Six of the most common user experience design errors from the bottom up

Source: Internet
Author: User
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More and more students began to fascinate Ux/ui design, the field of experts and enthusiasts are more and more. So a lot of new ideas, design processes, design techniques and a variety of "principles" began to appear in the field, using the word good and bad to describe the UX field is actually very appropriate. User experience design requires you to make difficult decisions, it is not easy to become a good designer, you need to learn from the mistakes of the lessons and achievements. People are always making similar mistakes, new ideas sound good, but not enough to be the standard of user experience design, but these are the wrong fixes that create really good design.

Many concepts look cool, but a little scrutiny reveals its fallacy. There are some rules that seem to be logically clear, but they do not actually meet the actual requirements of user-body experience design. Today we have summed up 7 common user experience design rule errors, hoping to help you with your design.

  1, Ux=ui

It's not easy to fully explain the difference between UI and UX, but it's very important to distinguish between the two, and this is the first thing to do in high definition.

UX Design (user experience design)

UX Design is a set of design rules and development processes that enhance the quality of interaction between the user and the product itself

It will involve areas of work including content, testing, development, research and product prototypes, and result evaluations

User experience design is a practical process of cognitive science, but it is more digitized

UI Design (user interface design)

In order to have a good experience, adjust the product interface to fully present its function and visual resources

UI design is a system of product features and usability that is represented by a set of digitized elements

UI design requires developer assistance to optimize and adjust

Look at the description of the two design features and you will feel that there are no examples to illustrate, it is really easy to confuse. And these features also illustrate that the two designs do need to be parallel.

Assuming you have a great product, the overall design is quite good. If the product is laborious, this is the embodiment of poor UX design. If the product is good to use, but not visually pleasing, then the short board is in the UI design.

 2, mobile end of the browser to use mobile end app

More and more companies are starting to develop mobile apps, which are almost standard.

The nature of the products and services of some enterprises determines that their products have to do so, leaving aside. In addition, a considerable part of the enterprise's product services are in fact dependent on the browser, and when you open their Web site on the mobile device, the site will remind you to browse the content must install the app. Sorry, I don't want this. Mobile-end apps should be a supplemental option outside the browser, forcing users to install apps in order to increase their installed capacity by not allowing browsers to browse content, which is a disastrous user experience design.

This behavior is disrespectful to the user.

3, let the old content remain unchanged

In fact, it is more appropriate to use the word "outdated" to describe the content. Even if you want to redesign a retro-style site, the accumulated content of the past can not be easily discarded.

Simply keeping the old site content unchanged or ignoring potentially outdated content is not appropriate because they can be a huge burden on the site and, of course, an important opportunity. These site content will still have a large number of user access to content creators, this part of the traffic is to their recognition, but also to the site user experience a test. After the site is revised, this part of the content may not match the style, so you need to do a lot of work:

Re-analyze the style and settings before and after the revision, collect all the content information

Analyze the style and style you are currently using to see if the new style will be compatible with all content

Carefully examine picture size, custom elements, and other design elements to make sure they match the new design

Review all the styles to see if all of them match the new design

The core of all this is the user experience, when the design changes when the content does not fit, it will bring a bad user experience, and such a design is also a failure.

 4, based on the market design

The Material design is indeed an excellent specification, and it has almost swept through the design community in recent years. This set of design rules is very detailed, in the interactive design also shows a strong vitality.

Its excellence is obvious to all, from the design concept to the actual effect is indeed unacceptable. But your site is not necessarily this style at the moment, switching to material design is a drastic and radical change to your product, which can be said to be an expensive adventure.

The design change should be a gradual process, starting with simple testing and integration, and moving forward in a step-by-step direction that will eventually lead you to the design you want. There is no shortcut to the design revision.

  5, the design is very important, the performance again discuss

The actual performance of the products we have designed can not be neglected. While it is interesting to explore new techniques with the latest design tools, many of them are not optimized for performance. Cool effect can attract users, but also cover up the performance of the flaw.

Take a look at this information map from NCC Group, and pay attention to the relationship between tool and website building style and performance. Take a closer look at this chart and you will understand the direction of improvement in different stages of design.

  6. Start with the result design

In many communities that explore user experience design, it is common to assume that designing from the important results section is a good start, such as mailing registration pages, checkout pages, sales pages, contact pages, and so on. It's not entirely wrong, but there should be a better starting point.

This design approach lacks a sound and stable perspective, and this time we need average users. When you set the average user, the overall design of the conversion rate and various UX indicators can be better regulated. From the average user's point of view to re-examine the entire product login or sales process, comb out common problems and find the crux.

Look at the entire product from an actual user's point of view, not from the height of the designer and developer. This will make your site or app more effective, and more close to the user, but also more in line with the real user experience design rules. Frankly speaking, there is no way to be more effective than to verify and examine from the point of view of ordinary users or average users.

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