Learning from things: people live and learn within certain rules, and then have a perfect understanding and experience of people and things around them.

Design itself is a rational discipline. The aesthetics vary from person to person. The growing environment, the things you touch, and your personal emotions will affect or determine your preferences. Design is to explore and present the commonalities behind this. Good design can persuade others only if it is reasonable. The understanding of the principle is the understanding and experience of the world. When the product gets the requirements and starts to design, if only stacking wireframes and stacking components, without considering any rules and logic, it is likely to produce some inconsistent results, bloated and unbalanced.

Container

Container is a relatively broad concept, and the definition of container is different in different design scenarios. Therefore, before designing products, interaction design and other activities, you should first determine the boundaries of the container.

When we design a new product from scratch, the entire product is a container; when designing specific functions, a page/interface is the container; in specific design situations, such as when discussing the value of the Banner column, ” “First screen” and “second screen” define the container boundary as the boundary of a specific physical interaction scene, and the physical boundary of the browser and mobile terminal is the container boundary.

Operational expectations

If you simply divide the function of the elements in the container into: information transmission and operation. More often, the user’s operation expectations should be the same as your design expectations. There is a basic logic in the control of user operation expectations: that is, the richer the physical structure, the more controllable the operation expectations.

At the same time, users desire control and want to feel “everything is under control”. When does the sense of control arise? According to Donald Norman, it is when the gap between evaluation and execution is broken: in other words, the system clearly tells the user what the current state of the system is and how to change this state through operations. Users need to clearly understand the current state of the system. For users, seeing the square is believing: every process executed by the system should provide visual feedback. Every action, from the display of hidden content to the waiting progress bar, must be clearly expressed so that the user can understand what is happening.

But the more bloated the physical structure, the higher the aesthetic cost.

Therefore, in product design, from an aesthetic point of view, streamlining the physical structure is the current trend of “minimalist design”. However, the design also needs to consider the user’s operational expectations, the control of the operational expectations and the delivery of “control rights”.

Interaction cost

The most important goal of product usability testing is to minimize interaction costs.

IC=P+M (interaction cost=physical behavior+mental cost). In this simple equation, when the increase in M ​​is greater than the decrease in P, it is completely uneconomical.

Life Cycle/Life Cycle

In program design, for reasons such as security, resource utilization, etc., a corresponding life cycle will be set for the session, and it will be destroyed when it meets a certain type of trigger condition.

Thinking inertia

People usually choose the path that requires the least effort, not only because of laziness, but also because they try to do things efficiently, as quickly and easily as possible to meet their multiple needs. When thinking or solving problems, people subconsciously match the status quo with past experiences to make decisions and take actions. In a similar situation, if a behavior is often successful in past experiences, then no matter how many options there are (in the struggle of ideas, compared to the most practiced behavior, these other options are too weak), the behavior will be applied again . And the result is assumed to be the same as the previous achievement of the behavior. At this time, past experience turns into current expectations. This kind of thinking or decision-making process is the inertia of the user’s thinking when using the product.

This process of thinking inertia is realized through Implicit Memory. Implicit memory is a long-term memory, in which past experience is used to trigger behavior without conscious perception. On the Internet, users generate implicit memory through websites used in the past to understand how to interact with the current site or application. When performing operations to complete a certain task, the user will also rely on Procedural Memory: an implicit memory of oneself, which is related to the execution of the process. When a task is rehearsed multiple times, it becomes part of the procedural memory: it is as if we have a special “muscle” to deal with this situation.

Part of the reason why we can perform complex processes without conscious effort is due to our mental inertia, namely implicit memory and procedural memory. Therefore, in product design, we should consider fully respecting the inertia of the user’s thinking.

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