize the results of their actions. Excessive or gratuitous animation can obstruct the flow of your application, decrease its performance, and annoy users.
动画是一个很好的有效地沟通方式,但前提是它不会出现在用户任务中或者拖慢他们。微小精致且适当的动画可以传达状态,提供有用的反馈,并帮助用户可视化他们操作的结果。但是过多或者无意义的动画会阻碍应用程序的操作流程,拖慢其性能并惹恼用户。
In all your text-based communication with users, be sure to use user-centric terminology; in particular, avoid technical jargon in the user interface. Use what you know about your users to determine whether the words and phrases you plan to use are appropriate. For example, the Wi-Fi Networks preferences screen uses clear, nontechnical language to describe how the device connects to networks, as shown in Figure 3-4.
对于所有与用户基于文本的沟通,要确保使用以用户为中心的术语,特别要避免在用户界面上使用技术行话。通过你对用户的了解,来判断你要使用的词语或短语是否合适。例如,在WIFI网络选项页面中使用清楚,非技术性的语言来描述设备是怎样连接网络的,参见图3-4。
Figure 3-4 Use user-centric terminology in your application’s user interface
图3-4 在你应用程序的用户界面中使用以用户为中心的术语