I do not know if it is my original (words, not concepts). I used to say so often and at the same time I immediately got the objections of many people. I think this view not only prolonged the design cycle, but also caused a serious waste of costs. Too many voices of opposition Intense, plus "mentor" said: "a lot of people are against your point of view that you are wrong!" And I've got a lot of small teams and companies. What they focus on is the efficiency, especially the shareholders' inability to release the project. I began to question this point of view, and it bothered me for a long time. Then I analyzed it a bit and let me Re-or more resolutely adhere to this view.
First look at what people are opposed to (non-Web design is not included in this column):
1. There is no UED team (excluding those who have stayed in the UED team);
2. They are always right (including in cooperation with teammates);
3. Ads, VIs, products or other design areas turn around to do web design;
4. Do not pay attention to interaction and visual;
5. can not be divorced from "admiration" or "fetishism" who.
Excluding their own ability, subjectively want to be accurate to the pixel and bound by the outside world account for a large part, mainly in the following categories: 1 by the design cycle limits;
2. non-team leader (or superior) join;
3 designer emotional factors;
4 is not well planned; above this list I do not want to say must be accurate to the pixel, because this does and the "environment" has a relationship with the domestic professional UED team of enterprises call a few are the first to grow their own strength Only slowly began to attach importance to UCD (although they emphasize one: we have always attached importance to product quality, user experience ...) does not expand to say ... These are not the main part of this article.
With the success of many successful Internet companies and products, UCD will be brought to a new level and the UED team will be further refined. At the same time, it will spawn "more refined Web products" and precise pixel-based Web products Will be a trend and even inevitable. Now the team due to further refinement of division of labor, the team faces the problems are further reflected, such as interactive designers (or 10243.html "> visual designer) to make high-fidelity prototype, to front-end development there, in the UI Details and layout are different from the prototype, metaphor mouse over effect is not designed, the text line uneven, picture flash, uneven block spacing, etc. These are the details of the problem, often only a few pixels Even a pixel, but enough to affect the sense of quality of the entire UI, more importantly, work efficiency will be affected, front-end developers will stop to find interaction and visual division to correct, you will find this problem is actually very fast resolved, Why did not take into account the other front? Another problem if the front-end development will be left down to the details of the problem, the consequences could not imagine, there are many people doing this, why the front end of the problem to be left over there?
From several aspects of this issue (not to mention technical reasons here):
Waiting for the communication This is related to the hardness of the instruction given above. Too much command distracts the ability of the team to co-ordinate so that the designer is completely "commanded," and over time becomes a direct order to cope with the order, often Regardless of the issue, lost in front of the problem when they do not take the initiative to interact with the division to communicate, but left down, so no matter how perfect the product of planning, will always be part of the transfer process, after End role can not fully understand your original intention. Here you can make up for the increase in meeting communication, but how a meeting can not allow everyone to understand and make recommendations. So we must take the initiative to communicate, but also to encourage more open to do so, communication is interactive, do not wait.
2. Unified product ideas. The success of a variety of ways, beautiful UI style is diverse, no one color is the most beautiful, because the color is beautiful, before the product design, the product architecture will give it a position, so we must go around the product positioning to go Concept, design, development, not personal preferences.
3. Planning is not exhaustive. Architects tend to reveal some details in the planning without description, such as: comments and whether to adopt Ajax? Product scoring in the form of a vector or a chart or a number of other forms? And Banner how to switch? Is partial or overall switch? Is using FLASH or script? Etc. .. This is inevitable, this loophole should only be left to the interactive division and the visual division should be solved here, spread to the front-end development or further down on the serious impact on efficiency, any part of a similar problem encountered Should take the initiative to find the upstream communication, together to discuss in order to quickly find new solutions.
4. Detail verification is mature. Details determine success or failure may be a bit exaggerated, but the details of a product is mature, the details can verify the strength of a UED team.
Finally, I want to say is: "We do not want to go around in these basic areas, but to enhance the details must be done to have the energy to experience innovation, good role in the team to do a good job of product" . Source Address: http://www.zhouwenqi.com/......board_40.html