Four ways to help you quantify ue&ui performance standards

Source: Internet
Author: User

First of all I think there is no way to quantify the performance of a designer, just like you can't measure a programmer's performance by the amount of code or overtime. As a professional support role, the measurement of the performance of the designer of course depends on two aspects: the support of the good, supporting the process is professional. What is the specific standard to judge?

  1, first look at how he treats the problem

If it's just a product manager or operational demand he does it directly, then we think it's not serious enough to treat the problem. We have an in-house principle of dealing with product requirements, and the designer needs to evaluate before starting a design:

1 Aside from the surface of the problem, what is the nature behind it?

2 What value can I do for users and products?

3 What metrics should be used to measure this problem (data or research feedback)?

4 What are the design resources and workloads involved in this issue?

Only after such a round of review can we believe that the designer can reasonably deal with the problems he encounters and how to carry out the design. Of course, in addition to the way of dealing with the problem, we will also look at the designer's ability to actively explore problems. For example, whether the designer will often check the product flow, the initiative to the user experience on the issue or design details, in the internal and external discussions and strive for resource improvement.

 2, to see how he thinks about the solution.

Very junior designers often face the need to rely on their own general feeling to think, most of the site or play other products, pick out a satisfactory for their improvement and imitation, but we are more interested in the "systematic and in-depth thinking process."

For example, we recently went to do some app GooglePlay shop screenshot revision, will be direct competition and the same category of the more excellent products are printed out crosswise contrast, and then to observe these products store screenshots of two aspects: how they describe the characteristics of the product? What kind of likeness do they use to describe these characteristics? Through observation, we will find many of the advantages and disadvantages of their design methods, but also to find a first line of inspiration for our ideas, or to understand the new field of design laws and so on. While the research, the discussion and the record, only then gradually clear our design method.

As an example of visual style, we have recently made a visual style of app for young people in Europe and America, first to understand the market conditions of the current young American app, then to observe their design trends, and then to feel the pop music and fashion culture of young Americans. Even some of the previous teams will go abroad for field trips and interviews. Then we started to do the style of the time to choose from their favorite singers and the trend of symbols from the point of view, made a lot of feedback good plan.

We are not advocating to make the design process so complex, or some people may think it is a transitional design packaging. We think that the goal of the designer is not only to get the task done, but to balance all the conditions and resources to really understand and fix the problem, and to make the design deep and innovative in this goal. So the most important way to measure the ability of a designer is to examine his work ideas and working methods.

 3, look at his design communication and follow up

Designers can not be done in the early packaging is very beautiful, but the work came out after no matter, so we also want to see the designer in the later implementation level to do the efforts. How did he convince the demand side? How does he coordinate resources to ensure that the design is landed? How does he communicate with research and development to ensure the effect? This is vague, but there are a few points to explore in practice:

1 designers in the communication of the time can be the same, balance emotions, maintain objectivity;

2 designers in the communication and advancement of the process can be organized and have the basis to explain their ideas;

3 The designer can change the position to think, the nimble transformation own role to assist the team other members;

4 and I think very basic, but now very few designers have. is the design on-line whether has the initiative summary result, observes the data performance or the user feedback to find the design question and carries on the next round optimization;

  4, the last is to see the designer's learning ability

If a designer is only using the same method to solve a similar problem, then at most his job is to copy and paste, and finally get a bitterness money, but a designer if you can constantly breakthrough self-improvement is also a good addition to the sub-item. There are usually two angles to observe in this respect:

1 solve more difficult problems than before

For example, originally just a primary designer to do interface adaptation, but in the assumption of visual style definition such a big live under the independence of the carry down. Even if you measure his handling of the process with a strict standard, the discovery is not mature enough, but he has broken his ability beyond expectations, which is a good performance point.

2 Learn new skills and methods by thinking or practicing

The design method here contains a relatively broad, for example, a designer because the project needs self-study of the dynamic design, but also do a good job, or a designer because of exposure to new areas (such as VR) to learn a lot of relevant areas of knowledge, or follow a user research has learned a lot of research methods. Through these studies his breadth of competency has been improved, then his role in the team to play a corresponding increase in the value potential.

Finish the measurement, and finally talk about the measurement method.

The question is "how to quantify the performance of Ui/ue designers", the main topic must be to find a very simple quick and straightforward evaluation method, but it is impossible! You can't expect to get a nice ppt at the end of the year by looking at a designer's job without a simple indicator. Or usually look at the weekly report to know whether the designer is doing well.

1 so as a manager, the most reliable way is to design with this designer. Usually observe their design process, ask more, participate in even more help, and then in the process to think about the previous criteria to determine whether the designer is doing less than expected, meet expectations or exceed expectations;

2 directly look at the results of the design, through the observation of the final appearance of the product, coupled with the manager's own rich experience can probably understand behind the designer to pay the effort;

3 through the feedback of the partner, you can know the design details and communication methods of the designer in peacetime. Of course, the difficulty is mainly how you get the real feedback;

4 through the mutual review and evaluation between designers can be learned

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