Software quotations-(Innovative Thinking from software development)

Source: Internet
Author: User
  1. Two successful persons: Commercial personnel who understand technology, whose success depends on the quality and complexity of the information used
Understanding of entrepreneurial engineers of commercial technical personnel
2. Before deciding to create a software product, write a product with good interactivity through simple and appropriate design
3. A computer can tell us a fact, but it cannot remind us that it can guide us precisely,
But it cannot guide us where we want to go. 4 software products have two types of descriptions: creation is complete and detailed, the actual product description when the end user sees the product description 5 features have negative factors, which, like the positive factors, lead to the biggest design problem that each of them is in good faith,
Maybe it is not commonly used functions, so that common functions are blurred. 6 writing bad software is more expensive than writing software (a lot of rogue software ....)
7. Program The cost of writing wrong things for a long time is higher than that of not writing anything.

8. consumer loyalty I expect to have a Saturday holiday on the curtain, but I don't need it. If I have gallstone, I need surgery,
But it is not what I expect. In the short term, a person can be strongly influenced by the demand, but in the long term,
A person expects something to have a bigger and deeper effect. When he expects something, he will be loyal to it,
When a consumer expects a product or a brand, his loyalty is the most powerful force in the business.
When you provide customers with the products they most expect, your competition is actually about to fail. Without consumer long-term brand loyalty, your company is extremely vulnerable to competitors.
9 in the high-tech field, there are three fundamental qualities that technical personnel must answer. What can we do, what capabilities can we sell? What are the expected capabilities that designers provide and what they must answer?
What do people really want. What is possible (technology), what is survival (business), and what is expected (design ). Products that have been successfully designed: products with good performance are sold very well in the sales field, and profits become what people really need. First, they decide what the customer expects, and then engineers build it, it is the smartest way for business people to sell it.

10 designed for happiness

If you want to design a style car to meet the needs of three kinds of people: Mother with children, carpenter, young president. Can it be designed ??
Yes. Does anyone want it ?? No! No, because it must be a stupid car. The only way is to build a passenger car with a backdoor for her mother.
Creates a pickup truck for the craftsman and designs a sports car for the young president.
This is role design. How does software development design roles ?? The larger the scope of accurately describing our users and users who want to achieve their goals, the more likely they will be to lose their way and narrow down their targets to improve their satisfaction. Pleasant users are extremely valuable assets.
Users who are engaged in Product Satisfaction are extremely valuable assets. Naming a role is an important part of successfully defining a role. A fully defined user role is a very effective tool in the interaction design. An excessively simple market model does not help solve the problem according to the user's work nature and responsibilities., create roles based on user characteristics
If you plan to design products that are based on software and satisfied with users, you must have a relatively precise understanding of who the users are. This is the role-playing character. The next step is to design as powerful products as possible, therefore, you must learn more about users.

11 designed for efficiency (target-oriented design)
Recognize the objective orientation and the humanized design of computer software design.

Studies show that people respond to computers the same way they do to others. The role determines the target to be achieved, and the target reflects the significance of the role. The goal is the reason for us to complete the task. The essence of a good interaction design is the interaction design, which enables users to achieve their actual goals without conflict with their personal goals.
The task is not the target,
The task will change with technological changes, but the goal is quite stable. Pleasant nature. For example, if you get home from a company, you can take a taxi or take a bus,
The task is to take a taxi or take a bus, and the goal is to go home.
The goal is a stable thing, and the task is a transient phenomenon. That is why the design of the task is not always suitable for the target, and the design of the target can always adapt to the task principle. It is one of the main reasons for ineffective interaction and frustration to design programmers who are engaged in task-oriented design with tasks instead of goals.

Objective-oriented design personal goals: Don't be fooled
No manufacturing error
Do the right work
Fascinating (or at least not so annoying)
Two aspects (the decrease in personal workload and the damage to personal rights and interests) company objective: to increase our profits
Expand our market share
Beat our competitors
Employ more people
Provide more products or services
Balance between company goals and individual Goals actual goals: avoid meeting to handle customer needs
Record customer orders
The establishment of quantifiable work models with false targets is only a means to achieve the goal. The goal is the ultimate goal, saving money, reducing the number of key-hits, and running on IE is easy to learn.
Protect data integrity and speed up data entry
Improve program execution efficiency use the best technology and functions to increase the appearance of graphics to maintain cross-platform consistency
12. A human-Designed module is a concise description of the daily-use module for the role of a software product to achieve a specific goal.
The most useful and important actions are the most frequently completed actions that the user needs to complete.

The modules used in daily use require the strongest interactive support. New users must be able to master them quickly and use them in large quantities,
Users become very experienced and will require custom interactions for daily use, so that they will be more in line with their work style. Actions that must be completed but not completed frequently, such as database cleanup and exceptional request operations.

Any user is willing to work in the way provided by the program, without requiring customization and low interaction requirements. Edge situations are often briefly designed in the product design phase, but the program cannot save the effort.
The encoding of the processing capability of Edge Conditions is successful or failed, which is related to the success or failure of routine use and necessary products.
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