A qualitative study (qualitative research): For those who may use your product, can be a questionnaire, interview ...
Ii. Identify Personas (persona): The typical user of a product can have one or several. For example, you can have a persona called CEO.
Third, write the problem script (Problem scenario): The list of characters in the use of products may encounter problems, can be organized into a story to facilitate others to understand
Write Action script (action scenario): Like writing a story, write the details of what happens when personas use the product you've designed. Note that the conceptual model of your interaction scheme has been basically formed at this time, and this conceptual model is derived by solving problems in the problem scripts.
Drawing line Diagram (Framework): This wireframe is achieved by translating the conceptual model of the action script into a visual model.
VI. Prototyping (Prototype): Making things that seem to work, there are a lot of prototype tools available.
Expert evaluation (Expert evaluation): At least two designers or people who know more about interactive Design pass the test prototype repeatedly. After you find the problem, modify the wireframe and update the prototype.
User evaluation: Let the user use the prototype, can give them some tasks to complete. Further modifications are made based on the user's problems and suggestions in the course of use.
If you want to know exactly how to do it, please keep looking.
A qualitative study (qualitative research):
No matter what form you do the survey, your goal is to understand the five aspects of the user:
1, behavior (activities): for example, how often do users use once, how long?
2, Attitude (attitudes): For example, how do users view this product?
3, Qualification (aptitudes): For example, how about the qualifications of the user?
4, Power (motivation): For example, why do users use?
5, Skills (Skills): For example, users are familiar with the use of related products?
Ii. Identification of Personas (persona):
If your qualitative research is successful, then you should know something about your users. Depending on the five aspects above, you need to pick out one or more of the most typical images. For example, the known personas may be: more common seekers of knowledge, experts in specific fields, and everywhere ...
You not only have to determine the main features of these personas (persona), but also determine their needs and objectives. To increase authenticity, you can name the persona (persona), choose a photo, and refine their background.
Here's an example: (The following figure comes from User evaluation report 480oswego2013/csc-hci-480-2013-repo Wiki GITHUB)
Third, write the problem script (Problem scenario):
Based on your understanding of personas (persona), you should already be able to visualize the problems they may encounter in using the product. You can make a list of questions for each persona (persona), or you can organize them into a short story.
Iv. Write Action Script (action scenario):
First you have to think of possible solutions for the problems listed, and then write a short story to include these solutions. The advantage of writing a story is that it is more receptive and easier for others to understand. The story version is more popular in China, but the efficiency of painting all the scenes is very low.
V. Draw Wireframe (Framework):
This time you have a more abstract idea of your interaction plan, and now just make it look good. Wireframe we all know better, here is not much to say.
Vi. prototype Production (Prototype):
Even without the help of programmers, there are still a lot of prototype tools to use. For example Axure RP and pencil project are more famous, there are a lot of domestic. But I've only used Invision, and I feel OK. No matter what technique, even ppt or PDF, just make a thing that can interact with.
A prototype is not possible to achieve all of the functions, so you need to identify a few of the tasks that can go through. such as the ability to successfully publish a problem in the knowledge.
Vii. Expert Evaluation (Expert evaluation):
After the prototype is completed, assemble at least two or three designers or people who know each other better, use and evaluate the prototype. You can list a few of the tasks that the prototype focuses on so that the expert doesn't know which part of the prototype is interoperable or not.
The most commonly used evaluation method is heuristic evaluation (heuristic evaluation), and the common standard of this method is Nielsen Interactive Design (Nielsen heuristic). Here are 10 Nielsen Interactive Design Rules (Nielsen heuristic):
1, System State is visible (Visibility of System status)
2. Is the system in line with the real-world habits (match between system and the actual)
3, whether the user can control the system freely (user controls and Freedom)
4. Unification and standard (consistency and standards)
5. Error prevention (prevention)
6, reduce the memory burden of low users (recognition rather than recall)
7. Flexibility and efficiency (flexibility and efficiency of use)
8, beautiful and concise (aesthetic and minimalist design)
9, help the user to understand, know the error, and recover from the error (helps users recognize, diagnose, and recover from errors)
10. Help document (aid and documentation)
How to do heuristic evaluation (heuristic evaluation)? Very simply, the experts each identified themselves with the problem, linked it to the corresponding law, or looked up the problem according to the law, and the experts rated their questions separately. After the experts complete their list of questions, discuss them together and integrate the issues.
The usual scoring methods are as follows:
4 points – The problem is too serious, once the user's process is terminated and cannot be recovered
3 points – The problem is more serious and difficult to recover
2 points – The problem is generally serious, but the user can recover on their own, or the problem only occurs once
1 points – The problem is small, occurs occasionally, and does not have a significant impact on the user's process
0 points: not counting.
Remember: Don't forget to revise your wireframe and prototype after the evaluation!
Viii. User Evaluation (users evaluation):
After the prototype is evaluated by the expert, you can find some typical users to use the prototype. You can list the tasks for them and let them try to accomplish their task. The problems encountered in the middle can be recorded and the designer is graded by observation.
The more commonly used user metrics are the Aloud (I'm sorry I didn't find the right translation). The practice is also very simple, you let users use the prototype to complete a number of tasks assigned, let them in the use of each step and the idea of their hearts to speak out. If they forget to say or do not know what to say, you can ask the right questions. At the same time, you have to record the screen and sound, you can use the video screen software or camera. When you're done, you replay the videos, record all the problems you've observed and the questions that you report, and then correlate and rate the interaction rules.
It is worth noting that many people are more accustomed to giving advice than to ask questions, such as "This button should be a little bigger, so that you can see." At this point, you should note that the button is not noticeable enough.
Interestingly, the results of user evaluations may be far from the results of expert evaluations, and there is little to say.