When it comes to design specifications, this may be something that many designers ignore, or even if they notice it, it does not attract enough attention. Today we will talk about why design specifications and even platform specifications are important to us. ?
What do you think of the design teams at Apple, Google, Microsoft? Or what design company or team do you yearn for?
It is conceivable that the designers of these teams are all carefully selected talents, and they all have their own areas of expertise. The software systems designed by these elites together are of course the crystallization of their collective wisdom. At the same time, since it is teamwork, there must be a problem of cooperation. How do they ensure that the things made by different designers within the team can have a unified style and interaction method? In an iOS system, in addition to the design of the system layer, it also includes the design of various built-in software, as well as the software designed by a third-party team. How do they make it look like they are made by the same person?
They must have a unified specification for everyone to have the same knowledge and understanding of this product and this platform, so that it is possible to do this.
That's what the platform specification is all about.
The reason why I use "platform specification" instead of "design specification" is to make everyone realize that specification is not only for designers, but also for developers. Everyone who designs and develops products should understand, so it is b2b data more appropriate to use "platform specification".
Of course, some products only disclose their design specifications, or they are not platform products. We designers can also pay attention to their design specifications first, and we can learn a lot from there.
Yes, in fact, the biggest meaning of specifications is not just for you to comply with. As designers, the specifications written by those elite teams can be used as the object of your study, which contains their opinions on their products and platforms. Thinking, and a summary of your own design philosophy.
Not to mention, when we want to design on these platforms, we need to follow their specifications. From another perspective, since we yearn for these design teams, why not start learning from these specifications?
As usual, update the skill tree first:
When we look at platform specifications, we can start from these four aspects:
Principle: The overall design principle of the product, and the difference in concept from other products;
Architecture: A standardized architecture design, you can understand the whole picture of its products;
Description (Instruction): the usage specification of each control, the development of the available API interface;
Motion: How do they do the motion, and how does the motion fit with the design principles.
When we design any product, the first thing we need to know is, which platform is our product on? If multiple platforms will be launched at the same time, what is the difference between each platform? What should I pay attention to when doing it?
Common platforms are:
Desktop: Windows, Mac OS;
Mobile terminal: iOS, Android;
Web page: desktop web, mobile web, H5, applet;
Wearable devices: watches, VR, AR, etc.;
Others: such as TVs, car navigation, smart home appliance screens, etc.
These are large external platforms. If we look at the small ones, if we design a function on WeChat, Alipay, or improve a function on Tencent Computer Manager, then we can use WeChat, Alipay, Computer Manager or our own. The product is regarded as a small platform, and we should design based on the principles and specifications of the previous product.
Due to the differences between platforms, they will focus on telling their own special principles, such as iOS10, which emphasizes these three points:
Clarity: Throughout the system, text of any size is legible, icons are precise and easy to understand, appropriate and subtle decoration, focus on function, and all designs are driven by function. White space, colors, fonts, graphics, and other interface elements subtly highlight important content and express interactivity;
Deference: Smooth animations and a clean and beautiful interface help users understand and interact with content without disturbing the user. Translucency and blurring can suggest more content when the current content occupies the entire screen. Reduce the use of borders, gradients and shadows to make the interface as lightweight as possible to highlight the content;
Depth: Clear visual layers and vivid motion express hierarchy, energize, and aid in understanding. Easy-to-discover and triggerable interface elements enhance the experience, allowing users to control the ins and outs of their current location while successfully triggering a function or getting more content. Smooth transitions provide a sense of depth as users browse content.
From these three points, we can clearly see the design characteristics of iOS10. It has formulated core design principles around its high-definition screen, frosted glass effect and flat design style.
You may wish to compare these three principles, and then look at the operating system in the mobile phone. Can you find out how Apple's designers strictly abide by these principles to design unique interface interactions?
iOS10 also has some general design principles that we can also use in our own product design:
Aesthetic integrity: how well visual representations, interactive behaviors and their functions are integrated;
Consistency: Internally consistent standards and specifications help shape a unified user model;
Direct Manipulation: Direct manipulation of objects by the user (rather than through controls) increases user engagement and facilitates comprehension;
Feedback: Each interactive behavior of the user needs corresponding feedback. If there is progress, there should be a clear prompt, and motion effects and sounds can be added appropriately;
Metaphor: When the visual appearance and operation behavior of the interface are similar to the familiar daily experience of the user, the user can learn the application more quickly;
User control: Apps can make intelligent reminders and suggestions for user behavior, but should not make decisions for the user.
If you really understand the design principles given by iOS in the process of designing, and use these principles to test your own products, your things will not be too bad. So until you really have enough design experience and understanding, there is absolutely no need to reinvent the wheel - there really aren't that many new principles.
In addition to looking at the content of the specification, there is actually a lot to learn about the structure of each specification document.