POS UI设计&发展:应该包括什么避免? [英] POS UI design & development: what should be included & avoided?

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问题描述

我不得不设计&开发销售点(POS)系统的UI。
需要包括明显的功能,如产品选择和数量,付款方式,投标金额,用户登录(许多用户将使用一个终端)等。



我的问题更多地涉及开发此UI的UI设计方面系统。
UI功能/控件应如何定位,大小?
是否有首选布局?
他们的颜色我应该避免吗?



如果你知道任何资源来指导我,这也将有所帮助。



这对我来说至关重要,因为我知道使用POS系统的加压环境,我想将流程作为(i)快速,(ii)使用简单,(iii)结果驱动可能为用户服务客户。



所有答案,信息&建议欢迎。
谢谢。



如果您可以提到也可以欣赏的控件之间的季后赛(即,如果触摸屏提供了键盘控制,但是如果还支持键盘和鼠标输入,如何有效地管理键盘和UI空间?) p>

解决方案

聚合POS设计指南



在上述和其他文献中,这里是我的POS设计指南列表。
[如果我们进一步增长这将是很好的]



用户绩效优先级(按顺序):
效率(最少到交易结束时间
有效性(准确的信息和输出)
用户满意度(基于工作环境中的前2个)
学习时间(通过简单的减少学习系统的时间)



GUIDELINES


  1. 灵活的交易建立 - 不要强制顺序进行事务。将产品订单放在任何订单&允许他们更改为一个点。

  2. 优化交易率 - 允许用户尽快完成交易(最少的点击不是真正的问题因为更多的点击可能意味着更大的交易价值,这使得业务有意义)

  3. 支持Handyness /敏捷性 - 大多数用户拥有占优势的手牌,灵巧。允许UI定制(单击一下),以获得手感。我的例子是:一个L> R / R> L切换按钮,它可以轻松的将OK,Cancel等功能移动到更靠近弱点的手中。

  4. 常量反馈 - 提供快照反馈,描述交易的当前状态和交易前的计算结果(NB:帐户)。

  5. 控制音量 - 控制音量是指颜色饱和度/对比度,控件的定位和大小的突出。设计更频繁使用的控件以相对于较不常用的控件具有更大的卷。例如付款按钮大于取消按钮。例如。高对比度更大的色彩饱和度增加音量。

  6. 目标可寻址性 - 查找&选择目标(项目,数字键)是效率的关键。组相关控件(近距离),屏幕边缘控制(屏幕边缘陷阱指针),强调控制幅度(此维度强调用户正常的运动平滑)和颜色编码使得发现&选择目标更有效率。

  7. 避免混乱 - 太多选项会限制控制量,并降低可查找性。

  8. 使用纯文本 - 尽可能避免使用缩写词(仅使用标准缩写,如大小:S,M,L等)。对于产品查询尤其如此。

  9. 产品查询 - 支持常规订单的快捷方式(即汉堡餐),分类浏览和项目名称搜索(最少订购的项目)。考虑包括一个特殊的项目:这是用户输入想要的任何项目(即特定的威士忌订单) - 这需要定价。

  10. 避免用户负担 - 用户应该可以从UI中读取客户问题的答案。因此,提供定期要求/优先的交易反馈(即客户询问:如果我购买此项目,我的帐户的未结余额将是什么?它应该已经在UI中出现了)

  11. 会话排序 - 客户驱动订购而不是系统。所以允许项目选择是不连续的。

  12. 目标聚焦 - POS的目的是从业务角度来完成交易。始终通过付款按钮立即进行交易结算。如果点击,任何不完整的项目将不会完成:用户然后在请求现金/信用卡之前阅读订单)

  13. 角色 - 有不同的类别)POS系统的用户,如(i)文员/收银员和(ii)经理。用户界面应根据这些指导方式向相应的登录人员提供相关选项,即收银员:大量交易建筑控制;经理:大量交易/用户管理控制。

  14. 触摸屏 - (i)允许通常使用较大控件的触摸输入支持大指尖指针。 (ii)提供本体感觉反馈 - 这是反馈,指示控制推动(它应该有一个短暂的延迟它淡出:用户手指将最初)。 (iii)听觉反馈(可选) - 这有助于反馈,特别是关于加压环境中的错误。

  15. 用户培训 - 用户必须接受培训才能了解业务协议&安培; POS如何支持该协议。他们是驾驶系统的人。另外,请POS用户设计&增强您的系统 - 再次,他们是POS系统的有经验的用户

  16. 上下文分析 - 应该对POS系统的使用上下文进行彻底的分析最有效地实施上述POS启发式。了解用户(人为因素),任务(频率,持续时间,压力因素等)和环境(照明,硬件,空间布局等)应在设计过程中全面进行,不应假设。把你的手弄脏&进入用户的工作空间!这样,您可以开发出具体用户可以有效,高效和令人满意地使用的东西。

我希望这有助于大家。 b
$ b

对于所有受访者,我非常感谢您的反馈!请给我更多的这个答案。谢谢


I'm having to design & develop UI for a Point of Sale (POS) system. There are obvious features that need to be included, like product selection & quantity, payment method, tender amount, user login (as many users will use one terminal), etc.

My question is related more towards the UI design aspect of developing this system. How should UI features/controls be positioned, sized? Is there a preferred layout? Are their colours I should be avoiding?

If you know of any resources to guide me, that would also help.

The reason this is critical to me as I am aware of the pressurized environment in which POS systems are used & I want to make the process as (i) quick, (ii) simple to use and (iii) result driven as possible for the user to service customers.

All answers, info & suggestions welcome. Thanks.

P.s. If you could mention the "playoff" between controls that would also be appreciated (i.e. if touch screen a keypad control is provided, but if also supporting keyboard & mouse input how do you manage the keypad & UI space effectively?)

解决方案

Aggregated POS Design Guidelines

Based on the above and other literature, here is my list of guidelines for POS design. [it would be nice if we grew this list further]

User Performance Priorities (in order): efficiency (least time to transaction conclusion) effectiveness (accurate info & output) user satisfaction (based on first 2 in work context) learning time (reduce time to learn system by making it simple)

GUIDELINES

  1. Flexible Transaction Building - don't force a sequence to transaction wher possible. Place product orders in any order & allow them to be changed to a point.
  2. Optimise Transaction Rate - allow a user to complete a transaction as quickly as possible (least clicks are not really the issue as more clicks could mean larger value of transaction, which makes business sense)
  3. Support Handedness / Dexterity - most users have a dominant hand and a weaker hand in terms of dexterity. Allow the UI to be customised (on a single click) for handedness. my example: a L->R / R->L toggle button which moves easy features like "OK", "Cancel" in nearer proximity to weaker hand.
  4. Constant Feedback - provide snapshot feedback which describes current state of the transaction and calculated result of transaction (NB: accounts) before & after committing a transaction.
  5. Control "Volume" - control volume refers to the colour saturation/contrast, prominence of positioning and size of a control. Design more frequently used controls to have larger "volumes" relative to less frequently used controls. e.g. "Pay" button larger than "cancel" button. E.g. High contrast & greater colour saturation increase volume.
  6. Target Findability - finding & selecting targets (item, numeric key) is key to efficiency. Group related controls (close proximity), place controls on screen edges (screen edge traps pointer), emphasise control amplitude (this dimension emphasises users normal plain of motion) and colour coding make finding & selecting targets more efficient.
  7. Avoid Clutter - too many options limits control volume and reduces findability.
  8. Use Plain Text - avoid abbreviations as much as possible (only use standard abbreviations e.g. size: S, M, L, etc.). This is especially true for product lookup.
  9. Product Lookup - support shortcuts for regular orders (i.e. burger meal), categorised browsing & item name search (least ordered items). Consider include a special item: this is any item where the user types what is wanted (i.e. specific whiskey order) - this requires pricing though.
  10. Avoid User Burden - the user should be able to read answers to customer questions from the UI. So provide regularly requested/prioritised feedback for transaction (i.e. customer asks: "what will be the the outstanding balance on my account if I buy this item?" It should appear in UI already)
  11. Conversational Ordering - customer drives the ordering not the system. So allows item selection to be non-sequential.
  12. Objective Focused - the purpose of POS is to conclude the transaction from a business perspective. Always make transaction conclusion possible immediately with "Pay" button. If clicked, any incomplete items will be un-done: user then read order back before requesting cash/credit card)
  13. Personas - there are different categories (personas) of users of POS systems like (i) Clerk/Cashier and (ii) Manager. The UI should present the relevant options to that logged-in persona according to these guidelines i.e. Cashier: large volume on transaction building controls; Manager: large volume on transaction/user management controls.
  14. Touch Screens - (i) allow for touch input with generally larger controls to supported a large finger tip as pointer. (ii) Provide proprioceptive feedback - this is feedback that indicate the control pushed (it should have a short delay on it fade: user finger will be in the way initially). (iii) Auditory Feedback (optional) - this helps with feedback especially with regards errors in pressurised environment.
  15. User Training - users must be trained to understand business protocol & how the POS supports that protocol. They are the one's driving the system. Also, speak to POS users to design & enhance your system - again they are experienced users of the POS system
  16. Context Analysis - a thorough analysis of the context of use for your POS system should be performed to best implement the POS heuristics mentioned above effectively. Understanding the user (human factors), the tasks (frequency, duration, stress factors, etc.) and environment (lighting, hardware, space layout, etc.) should be comprehensively conducted during design and should not be assumed. Get your hands dirty & get into the users work space!! That way you can develop something your specific users can use effectively, efficiently and satisfactorily

I hope this helps everyone.

To all respondents, I really appreciate your feedback! Please give me more wrt to this answer. Thanks

这篇关于POS UI设计&发展:应该包括什么避免?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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