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金牌译作 可用性30专题

1965个读者 译者: tea  02/25/2008 原文 引用 双语对照及眉批

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You don’t have to agree upon everything. As a professional web developer you are the advocate of your visitors’ interests and needs; you have to protect your understanding of good user experience and make sure the visitors will find their way through (possibly) complex site architecture. And this means that you need to be able to protect your position and communicate your ideas effectively — in discussions with your clients and colleagues. In fact, it’s your job to compromise wrong ideas and misleading concepts instead of following them blindly.

In this context nothing can support you more than the profound knowledge of fundamental issues related to your work. But even if you know most of them it’s important to know how to name these concepts and how to refer to them once they appear in the conversation. Furthermore, it’s always useful to have some precise terms ready to hand once you might need them as an argument in your discussions.

In this article we present 30 important usability issues, terms, rules and principles which are usually forgotten, ignored or misunderstood. What is the difference between readability and legibility? What exactly does 80/20 or Pareto principle mean? What is meant with minesweeping and satisficing? And what is Progressive Enhancement and Graceful Degradation? OK, it’s time to dive in.

Usability: Rules and Principles

7±2 Principle
Since human brain has some limits on its capacity for processing information, it deals with complexity dividing information into chunks and units. According to George A. Miller’s studies humans’ short term memory can retain only about 5-9 things at one time. This fact is often used as an argument for limiting the number of options in navigation menus to 7; however there are heated debates about The Myth of “Seven, Plus or Minus 2″. Therefore it’s not clear how the 7±2 Principle can, could or should be applied to the Web. Miller’s studies.

2-Second-Rule
A loose principle that a user shouldn’t need to wait more than 2 seconds for certain types of system response, such as application-switching and application launch time. The choice of 2 seconds is somewhat arbitrary, but a reasonable order of magnitude. Reliable principle: the less users have to wait, the better is the user experience. [UF]

3-Click-Rule
According to this rule users stop using the site if they aren’t able to find the information or access the site feature within 3 mouse clicks. In other words, the rule emphasizes the importance of clear navigation, logical structure and easy-to-follow site hierarchy. In most situations the number of clicks is irrelevant; what is really important is that visitors always know where they are, where they were and where they can go next. Even 10 clicks are OK if users feel that they have a full understanding of how the system works.

80/20 Rule (The Pareto principle)
The Pareto principle (also known as the law of the vital few and the principle of factor sparsity) states that 80% of the effects comes from 20% of the causes. This is the basic rule of thumb in business (”80% of your sales comes from 20% of your clients”), but can also be applied to design and usability. For instance, dramatic improvements can often be achieved by identifying the 20% of users, customers, activities, products or processes that account for the 80% of contribution to profit and maximizing the attention applied to them. [Wikipedia]

Eight Golden Rules of Interface Design
As a result of Interface Design Studies, Ben Shneiderman proposed a collection of principles that are derived heuristically from experience and applicable in most interactive systems. These principles are common for user interface design, and as such also for web design.

  1. Strive for consistency.
  2. Enable frequent users to use shortcuts.
  3. Offer informative feedback.
  4. Design dialog to yield closure.
  5. Offer simple error handling.
  6. Permit easy reversal of actions.
  7. Provide the sense of control. Support internal locus of control.
  8. Reduce short-term memory load.

You can learn more details about Shneiderman’s Rules For Design in Wikipedia: Shneiderman’s rules for design.

Fitts’ Law
Published by Paul Fitts in 1954, Fitts’ law is a model of human movement which predicts the time required to rapidly move to a target area, as a function of the distance to the target and the size of the target. The law is usually applied to the movement of the mouse visitors have to perform to get from point A to point B. For instance, the rule can be important to place the content areas in a more usable way to maximize their accessibility and improve click rates.

Inverted Pyramid
The inverted pyramid is a writing style where the summary of the article is presented in the beginning of the article. This approach makes use of the “waterfall effect” well-known in journalism where writers try to give their readers an instant idea about the topic they’re reporting. The article begins with a conclusion, followed by key points and finally the minor details such as background information. Since web users want instant gratification, the inverted pyramid style, as supported by Nielsen, is important for web writing and for better user experience.

Satisficing
Web users don’t prefer optimal ways to find the information they’re looking for. They aren’t interested in the most reasonable and sound solution to their problem. Instead they permanently scan for quick’n'dirty-solutions which are “good enough”. Applied to Web, satisficing describes exactly this approach: users settle with a solution to a problem that is “good enough” — even if alternative solutions can better fulfill their requirements in a long run. [I-D]

Psychology Behind Usability

Baby-Duck-Syndrome
Baby Duck Syndrome describes the tendency for visitors to stick to the first design they learn and judge other designs by their similarity to that first design. The result is that users generally prefer systems similar to those they learned on and dislike unfamiliar systems. This results in the usability problems most re-designs have: users, get used with previous designs, feel uncomfortable with new site structure they have to find their way through.

Banner-Blindness
Web users tend to ignore everything that looks like advertisement and, what is interesting, they’re pretty good at it. Although advertisement is noticed, it is almost always ignored. Since users have constructed web related schemata for different tasks on the Web, when searching for specific information on a website, they focus only on the parts of the page where they would assume the relevant information could be, i.e. small text and hyperlinks. Large colourful or animated banners and other graphics are in this case ignored.

Banner Blindness
Source: Banner Blindness: Old and New Findings

Cliffhanger-Effect (Zeigarnik-Effect)
Human beings can’t stand uncertainty. We tend to find answers to unanswered questions we are interested in as soon as possible. Cliffhanger-effects are based upon this fact; movies, articles and plots with Cliffhanger-effect have an abrupt ending, often leaving with a sudden shock revelation or difficult situation. The effect is often used in advertisement: asking the visitors unanswered and provocative questions advertisers often tend to force them to read the ad, click on the banner or follow a link.

Found out by Bluma W. Zeigarnik in 1927, this effect establishes an emotional connection with readers and is extremely effective in terms of marketing. Visitors can better remember what the ad is about and even smallest details are stored more clearly and precisely. In Web writing the Cliffhanger-effect is also used to bound the visitors to a web-site (e.g. “Grab our RSS-Feed to ensure you don’t miss the second part of the article!”).

Gestalt principles of form perception
These principles are the fundamental rules of human psychology in terms of human-computer-interaction-design.

  • The law of proximity posits that when we perceive a collection of objects, we will see objects close to each other as forming a group.

    Proximity
    A real-world example of the law of proximity from MTV Music Awards 2002. Source.

  • The law of similarity captures the idea that elements will be grouped perceptually if they are similar to each other.
  • The Law of Prägnanz (figure-ground) captures the idea that in perceiving a visual field, some objects take a prominent role (the figures) while others recede into the background (the ground).

    Prägnanz
    The Macintosh logo can be viewed as a regular happy face and a happy face in profile (looking at a computer screen). Source.

  • The law of symmetry captures the idea that when we perceive objects we tend to perceive them as symmetrical shapes that form around their centre.
  • The law of closure posits that we perceptually close up, or complete, objects that are not, in fact, complete.

    The Law of closure
    We perceive the letters ‘I’, ‘B’, and ‘M’ although the shapes we see, in fact, are only lines of white space of differing length hovering above each other. Source.

You can find more information in the article Gestalt principles of form perception

The Self-Reference Effect
Self-reference effect is particularly important for web writing and can dramatically improve the communication between authors and readers. Things that are connected to our personal concept are remembered better than those which aren’t directly connected to us. For instance, after reading an article users better remember the characters, stories or facts they had personal experience with. In Usability the self-reference effect is usually used in terms of web writing and content presented on a web-site.

Usability Glossary: Terms and Concepts

Eye-Tracking
Eye tracking is the process of measuring either the point of gaze (”where we are looking”) or the motion of an eye relative to the head. eye tracking monitor records every eye movement and highlights the most active areas on the site visually. Eye-tracking studies can help to estimate how comfortable web users are with the web-site they’re browsing through and how quickly they can understand the structure and system behind it. You can find some interesting usability findings from recent eye-tracking study Eyetrack07.

Eye-Tracking
Eye-Tracking: Source.

Fold
The fold is defined as the lowest point where a web-site is no longer visible on the screen. The position of the fold is, of course, defined by the screen resolution of your visitor. The region above the fold (also called screenful) describes the region of a page that is visible without scrolling. Since the fold is seen directly without scrolling, it is often considered as the area which guarantees the highest possible ad click rates and revenues. However, Fold area isn’t that important. [Usability.gov]

Foveal viewport (Foveal area)
The fovea, a part of human’s eye, is responsible for sharp central vision, which is necessary in humans for reading, watching television or movies, driving, and any activity where visual detail is of primary importance. Foveal area is a small wide space area where your eyes are aimed at and it is the only area where you can perceive the maximum level of detail. Foveal area is a tight area of about two degrees of visual field or two thumbnails held in front of your eyes. This is the place where you’d like to deliver the most important messages of your visitors.

Foveal viewport is important, because outside of this wide screen area how your visitors see your web-pages change dramatically. Inside this area is the only part of your vision with the maximal resolution - only here no eye scanning is necessary. [Source]

Gloss
Gloss is an automated action that provides hints and summary information on where the link refers to and where it will take the user once it’s clicked. Hints can be provided via title-attribute of links. From the usability point of view users want to have the full control over everything what is happening on a web-site; clear and precise explanations of internal and outgoing links, supported by sound anchor text, can improve the usability of a web-site.

Graceful Degradation (Fault-tolerance)
Graceful Degradation is the property of a web-site to present its content and its basic features even if some of its components (partly or at all) can’t be displayed or used. In practice it means that web-sites display their content in every possible “fault” scenario and can be used in every configuration (browser, plug-ins, connection, OS etc.) the visitor might have. “Power-users” are still offered a full, enhanced version of the page. For instance, it’s typical to offer alternatives for Multimedia-content (for instance image) to ensure that the content can be perceived if images can’t be displayed. [Wikipedia]

Granularity
Granularity is the degree to which a large, usually complex data set or information has been broken down into smaller units.

Hotspot
Hotspots are clickable site areas which change their form or/and outer appearance once they are clicked. This is typical for :focus-effects when a link or any other site element is clicked.

Focus on Smashingmagazine.com
Hotspot and gloss on Smashingmagazine.com

Legibility
Legibility indicates how clear the text is visually.

Minesweeping
Minesweeping stands for user interactions which aim to identify the links on a web-site. In most cases minesweeping is a clear alarm signal for usability problems. Usually minesweeping involves the user rapidly moving the cursor or pointer over a page, watching to see where the cursor or pointer changes to indicate the presence of a link. [Usability.gov]

Mystery-Meat Navigation (MMN)
In Web mystery-meat navigation describes designs in which it is extremely difficult for users to recognize the destinations of navigational hyperlinks — or determine where the hyperlinks are.

Physical consistency
This concept describes the consistent outer appearance of a web-site - e.g. the position of logos, navigation, the use of graphic elements and typography. Physical consistency is essential for better orientation and effective site navigation.

Progressive Enhancement (PE)
Progressive Enhancement is a design strategy in which sites are created in a layered fashion — from the basic functionality for all browsers to the additional, enhanced features for modern browsers. The main advantage of progressive enhancement lies in its “universal usability” — i.e. the fact that it allows everyone to access the basic content and functionality of a web page, using any browser or Internet connection, while also providing those with better bandwidth or more advanced browser software an enhanced version of the page. [Wikipedia]

Readability
Readability describes the degree to which the meaning of text is understandable, based on the complexity of sentences and the difficulty of vocabulary. Indexes for readability usually rank usability by the age or grade level required for someone to be able to readily understand a reading passage. Readability is not legibility. [Usability Glossary]

User-centered design (UCD)
User-centered design is a design philosophy in which users, their needs, interests and behavior define the foundation of web-site in terms of site structure, navigation and obtaining the information. UCD is considered as a standard approach for modern web-applications, particularly due to the rise of user generated content. In Web 2.0 visitors have to be motivated to participate and therefore need conditions optimized for their needs.

Vigilance (sustained attention)
Vigilance is the ability to sustain attention during prolonged, monotonous tasks such as proofreading a text looking for spelling errors, reminding of appointments, auto-saving word processor documents etc. In modern web-applications vigilance tasks are performed in background, automatically and thus improve the usability of the service. [I-D]

Walk-Up-And-Use Design
A Walk-up-and-use design is self-explanatory and intuitive, so that first-time or one-time users can use it effectively without any prior introduction or training. [I-D]

Wireframe
A wireframe is a basic structure — skeleton — of a site that describes the ideas, concepts and site structure of a web-site. Wireframes can be designed as presentations which explain to the stake holders how the site is designed, which functionality it offers and how users can accomplish their tasks. Wireframes usually don’t have any visual elements or a complete page layouts; they are often first drafts and sketches designers create on paper. Example? Here you go. [Glossary, Wikipedia: Wireframes]

Wireframes: DDD
Wireframes: Example.

References, Sources

  • Interaction Design Encyclopaedia
    A growing encyclopaedia on interaction design; the articles not only explain usability terms and issues, but also provide a detailed description of their use in modern design.
  • Usability First Glossary: Alphabetical Index
    One of the largest usability glossaries with hundreds of articles about usability-related issues.
  • Usability Glossary
    Usability 101. Usability Glossary from the Information Technology Systems & Services of the University of Minnesota Duluth.

 

      你不需要赞成任何东西。作为一个专业的网站开发者,你要迎合访问者的口味和需要;你必须保持良好用户体验的理解度和确保访问者可以通过(可能)复杂的站点结构找到他们的路。这意味着你必须能够坚持你的意见并有效地交流你的想法——跟你的客户和同事讨论。实际上,你应该修正错误的想法和易误解的概念,而非盲从。

      在这篇文章里,没有比那些工作相关的深奥基础知识更能支持你。即使你了解其中大多数,但重要的是知道这些原理叫什么和当他们出现在会话里时如何引用它们。而且,你在辩论中需要论据的时候,有这些珍贵的论点在手是非常有用的。

      在这篇文章里,我们列举出30条重要的可用性规范、术语、规则和原则,这些常常是被我们忘记、忽视或者是误解的。可读性和易读性之间有什么区别?80/20法则(或者说是巴莱多定律)是什么意思?扫雷和满意度是什么意思?还有,什么是逐渐地增强和容错性?好吧,是时候开始了。

 

 

可用性:规则和原则

7±2原则

      因为人脑在获取信息时有容量限制,所以在处理复杂信息时会把其分为大的块和单元。根据佐治A.米勒对人类短时记忆的研究,人脑每次能记住大概59项。这个理论通常用在限定导航菜单选项的数目为7。可是,关于“神奇的7±2一直有激烈的争论。因此,关于7±2原则能否或者应不应该应用在互联网上,还是不甚清晰。米勒的研究

 

 

2秒规则

      一条不成文的规则说,在一定类型的系统响应下,用户不必等待多于2秒,例如,切换应用程序和启动应用程序。尽管2秒钟的说法多少有点武断,但还是一个合理的规则。更可靠的说法应该是:让用户等待的时间越短,用户体验越好。[UF]

 

 

3次点击法则

      根据这个规则,如果用户在点击3次鼠标之后都找不到信息或者找出站点的特征,那么他们可以放弃使用这个网站。换句话来说,这个规则强调导航清晰的重要性,具备逻辑性的架构和容易领会的站点系统。在大多数情况下,点击次数其实是无关重要的;真正重要的是访问者总是知道他们在哪里,去过哪里还有下一步可以去哪里。如果用户完全了解系统如何工作,甚至10次点击也是可以的。

 

 

80/20法则(巴莱多定律)

      巴莱多定律(也叫关键少数法则和稀疏因子法则)指80%的效果归结于20%的原因。这是经济学上的基本经验("80%销量来自20%顾客"),但也可以运用在设计可用性上。例如,通过识别20%用户、顾客、活动、产品或者进程,以及80%利润和使关注度最大化,可以戏剧性地改善网页[维基]

 

 

交互设计的八条黄金法则

      通过交互设计研究,本·施奈德曼从经验和大多数可行的交互系统提取出有启发性的法则集。这些法则对于用户界面设计和网页设计都是普遍适用的。

·尽量保持一致性

·让熟手用户使用快捷键

·提供信息化反馈

·设计对话框提示结束

·提供简易错误处理

·允许简单的恢复操作

·提供控制的感觉

·减少短时记忆载入

你可以在维基学习到更多施奈德曼关于设计的法则。

 

 

费茨定律

      这是保罗·费茨在1954年发布的,费茨定律是移动点或者手指到达目标的时间和移动距离的对数成正比。该定律经常运用于鼠标从点A到点B的运动。例如,以一个更有效的途径使可接近性更大和提高点击率去放置内容,这个定律便显得重要。

 

 

倒金字塔

      倒金字塔是文章的摘要在文章开头的一种书写风格。这种方式利用新闻界有名的“瀑布效果”让读者尽量了解作者报道的主题思想。文章以结论开头,然后陈述主要观点,最后是次要的细节例如背景信息。既然网页用户想要即时的满足感,那么,正如尼尔森所说的,倒金字塔对于网页写作是非常重要的,而且更有利于用户体验

 

 

满意原则

      网页用户不喜欢以最优方式去寻找他们所需要的信息。他们对最合理的解决方案不感兴趣。相反,他们经常以又快而并不清晰的方式浏览。在网页应用里,满意原则实际就是描述这种方式:用户以“够用就好”的方式解决问题——尽管长远来看另一种方案能更好地满足他们的需求。[I-D]

 

 

可用性背后的心理学

小鸭子综合症

      小鸭子综合症描述了访问者趋于坚持他们接触的最初设计以及用最初设计的相似性去衡量其它设计。结果是比起其他不相似的系统,大多数用户更喜欢类似的系统。这是因为大多数再设计所具有的可用性问题:用户习惯了原先的设计,对于新的站点结构感到不适应,而不得不重新去适应、找新的方法。

 

 

无视横幅广告

      网页用户习惯无视看似广告的任何东西,有趣的是,他们还十分擅长这个。尽管广告显眼,但却经常被忽略。因为用户上网有不同的目的,当在网页上搜查明确的信息时,他们只会将注意力集中在他们认为是相关的信息上,例如,小的文本和超链接。大的色彩斑斓或者动画横幅和其他图形在这种情况会被无视。

Banner Blindness

来源:无视横幅广告:新旧发现

蔡格尼克记忆效应

      人类不能记住不确定的东西。我们习惯尽力找出我们感兴趣的未知问题答案。蔡格尼克记忆效应就是基于这种现象;蔡格尼克记忆效应下的电影、文章和情节都有一个意外的结局,经常留下一个突然震惊的意外或是困境。这种效应经常运用在广告里:叫访问者回答,然后答案广告商强迫他们阅读广告,点击横幅或者跟随一个链接。

    这个效应由蔡格尼克于1927年发现,跟读者建立了情感化联系,也在市场营销方面产生了效果。访问者能更好地记住广告是说什么甚至最细节的地方也记得一清二楚。在网页写作中蔡格尼克效应也用于联系访问者到网站(例如,“订阅我们的RSS以免你不会错过文章的第二部分!”)

 

 

形态理解的完全法则

      这些法则是人机交互设计的基本心理学。

·相近性法则。当我们看到一个物体集合,我们就觉得物体互相靠近组成一个群组。

 Law of proximity
现实世界的例子,2002年度MTV音乐颁奖典礼的相近性法则。来源

·相似性法则元素。如果元素之间彼此相似,那么他们就被认为是一组。

·图形背景法则。在感知视觉领域,当一些物体退弱为背景时,另一些物体就占主导角色。

         Prägnanz

苹果机的标志就好像一个规则笑脸和一个笑脸的侧面(在看着计算机屏幕)。来源

·对称法则。我们倾向于感知物体的中心周围形成对称的形状。

·结束法则。我们认为物体结束或者完成,尽管事实并非如此。

 The Law of closure
尽管我们只是看见白色和蓝色的横线间隔出现,但我们仍然可以看见字母“I”“B”“M”。来源

      你可以在形态理解的完全法则这篇文章里找到更多信息。

 

 

自我参照效应

      自我参照效应对于网页写作特别重要,而且可以有效地提高作者和读者的沟通。比起跟我们无直接关系的事情,我们能更好地记住跟我们个人想法有关的事情。例如,阅读完一篇文章,用户可以很好地记住跟他们经历相似的角色、故事或者事实。在网站的可用性中,自我参照效应经常运用在网页写作和内容展示方面。

 

 

可用性术语:专门名词和概念

眼动追踪

      眼动追踪是度量凝视点(我们在看哪里)或者眼球运动的过程。眼动追踪监视器记录每只眼睛的运动和在可视点上最活跃区域。眼动追踪研究可以帮助评估用户浏览网页的舒适度,以及他们要用多少时间了解架构和系统。从最近的眼动追踪研究中,你可以找到一些有趣的可用性发现。07眼动追踪

Eye-Tracking

眼动追踪:来源

折叠

      折叠定义为网页在屏幕上看不见的最低点。当然,折叠的位置取决于访问者的屏幕分辨率。折叠以上的区域(也称为全屏)指不用滚动也可见的一屏。因为折叠以上的区域不用滚动也可以直接看到,它常被认为保证最高的广告点击率和收入的区域。尽管如此,折叠并没有那么重要[Usability.gov]

 

 

中心注视点(中心区域)

      作为人眼的一部分,中心凹注视对锐利的中心视觉最重要,对人们阅读、看电视或电影、开车,还有其它视觉占主要作用的活动是必须的。中心区域是你的眼睛可以瞄准的小范围空间区域,它也是你可以感知最多细节的唯一区域。中心区是位于你眼前大约两度的视野或两个指甲大小的狭窄区域。这就是你传送最重要的信息给访问者的位置。

    中心注视点之所以重要,是因为在宽屏幕的外面,访问者可以戏剧性地看见页面的改变。这个区域里面是视觉最大分辨率的唯一部分——只有在这里无需眼睛去浏览。[来源]

 

 

注解

      注解是可链接的提示和摘要信息的一种自动动作,一旦点击就会激发。提示可以通过标题链接提供。在可用性观点里,用户想控制网站上面的全部东西;被超链接文本合理支持的清晰准确的内置解释和外部链接可以提高网页的可用性。

 

 

容错性

      容错性是指在有些元素不能显示或者使用的情况下,网页还能显示其内容和基本特征。也就是说,在每个可能的“错误”情况下和无论访问者使用何种配置(包括浏览器、插件、链接、操作系统),网站都能显示内容和使用。高级用户仍然提供一个完整增强的网页版本。例如,典型的情况是,如果图片不能显示,为多媒体内容提供另一方式去保证内容可以展示。[维基]

 

 

粒度

      粒度表示大的、复杂的数据设置或者信息被切分为更小的单元的程度。

 

 

热点

      热点指点击则改变形式或外表的区域。例如,当一个链接或者其它站点元素被点击就会发生焦点效果。

Focus on Smashingmagazine.com

Smashingmagazine.com上的热点和注释

易读性

      易读性表示文本可阅的清晰度

 

 

 “扫雷”

    “扫雷”表示辨别网页上链接的用户交互行为。在大多数情况下,扫雷对于可用性问题是一个明确的警示标识。扫雷通常指用户在页面上迅速移动光标或者鼠标,看看他们在哪里变成可以点击的图标。[Usability.gov]

 

 

 “肉之谜”导航系统

      网络里,“肉之谜”导航系统指用户难以辨识导航链接或者确定超链接在哪里的设计

 

 

物理一致性

      这个概念描述网站统一的外表——例如,标志的位置、导航、图形元素和字体的使用。物理的一致性有助于更好的定向和有效的站点导航。

 

 

逐渐地加强

      逐渐地加强是一种用于站点创建的分层形式的设计策略——从为所有浏览器设置的基本功能到额外的增加,再为先进的浏览器增加特性。逐渐地加强最主要的先进性在于普遍可用性——例如,当提供更好的带宽或者更高级的浏览器软件和增强型网页时,它允许每个人都可以接触网页上基本内容和功能,使用任何浏览器或者互联网链接。[维基]

 

可读性

      基于句子的复杂程度和词汇的难度,可读性描述文本意义被理解的程度。根据不同年龄或年级水平,每个人理解文章,可读性常被列为可用性指标。但是,可读性不是易读性。[可用性词汇]

 

 

以用户为中心的设计UCD

      以用户为中心的设计是一种设计理念,根据用户、他们的需求、兴趣和行为定义网站的基本东西,包括站点结构、导航和取得信息的方式。UCD被认为是现时网页应用的标准方式,尤其取决于用户产生内容的需求增长。在Web2.0时代,用户积极地参与,因此需要创造条件最大化满足他们的需求。

 

 

警惕性(连贯注视)

      警惕性是在延长单调任务时维持注意力的一种能力,例如校对文本以找出拼写错误、约会提醒、文本编辑时自动保存等。在现时网页应用里,警惕性任务自动在后台操作,因此提高了服务的可用性[I-D]

 

 

走来即用的设计

      走来即用的设计是自我解释和直观的,因此初次或者只有一次使用的用户可以有效地使用而无须任何介绍或者训练。

 

 

线框图

      线框图是基本结构——轮廓——描述理念、概念和网页站点结构的站点。线框图可以设计为向决策者演示网页如何设计,它提供的功能和用户如何完成任务。线框图通常没有视觉元素或者完整的页面层;是设计师在纸上创作的初稿和粗略图。例子?在这里[词汇, 维基:线框图]

Wireframes: DDD

线框图:例子

 

 

参考,引用

·Interaction Design Encyclopaedia

        交互设计的百科全书,还在不断补充更新;文章不仅解释了可用性的规范和原则,也细致描述了它们现时在设计的使用。

·Usability First Glossary: Alphabetical Index

        其中一个最大的可用性词汇,包括上百条可用性术语相关的文章。

·Usability Glossary

        可用性101。来自明尼苏达州德卢斯大学的信息技术系统和服务的可用性词汇。


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