unity 鼠标放置 ui
Modern technology is complex. It’s not always complicated though, thanks to our constant striving to make human-computer interaction an effortless experience.
现代技术很复杂。 但是,由于我们不断努力使人机交互变得轻松,因此它并不总是很复杂。
However, the more intricate a service/product, the more difficult our job becomes. Two factors make our job today tougher than ever:
但是,服务/产品越复杂,我们的工作就越困难。 有两个因素使我们今天的工作比以往更加艰难:
- There’s more computing power than ever before — which means the apps and programs can include more and more features. 前所未有的计算能力–这意味着应用程序和程序可以包含越来越多的功能。
- Mobile apps rule the software market — which means there’s less and less actual space for UI elements. 移动应用程序统治着软件市场-这意味着UI元素的实际空间越来越少。
This is why today UI is all about creating and structuring feature hierarchies.
这就是为什么今天的UI都是关于创建和构造功能层次结构的原因 。
功能层次结构与基本但很少使用的功能。 (Feature hierarchies vs. the essential, but rarely used functions.)
Creating a feature hierarchy is easy enough. You take all of the features available in an app and evaluate them according to two main poles:
创建要素层次结构很容易。 您可以利用应用程序中的所有功能,并根据两个主要方面对它们进行评估:
Feature’s importance — how crucial it is for the proper functionality of the app (e.g. “Play” button in a media player).
功能的重要性 -它对于应用程序正常运行的重要性 (例如媒体播放器中的“播放”按钮)。
Feature’s urgency — how often an average user needs it (e.g. update settings on a phone).
功能的紧迫性 -一般用户需要它的频率(例如,手机上的更新设置)。
Naturally, if the feature scores highly in both importance and urgency, we place it at the very top of our UI hierarchy, making it visible and easily accessible.
自然,如果功能在重要性和紧迫性上都获得很高的评分,我们会将其放在UI层次结构的最顶层,使其可见并易于访问。
The less-popular and less-important functions, in turn, are relegated to obscure corners on the “lower levels” of the UI.
反过来,较不受欢迎和较不重要的功能则被降级为使UI的“较低级别”上的角落变得晦涩难懂。
This can lead to a self-fulfilling prophecy of sorts. We place some functions at the lower UI level figuring they aren’t as often used. The features then become nearly invisible and people use them less frequently. Seeing that, we conclude that we were correct to place those features on the lower levels in the first place.
这可能会导致某种自我实现的预言。 我们将某些功能放在较低的UI级别,以确保它们不那么常用。 然后,这些功能几乎变得不可见,人们使用它们的频率降低了。 看到这一点,我们得出结论,我们首先将这些功能放在较低级别上是正确的。
But sometimes our products can support features that are both crucial, but not needed often. Those have been named by the Seoul researchers Min and Lee the “raressential” functions.
但是有时我们的产品可以支持既至关重要的功能 ,但并不经常需要 。 首尔研究人员闵和李将这些命名为“狂喜”功能 。
The easiest example: changing a carrier on your phone is not something you need often. However, when you’re traveling aboard, those settings need to be accessed if you want to use your phone as a phone.
最简单的示例:您通常不需要更改手机上的运营商。 但是,在旅途中,如果您想将手机用作手机,则需要访问这些设置。
This means that we need to pay especially close attention to what of our products/services.
这意味着我们需要特别注意我们的产品/服务。
为什么很难为很少使用的功能进行设计。 (Why it’s difficult to design for rarely used functions.)
What we strive for is usability.
我们追求的是可用性。
But as any experienced designer will attest, usability is often about what the user is used to, not what’s actually easier.
但是,正如任何经验丰富的设计师所证明的那样,可用性通常与用户习惯有关,而不是实际上更简单。
By using certain functions every day, even if it’s tough to access them, users form behavioral patterns. And if you mess with that, the usability will drop. The feature itself will be easier to access, but it won’t matter, because nobody wants to learn a new way to do something they already learned how to do once.
通过每天使用某些功能,即使很难访问它们, 用户也会形成行为模式 。 如果您对此感到不满,则可用性将下降。 该功能本身将更易于访问,但是没关系,因为没有人愿意学习一种新的方法来做已经做过的事情。
The secret of designing software is this: in the world of frequently-used, vitally important features people will put up with a lot.
设计软件的秘诀是:在经常使用,至关重要的功能世界中,人们会忍受很多。
The problem with raressentials is specifically that users won’t memorize where they are. The user might only have to access them once a week/month/year, but when they do, it means that the product can’t work without this access.
稀有商品的问题特别是用户不会记住他们在哪里。 用户可能只需要每周/每月/每年访问一次,但是当他们访问时,这意味着如果没有此访问权限,该产品将无法运行。
This means that we have much less room for error, and the user will absolutely refuse to put up with being “lost” in the product.
这意味着我们的错误空间要少得多,并且用户将绝对拒绝忍受产品的“迷失”。
稀有功能的放置位置 (Where to place the raressential functions)
Now that we know what we’re talking about and the complications associated with raressentials, I’ll go over some of the best practices both for mobile and desktop apps.
现在我们知道了我们在说什么以及与稀有内容相关的复杂性,我将介绍一些针对移动和桌面应用程序的最佳实践。
对于移动应用程序:将其放在通过屏幕角访问的较低级别的用户界面上。 (For a mobile app: place them on the lower levels of UI accessed through screen corners.)
For a start, our most-used computers — our phones.
首先,请使用我们最常用的计算机-手机。
There is a hard and fast rule in mobile design: location > symbols.
移动设计中有一个严格的规则: 位置>符号 。
It doesn’t work every single time, but it’s a good enough rule of thumb.
并非每次都有效,但这是一个很好的经验法则。
Since most of our phone screens are pretty small, we can’t as easily rely on the symbols telling our users how each button corresponds to a feature.
由于我们的大多数电话屏幕都很小,因此我们不能轻易依靠告诉用户每个按钮与功能如何对应的符号。
Whereas a desktop is wide and can accommodate every button in existence, the mobile screen is restrictive, and nobody wants to scroll for additional buttons.
台式机很宽,可以容纳现有的每个按钮,而移动屏幕是限制性的,没有人愿意滚动浏览其他按钮。
Mobile design is about being deep, not wide. A user can go down the design hierarchy 5–6 levels in a couple of seconds because it only takes them a finger tap to do so.
移动设计是要深入而不是广泛。 用户可以在几秒钟内将设计层次结构降至5–6级,因为这样做只需要用手指轻击即可。
In terms of screen geometry, the most important part of mobile design is how other elements interact with screen corners.
就屏幕几何形状而言,移动设计中最重要的部分是其他元素如何与屏幕角相互作用。
As we all know, corners are where you look if you want to go “deeper” into the menus and buttons of a mobile app. It’s also where we look for any important features.
众所周知,如果想“更深”地进入移动应用程序的菜单和按钮,则可以在角落找到。 这也是我们寻找任何重要功能的地方。
How it started, I don’t know, but I do know that we can use both our users’ familiarity with the corners and their ability to go deep into the UI very quickly.
我不知道它是如何开始的,但是我确实知道我们可以利用用户对角点的熟悉程度以及他们很快进入UI的能力。
Add to that the fact that most of us will instinctively try to look for raressentials somewhere “deep in the menus”, and we got ourselves a prescription for the mobile apps.
除此之外,我们大多数人会本能地尝试在“菜单深处”中寻找稀有物,我们为移动应用程序开了处方。
Make the users start their journey from the screen corners. Once they’re in the menus, it’s okay to make every screen feature fewer buttons, but have more screens overall.
让用户从屏幕角开始他们的旅程。 一旦进入菜单,就可以使每个屏幕具有较少的按钮,但总体上具有更多的屏幕。
对于桌面应用程序:通过图标突出显示基本功能,并使用功能层次结构图来定向用户。 (For a desktop app: highlight the essential features by icons and orient the user with feature hierarchy maps.)
The crucial difficulty in designing for mobile — the screen size limitation — is not an issue for most desktop applications. In fact, now the screen size becomes a hindrance cause it takes our users time and effort to traverse the screen.
对于移动设备设计而言,关键的困难-屏幕尺寸限制-对于大多数桌面应用程序而言不是问题。 实际上,现在的屏幕尺寸成为一个障碍,因为它需要我们的用户花费时间和精力来遍历屏幕。
A great way to use that freed up space when designing for a desktop is to show your user the “path” they took to get where they are. This helps users memorize how to get to the features they need + it helps them re-trace their steps if they end up lost.
在为台式机设计时使用释放空间的一种好方法是向您的用户显示他们所走到的“路径”。 这可以帮助用户记住如何获得所需的功能,并且可以帮助他们在最终迷失方向时重新跟踪自己的步骤。
Symbols and icons also acquire a special significance in desktop software.
符号和图标在桌面软件中也具有特殊意义。
The screen is bigger, the text is tougher to read (and a lot of large-font text often ends up looking awkward) — therefore the icons and symbols become more important.
屏幕更大,文本更难阅读(很多大字体文本通常看起来很尴尬)-因此图标和符号变得更加重要。
The keyword here is balance: if you decide to add a symbol for every button, especially when they are located closely together, the user will become confused.
这里的关键词是平衡:如果您决定为每个按钮添加一个符号,尤其是当它们紧密放置在一起时,用户会感到困惑。
With many generic-looking symbols laid out in a row, you’ll guarantee that people will need to read the names of the features to avoid misclicking, which will slow them down and frustrate them further.
连续放置许多看起来通用的符号,您将保证人们将需要阅读功能的名称,以避免误点击,这将使它们变慢并使它们进一步受挫。
![A row of the similar symbols in a user interface.](https://i-blog.csdnimg.cn/blog_migrate/8ac88dfcc1e238d8e6e0e3ff98d90f72.png)
For this reason, I would say designing a line of icons is not the best decision user experience-wise, as most users would still rather go deeper into the menus, considering this a “safer” option, than clicking on a symbol next to a couple of other symbols like it.
出于这个原因,我想说,设计一行图标并不是用户体验的最佳决定,因为大多数用户宁愿更深入地研究菜单(认为这是一个“更安全”的选择),也不愿单击图标旁边的符号。其他几个类似的符号。
In my opinion, this is why placing the raressential functions on the upper UI levels won’t necessarily increase usability.
在我看来,这就是为什么将稀有功能放置在较高的UI级别上并不一定会提高可用性的原因。
Here I’d recommend not being afraid of deepening your feature hierarchy, but using that additional screen space to show which steps the user already took so they can go back to any UI level if they need it.
在这里,我建议您不要担心加深功能层次,而要使用额外的屏幕空间来显示用户已经采取的步骤,以便他们可以在需要时返回任何UI级别。
Add to that a spare use of icons and symbols to highlight the narrow and essential function, and you’ll be pretty much golden.
再加上图标和符号的多余使用,以突出显示狭窄且必不可少的功能,您将大有收获。
![Image for post](https://i-blog.csdnimg.cn/blog_migrate/b4e63449d407e5b9c2a55cb7d9870d2b.png)
翻译自: https://uxdesign.cc/ui-hierarchies-and-where-to-put-infrequent-but-vital-tasks-71c1ba5aa1fe
unity 鼠标放置 ui