Joke Collection Website - Mood Talk - "Feedback" Prompt of Interaction Details that Can't be Ignored

"Feedback" Prompt of Interaction Details that Can't be Ignored

1) In the communication between people, an unbearable situation is that the other person does not respond to what he says, as if turning a blind eye.

2) No feedback or unfriendly feedback, just like a cold person, will bring users a helpless or unhappy negative experience.

Timely and appropriate feedback to users is a very important principle of interaction design, as shown in the following figure.

1) can tell the user what to do next.

2) Help users make judgments and decisions.

There are various forms of feedback (see the figure below), and all tips should be in the right place at the right time, providing useful information in short and clear words so as not to confuse users.

Let's talk about "toast" feedback, that is, the feedback prompt of the user's operation results. Generally, it only appears on the screen for a short time, and then it will disappear like a bubble without any operation. Used to tell the task status and operation results, as shown in the figure below.

Let's take a look at the "floating layer" feedback, which is a user-oriented class prompt and usually doesn't disappear soon. Sometimes there will be a small tip pointing to a specific location (such as Didi, idle fish), prompting users to pay attention to which location. Users need to click the boot area or click the close button to make the prompt disappear.

Generally speaking, the advantages of toast and floating layer are that it does not affect the current operation and the feedback is timely; The disadvantage is that it is easy to be ignored by users, so it is not suitable for carrying too much text or important information.

Pop-ups are divided into "modal" and "modeless", which need to be used in the scene. Please refer to the figure below.

Modal pop-up: forcing users to pay attention to the contents and operations of the pop-up window, and shielding all contents in the background, but it should be noted that the operation must exit; The text description should be as concise as possible, with no objection. Usually divided into two design methods: dialog box at the bottom of Actionbar and function box, which can be selected according to the actual scene. Generally, when there are three or more function buttons in the dialog box, it will increase the user's burden of function selection, so when multiple function buttons need to be used for selection, you can consider using Actionbar.

Modeless pop-up window:? Does not affect the user's current operation, but often acts like a floating window. Usually, the colors of confirmation and cancellation are clearly distinguished, indicating possible losses, as shown in the figure below.

Pop-up summary:

The appearance of pop-up window will force users to pay attention to the content and operation of pop-up window, which will seriously interfere with users. According to the usage scenario, minimize the design of patterns. Ensure that users can safely exit the path and return to the expected operation every time. If three or more function buttons appear, try using the function box at the bottom.

Button: In reality, pressing a button will immediately have a pressed state, as shown below.

In human-computer interaction, when the user presses a button or link on the screen, it is also necessary to change the state to let the user know that the interface has received his operation, as shown below.

Sound is a very important part of human senses and should be an aspect of product user experience, but it is easily overlooked intentionally or unintentionally.

Commonly used in game design, feedback design in the game is an important means for players to quickly adapt to the game operation and gain a sense of participation and accomplishment, as shown in the following figure.

In human-computer interaction, the proper use of sound feedback has the function of making the finishing point and bringing people a sense of pleasure, such as the following example.

So what is the design of a good UI sound? You need to do the following three things:

1, in line with user expectations (that is, close to real life scenes)

2. Express clear and accurate meaning and emotion.

3. Good sensory experience of sound effects (musicality, sound and duration)

Of course, not all designs are suitable for adding sound. In many cases, not using sound is a better experience, so you must allow users to mute in the application. Any experience of "auto play" or "forced play" sound should be cautious.

Take a real scene in life with an electric toothbrush. During use, the toothbrush gives strong tactile feedback to the teeth and vibrates twice every 30 seconds, prompting to change sides. Users can develop good brushing habits without timing.

In the man-machine interface, vibration is widely used, such as incoming calls, short messages, charging by connecting data lines, etc. , as shown in the figure below.

It should be noted that vibration is a kind of strong tactile feedback, which can be used to replace or strengthen sound prompts, but it should not be used indiscriminately.

Animation, emphasizing: fitting the product, interesting and timely. For a common example: drop-down refresh, using interesting animation can make waiting no longer boring, as shown in the left picture.

Like the Didi taxi scene, the user sends a consultation form to wait for the doctor's consultation, and the doctor's head image that can be consulted constantly appears on the interface, and the animation effect is timely and fast, helping the user to intuitively understand the operation result, as shown in the right picture.

The feedback content is mainly written, and the written information should be concise and easy to understand, avoiding the use of inverted sentences. It's best to express your meaning clearly in one or two sentences and avoid using overly procedural language.

There are four types of content:

Information, here are some examples:

Warning: generally indicated by a warning box, it is used to display information that has an important impact on the use of the program to users, as shown in the following figure.

Error: The copywriting prompts the user that there is something wrong or abnormal in the operation, and the execution cannot be continued.

Confirmation: used to ask the user whether to continue an operation, so that the user can make a second confirmation and provide the user with an irrevocable retreat.

Depending on the scene, it will appear in the following positions: status bar, navigation bar, above the content area, center of the screen, above the menu bar, and bottom (covering the menu bar).

Advantages of the status bar: it takes a certain time to refresh, which weakens the waiting process in order not to let users wait and do other things; Disadvantages: the position is not obvious, so it is suggested to make a prompt with low importance or cross-screen display requirements. (see the picture below)

Navigation bar: suitable for displaying temporary and important prompt information. Generally, it is a display of connection status, indicating that the product is trying to connect to the network and pull data. (see the picture below)

Above the content area: located above the content area and below the navigation bar, it is usually a drop-down refresh, which is a shortcut to load new content. The default prompt information is hidden, and the corresponding prompt information will be displayed when the interface is pulled down to guide the user's operation.

In the middle of the screen: it is usually an overall and important information prompt. All system prompts that require the user's attention can be displayed in this position, as shown in the figure below.

Above the menu bar: it can be a prompt to apply the overall information; It can also be a content-related prompt at the bottom of the interface.

Bottom (covering the menu bar): Displaying tips in this position is designed according to the unique characteristics of the app, which may be a pursuit of new forms. This retaining design maintains the consistency of the operating position.

-Provide users with necessary, positive and immediate feedback at all stages.

-Avoid excessive feedback, so as not to cause unnecessary disturbance to users.

—— Simple operations that can see the effect in time, and feedback tips can be omitted.

-The feedback provided should enable users to complete their choices in the most convenient way.

-Differentiate design for different types of feedback.

-Don't interrupt the user's stream of consciousness, and avoid blocking objects that the user may look back or manipulate.

The above is the case introduction of the chapter "Feedback". The whole article simply lists most cases of micro-medical app, and there is no in-depth study in many places. Welcome to clap bricks ...