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人机界面的14条法则(草译)

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发表于 2004-11-29 17:30:11 | 显示全部楼层 |阅读模式
Nielsen–Shneiderman

人机界面的14条法则:
1. [Consistency] Consistency and standards. Users should not have to wonder whether different words,situations, or actions mean the same thing. Standards and conventions in product design should be followed.
完整性和标准性:用户不应该对一特定文字,操作,场景产生歧义。通用标准应该被执行。
a. Sequences of actions (skill acquisition).
操作顺序的合理性。
b. Color (categorization).
合理的使用色彩帮助分类。
c. Layout and position (spatial consistency).
考虑层次和位置的空间感
d. Font, capitalization (levels of organization).
字体,大小写切换的组织。
e. Terminology (delete, del, remove, rm) and language (Words, phrases).
合理的使用术语,及术语的缩写。
f. Standards (e.g., blue underlined text for unvisited hyperlinks).
行业标准:如蓝色下划线表示未访问的超级链接。
2. [Visibility] Visibility of system state. Users should be informed about what is going on with the system through appropriate feedback and display of information.
系统整体状态的宏观可视性,对整个工作流和进程有恰当的反馈,并显示信息。
a. What is the current state of the system?
系统当前状态是什么?
b. What can be done at current state?
当前状态下允许的操作是什么?
c. Where can users go?
用户下一步可以去哪个界面?
d. What change is made after an action?
当一个操作被实施以后,应该合理的发生什么?
3. [Match] Match between system and world. The image of the system perceived by users should match the model the users have about the system.
系统模型要和真实世界相符合,比如用户收到的图像要符合真实模型
a. User model matches system image.
用户模型和系统图像符合
b. Actions provided by the system should match actions performed by users.
系统的业务逻辑操作应该和用户的操作保持一致性
c. Objects on the system should match objects of the task.
系统对象要和实际任务对象相匹配。
4. [Minimalist] Minimalist. Any extraneous information is a distraction and a slow-down.
最低要求:减少界面无关信息,他们会发散用户的注意力,并减缓进度。
a. Less is more.
越少越好
b. Simple is not equivalent to abstract and general.
简单并不等于抽象和笼统。
c. Simple is efficient.
简单也要保持有效性
d. Progressive levels of detail.
分层次展现细节
5. [Memory] Minimize memory load. Users should not be required to memorize a lot of information to carry out tasks. Memory load reduces users_ capacity to carry out the main tasks.
记忆力:最小化的占用用户的记忆。用户不愿意记住一堆信息,以执行下一个任务。大量占用用户记忆空间将减少用户宏观上执行整个任务的能力。
a. Recognition vs. recall (e.g., menu vs. commands).
识别对比回忆(如同菜单和命令的对比)
b. Externalize information through visualization.
可视化帮助信息具体化,形象化
c. Perceptual procedures.
快速的感知过程
d. Hierarchical structure.
分级结构(菜单)
e. Default values.
标准值作为录入提示
f. Concrete examples (DD/MM/YY, e.g., 10/20/99).
一个例子
g. Generic rules and actions (e.g., drag objects).
可被用户默认的操作法则,比如对象的拖拉
6. [Feedback] Informative feedback. Users should be given prompt and informative feedback about their actions.
信息反馈:
用户应该获得提示,以及对他们当前操作的充分信息反馈
a. Information that can be directly perceived, interpreted, and evaluated.
信息应该可以被直接分析,评估。
b. Levels of feedback (novice and expert).
反馈是应该被分等级的(新手和专家获得的反馈应该是不同的)
c. Concrete and specific, not abstract and general.
具体和专指的,而不是抽象和笼统的
d. Response time.
反应时间
• 0.1 s for instantaneously reacting;
0.1秒即时反应
• 1.0 s for uninterrupted flow of thought;
1.0秒导致不中断的思考流程
• 10 s for the limit of attention.
10秒可以引起注意力的下降
7. [Flexibility] Flexibility and efficiency. Users always learn and users are always different. Give users the flexibility of creating customization and shortcuts to accelerate their performance.
可用性:可用性和有效性,用户总是在学习的过程中,用客户总是多样的。提供灵活的创建用户自定义的法则,快捷操作,以加速他们的操作。
a. Shortcuts for experienced users.
为有经验的用户务必提供快捷方式
b. Shortcuts or macros for frequently used operations.
为常规操作建立:快捷方式,或者“宏”
c. Skill acquisition through chunking.
这个不会,查了一下(Chunking is a principle that applies to the effective communication of information between human beings. It is particularly useful in the domain of written communication. It was first put forward in the 1950s by a Harvard psychologist named George A. Miller. He published a landmark journal article entitled "The Magical Number Seven, Plus or Minus Two". Miller studied the short term memory. For example, how many numbers people could be reliably expected to remember a few minutes after having been told these numbers only once. The answer was: "The Magical Number Seven, Plus or Minus Two". Millers concept goes beyond numbers. For example, most of us can remember about seven recently learned chunks of similarly classified data. Keep this in mind when you are presenting information to other people.)
即人脑对块数据的缓存量,一般为7个块数据,这个要被合理利用
d. Examples:
• Abbreviations, function keys, hot keys, command keys, macros, aliases, templates, type-ahead, bookmarks, hot links, history, default values, etc.
例子:
缩写,功能键,热键,命令键,宏,别名,模版,预输入,书签,快捷链接,历史纪录,标准值,等等。
8. [Message] Good error messages. The messages should be informative enough such that users can understand the nature of errors, learn from errors, and recover from errors.
好的报警信息,报警信息应该有效而充分,让用户能从该信息中学会并转向正确的操作。
a. Phrased in clear language, avoid obscure codes.
Example of obscure code: ‘‘system crashed, error code 147.’’
清晰的短语,而不是模糊的编码,比如系统崩溃,错误码147
b. Precise, not vague or general. Example of general comment: ‘‘Cannot open document.’’
精确鲜明的例子。“不能带卡爱该文档。”
c. Constructive.
报警具有建设性
d. Polite. Examples of impolite message: ‘‘illegal user action,’’ ‘‘job aborted,’’ ‘‘system was crashed,’’ ‘‘fatal error,’’ etc.
礼貌的用语,不要使用“非法用户操作”“退出任务”,“系统崩溃”“致命错误”等
9. [Error] Prevent errors. It is always better to design interfaces that prevent errors from happening in the first place.
如果能在界面设计上预防错误的发生就再好不过了。
a. Interfaces that make errors impossible.
界面屏蔽误操作。
b. Avoid modes (e.g., vi, text wrap). Or use informative feedback, e.g., different sounds.
避免不合理的模式,比如文本混乱缠绕,或者使用不同声音的提示
c. Execution error vs. evaluation error.
执行期错误对比评估性错误(我认为是跳出警示框,提出下一个操作的潜在风险性)
d. Various types of slips and mistakes.
不同的失手或误操作
10. [Closure] Clear closure. Every task has a beginning and an end. Users should be clearly notified about the completion of a task.
清晰的关闭,每个任务都有清晰的开始和结束操作。用户应该被清晰的告知:该项操作已完成
a. Clear beginning, middle, and end.
清晰的开始,中间过程,结果。
b. Complete 7-stages of actions.
完整的7个操作流程。
c. Clear feedback to indicate goals are achieved and current stacks of goals can be released. Examples of good closures include many dialogues.
清晰反馈任务已完成,当前工作可以被释放。好的结束指令往往包括若干对话框。
11. [Undo] Reversible actions. Users should be allowed to recover from errors. Reversible actions also encourage exploratory learning.
用户应该被允许反向操作,现实证明,反向操作有利于探索性的学习。
a. At different levels: a single action, a subtask, or a complete task.
任务需分成不同层次,一个简单的操作,一个子任务,一个完整的任务。
b. Multiple steps.
多步骤。
c. Encourage exploratory learning.
鼓励探索性学习
d. Prevent serious errors.
预防严重性错误。
12. [Language] Use users’ language. The language should be always presented in a form understandable by the intended users.
使用用户所习惯的语言,术语,而且该语言应该以一种可以被用户理解的方式展现。
a. Use standard meanings of words.
使用词语的标准义,避免多义词
b. Specialized language for specialized group.
为特定人群,制定术语。
c. User defined aliases.
用户自定义别名
d. Users_ perspective. Example: ‘‘we have bought four tickets for you’’ (bad) vs. ‘‘you bought four tickets’’ (good).
以用户期待的方式,如“我们为您买了四张票(差)”“您已购得四张票。”(估计是网上购票场景,哈哈)
13. [Control] Users in control. Do not give users that impression that they are controlled by the systems.
不要让用户产生,已被整个系统控制住的印象。
a. Users are initiators of actors, not responders to actions.
用户是操作者,而不是对操作的应答者。
b. Avoid surprising actions, unexpected outcomes, tedious sequences of actions, etc.
避免突兀的操作,不期待的结果,繁琐的操作等
14. [Document] Help and documentation. Always provide help when needed.
全程提供帮助支持
a. Context-sensitive help.
敏感与上下文的帮助(提出智能性)
b. Four types of help.
四种帮助
• task-oriented;任务定向的
• alphabetically ordered;(字母排序的)
• semantically organized;(语义相关的)
• search.(检索型)
c. Help embedded in contents.(帮助应该内嵌入上下文)
----
Using usability heuristics to evaluate patient safety of medical devices
文章的一部分。想来电子病历应该首相考虑。
发表于 2004-12-22 21:42:34 | 显示全部楼层

人机界面的14条法则(草译)

嗯,阅。很不错。目前的HIS系统有多少符合以上标准的?
发表于 2004-12-24 08:59:49 | 显示全部楼层

人机界面的14条法则(草译)

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