Ali Interactive Designer Summary of the 6 new advanced method

Source: Internet
Author: User
Tags minimalist design

This is Ali Interactive intern half Wood to his two months internship to do a summary, to guide the follow-up project work, the main content of collaboration and professional quality of precipitation. are not the actual combat experience in the book, very suitable for inexperienced interactive new advanced learning.

As a newcomer to the workplace, the first contact with such a professional design team is still quite excited and nervous, the team design atmosphere is very good, senior sister is also very enthusiastic. There are a lot of Daniel in the team, we ued have a platform to see all the projects uploaded, but also often share activities, can learn their experience. In short, contact with such a team let me learn a lot of books do not have the theoretical knowledge and practical experience, and then tidy up my internship in the company for several months of some of the harvest summary, with the common learning progress.

  1, get the project to think clearly before you start, do not fall into the details prematurely

Remember that when you first start to take on a project, you often make the mistake of drawing an interface on your computer immediately when you get the demand, which leads to a lack of upfront analysis and inadequate thinking, fewer and less innovative programs, and a slow pace of getting into details prematurely. And then, when you go to a virtual project, and a bunch of development students (also interns) to discuss the program, and found that many people often fall into the details of the implementation of technology, then I learned to try to put the focus of the discussion to the broad framework of the programme to the area to improve the efficiency of the meeting. So, think clearly and do it, don't get bogged down in details too soon.

  2, Target, what is the target of the user? What is the goal of interface design?

When I do a project, I often struggle with the current solution is perfect enough, always feel that there will be a better solution, but I really did not think out the better of them, this kind of entangled for a long time, the result of nothing to waste a lot of time. This is actually to forget the user's goal or is not clear to the user goals, and later after the elder sister pointing back to see those detention plan, according to the "user's goal is what?" is the current solution meeting user goals? And what is the goal of this page design? " To test my time in the tangle, it will be suddenly enlightened, only to find that many times there is no need for "trouble" (perfectionism is a disease). So when you do a project, you should always remember the user goals.

  3, on the trade-off between the two options

I usually have two sets of plans, a conservative, low cost, easy to achieve, an ideal solution, experience the best. and other students to discuss the program, there will often be two options for discussion and even debate, two programs have the pros and cons of PD has not been finalized, this time how to weigh it? Through practice and the advice of Daniel I think that can be considered from these aspects:

Do all two scenarios meet user goals?

Which scenario maximizes the user and business interests? Can the design components be reused? Development cost and technical difficulty comparison?

Jump out of the current scene and consider which scenario is better from the big frame and context, with overall global thinking.

If this is not a judgment, can find a few real users for quick test, such as I did before a shopping cart together with a single function of the two phase of the program, the business logic is more complex, I have two sets of programs, a scheme for the current preferential information show at a glance, but more pages, users back and forth switch operation inconvenient; Scheme II of the page integration, reduce a lot of intermediate pages, users can quickly switch, but the disadvantage is that the current preferential information is not clear enough to cause confusion to users. This time I and with research students to find a few users to test users. Finally finalized the programme as a final solution, as well as some of the improvement points in this program.

  4, the Program Self test:

When we finish a design, to PD, development and other students to see, we need to design a simple and rapid self test, on the one hand to prevent low-level errors, on the other hand, improve communication efficiency, show professionalism. So how should self test:

  1. Check each element of the page, including its state and context

Any element of the page should have a reason to exist, do not do redundant design. This is the most direct and effective method of self test of the scheme. Any element must have the reason of existence, make the interaction design must be rigorous and rational; do not do redundant design, reduce the interference reduction unnecessary. I have always liked the design of very concise products, such as a minimalist product minimalist design style products, has been believed that "less is more" such a golden design principle.

  2. Use of the "about Face3" in the interactive design principles to test

I believe a lot of people have read this classic book, though for many years, the principles still apply to the design that guides the present.

  5, improve the discourse power in the process of communication with pd/development

Many designers complain that they have no voice in the project at first I did the same, I did in Ali the first project, because of the development of knowledge is not very understanding, the plan is more to consider the pursuit of good user experience goals led to the program review meeting, found that the technology can not achieve some functions, so cut off a lot of elements, Experience is a big drop. At that time the heart is very suppressed, feel that they spent a lot of energy to do out of the program because of technical reasons (many because of the development of time problems, is not realized) and to become "unrecognizable." Since then I have decided to learn some development knowledge to improve my voice. In general, in addition to technical knowledge, want to grasp the initiative should also pay attention to the following points:

  1. Have ideas, don't compromise easily

To do the first project, the beginning of several version of the program has a lot of their own ideas, and then after the communication with the PD modified a lot of places (just contact did not dare to insist on their own ideas), and then find a lot of communication with the elder sister actually have thought of it, which means that their thinking by the PD with chaos, such words will always follow the idea of PD to go, It turns out to be a drawing artist, not a designer's own professional skill. So you should insist on your own ideas, not easily compromise, and sometimes the argument is to produce better products.

There are some PD like to put some visual manuscript in the PRD document, I was doing this project in the PRD document has a visual manuscript, it is easy to interfere with the shackles. At this time the designer to play their own ability to think independently, do not be disturbed.

  2. Pre-programme review preparation (excerpt from "Broken Cocoon into Butterflies" book)

(1) Consider all possible options beforehand; do not miss a better plan, refute others ' doubts during the review, to support this program is the best

(2) Preparation of various design basis; research results, supporting data, competitive analysis, etc.

(3) Do a good job meeting invitation.

In a word, the major direction of PD, business objectives, business functions and so on, interactive designers with emphasis on logic, detail, emotion, creativity, interface and so on. In our communication with PD, the goal is to agree on a trade-off between business goals and user goals.

  6, responsibility, executive power, attitude

This is a senior told me the point of view, to be an interactive designer needs to set the right values, the most important is that these three points: responsibility, executive power and attitude. I very much agree with this view that only good design skills can be regarded as a good design craftsman, but both first-class design skills, but also have lofty values to become a truly outstanding designer. Later, through the precipitation of some of my own projects and learning from the experience of other designers, I summed up the idea of the designer's self cultivation:

including professional skills and professional quality of two large chunks, professional skills now have many channels to learn and improve, most designers are trying to improve this piece of ability, and professional quality requires the designer to consciously through the usual details to pay attention to improve, few designers are concerned about this skill, But it's actually very, very important.

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