How big is the gap between the newcomer and the three-year experience of interactive designers?

Source: Internet
Author: User

At the beginning of the internship, my brother told me the fastest growing way is: stealing the skills of other predecessors--needless to say I also know, of course, can not be said to steal so bad, careful observation of the normal work of the predecessor of the state and the way, there will be a great harvest.

First of all, let me not face to define myself as a new 0.5 years work experience, and my sister-in-duty, is a full three years of experience in the senior interactive designer. So, let me only from the perspective of a younger generation, say I see those gaps.

The first to perceive is a very high degree of business familiarity

As a new intern, itself is not a heavy user of e-commerce products, the business is very unfamiliar with the natural. One of the things that bothers me most about the tasks I've just received is "design Boundaries": Which buttons and pages can be changed for a task? Will adding a Label here affect anything else? Does this component support color-sensitive display? Does the seemingly blank place have other business content under certain circumstances?

Use text to give a simple example (not real): On a page I need to add a strong reminder, tell users to buy something else can enjoy 200 minus 50 of the activity. So I took out the mobile phone selected a product, in the submission of the order page, looked at the bottom of the payment button seems to be on the top of the bar is very good, there is a need to let users click after the selection of recommended products, such as this.

But in fact, this position has long been occupied-such as out of stock, sold out will be here with bar to remind.

The degree of familiarity with the business is included in two aspects.

First, the product logic, experienced designers will be very aware of the various aspects of their product line, including the page will appear in all the content, the limit of the situation (in fact, directly in the product cut a picture, you can only see part, not the whole picture). There are some of her in the mind, you can think back to have done this page of what function, this time may be affected, so be aware of, and some in her computer, she can always quickly turn out the previous design manuscript, or the page complete functional logic records, and statically pointed out the logic, clear "design boundaries." Unfortunately, even if you give these designs to you, no actual work has been done, you are not looking for, unable to perceive.

Second, design specifications, experienced designers understand the details of the product specifications. I am doing a business, want to put a temporarily unavailable button Gray, to express the button is not available, but the sister-in-the-eye to tell me that the component of this button does not have disable properties, can not be gray, you should click on the pop-up window to remind users. At first, I think it is not reasonable, why do we have to operate to tell the user that the portal is not available? But in fact, after balancing development costs and testing costs, this is the quickest and most reasonable solution. In addition, the consistency of the interaction is important, and experience will tell you that the same function or operation should have a consistent experience in a similar scenario, but it is impossible to know how the experience is in other scenarios if you have not explored the whole product carefully.

So, 0.5 years of experience I need to learn from 3 years of experience of the first thing, is through the actual combat immersion into the business, understand and familiar with the details of the business. Have not seen the scene on the initiative to experience, do not know how to use the components on the initiative to ask the development of the elder sister (do not shoot the head on the manuscript), nothing more use of their own products hundred profit and no harm.

The second sense is the methodical work rhythm.

I am a distracted person, writing articles usually also think where to write where, in the school may draw half to let oneself empty for a while. The advantage is that there is a lot of fresh inspiration, but the downside is also obvious, that is, the rhythm is chaotic, easy distraction leads to some omissions. As a newcomer, just put into the work is easy to mess up the rhythm of the business--is being absorbed in the design of the time was pulled to open a meeting, is seriously reviewed by the Mail interrupted. So, one of the things that often happens is that I'm going to take the idea or plan that I just formed to show it to others, not that I don't want to think seriously, but that the chaotic rhythm lets the newcomer forget to step through the design.

Experienced designers are able to cope with all kinds of chores at work. Their calendar or Todo list might be like this:

(This is really the case!) )

And my list is mostly in the form of Task + deadline. The sister-in-the-middle will quickly record any task they hear in the schedule and adjust the schedule to ensure that their work is in order. Task fragmentation is also very important to ensure that the design process is interrupted after the effect of the scene recovery, and fragments of the task can also give themselves a considerable psychological positive feedback.

In addition, the design of the sister-in-the-art is very quick, of course, I am too slow. Another manifestation of the chaotic rhythm is that I often mistakenly estimate the time it takes for me to produce a plan, and seemingly simple requirements may take days to adjust-because new people tend to lack the ability to predict their plans. Most of the time, I need to make a simple drawing of different programs, put them in front of me, compare the pros and cons and make a choice. But the elder sister does not do so, may in the mind simple once can quickly know several schemes between good or bad, quickly shoot off those obviously not, and then hand-painted sketches to see the simple effect, choose want of that one, start, fix.

Hand-painted can be difficult to see, but logic must be clear, especially for interaction designers. Quickly selecting a solution can greatly improve the design efficiency (or maybe I am really less efficient than the normal level ...). ), and agile design also helps to make time to complete solutions, respond to changes in demand, and so on. In short, it is unreasonable to spend too much time on one thing, and the tedious work must let the brain meet the new task, otherwise, think of the things before you do the current things, will let you unprepared.

The final perception is the ability of the project to control

I as a newcomer, the internship time is relatively short, until the last few weeks to go, only to slowly contact the project development, walk-through, testing some of the follow-up process, so the project's control is known after the sleep. At the beginning of the demand, it seems that as long as the plan out, the review has been done, it can be put into the next project. But in fact, there are a lot of potential problems or new problems are appearing in the late stage of the project: follow-up development progress, the development of low-level, the development difficulties encountered, after-line data feedback and so on. New people often make mistakes is to do the demand only in the front, the consequence is that you do not know whether the plan is effective and feasible.

So, when the late sister came to ask me, "Hey, the last time to do that project, when on-line ah?" What about user feedback? "At the time, I was despair, because I did not think to track it, even the development of my project to the students called nothing to remember, it is too bad."

Therefore, experienced designers must control the progress of the whole project, not just as a "art" to see, not to hand out the chart, it is OK. In the early stage, designers need to repeatedly communicate with the Product manager logic and details, after all, not all scenarios you are so familiar with, the medium-term, with the development, business parties to communicate the design draft, to determine the development of the implementation and business integrity, and follow-up project scheduling, late, the project tracking, follow-up, re- Tracking allows you to know the progress of the current project, and let you ensure that the design of the restore degree, re-disk with data and feedback to prove the reliability of the design.

Of course, in addition to the above mentioned three points, sister in the use of proficiency in the tool, communication expression (and tear force) ability, life experience and personal experience, anti-pressure ability, adhere to the designer's bottom line ability, etc., there are too many places worthy of new students to learn.

The road to professional designers, a heavy and long way ah.

How big is the gap between the newcomer and the three-year experience of interactive designers?

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