Interactive design experience: How to improve the draft methodology and new

Source: Internet
Author: User
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Article Description: Design thinking and the method of manuscript.

I first entered the interactive design industry, in the work of various exercises found that the design of the sense is the most need to improve the primary designer. In the past, only in books or articles to receive theoretical education, and in the practice of the interaction designers are experiencing the responsibility and situation. Here I would like to share with you their own ideas, to seek great God guidance.

Design thinking is the core competitiveness

Compared with the visual designer, front-end development and other occupations, design thinking can be said to be the core competitiveness of interactive designers. Really good interaction designers should be able to use their own thinking, the most appropriate and most effective way to meet a demand, and not just the prototype of the painter.

Most of the cases, whether natural, concise, easy to use, can be used as an interactive program evaluation criteria. However, in the design practice, such standards tend to be more general, even in the formulation of the plan is difficult to handle the severity. At this time, the interaction designer to rely on their own design thinking to make judgments, thus affecting the quality of the program.

The formation of design thinking mainly comes from two ways: one is to think and reflect when you practice, the other is to absorb other people's design thinking. That is, to analyze and summarize their experiences and others ' experiences, and set up a set of knowledge system. The difference between the great God and the rookie is whether there is a knowledge system. For the author of this kind of novice, want to progress need to do more design, look at other people's design and careful analysis.

The methodology of the manuscript

After all the way, the younger brother gradually came up with a set of manuscript methodology. Mainly from the perspective of interaction designers, visual designers also have similarities, welcome to Pat Bricks.

1. Face-to-face communication needs to ensure that the product side and their understanding of the same.

In order to avoid the middle and late rework and duplication of work.

2. The need to have their own judgment, to help the product manager to clarify ideas. Should have their own professional understanding of the needs, identify roles, scenarios, tasks, comb the information structure and task flow.

3. Distinguish the task hierarchy, highlighting the main operations.

Let the user in the shortest possible time to understand "what I should do."

4. Follow the rules of interaction and dance with the foot chain.

Familiar with the use and limitations of interactive controls, on the basis of appropriate innovation and integration, flexible response to different needs.

5. Do 60 points first, then do 90 points.

Find the most cost-effective way to interact with your needs, and then add a different place to your design to have a brighter spot.

6. Provide multiple solutions.

Provide multiple suggestions or solutions for the product side. Show them the pros and cons of each program and choose the best one with them.

7. "Think by hand", sketch delivery.

Do not need to rush out of the map, the early stage can be hand-painted sketches to make the product side understand the approximate effect. If you have a problem, you can find it early and avoid the hard work.

8. Design to be reasonable, stand up to scrutiny.

Design draft will always be challenged in all aspects, before the manuscript needs to be carefully considered, every detail must have a reason, in order to get the product side and their superiors recognized.

9. "The Art of Struggle", good PK.

Design side and product side to disagree with the solution, should be to the product description of their considerations, but also listen to their ideas. Understand each other and weigh the pros and cons and try to reach agreement.

10. Situation restoration, role generation.

Before the final delivery to the user to experience the identity of their own design is reasonable, if they are using the bad will have to rework.

How can new people improve?

Many alumni who are interested in interactive design ask how to prepare and improve themselves.

Personally think, before entering into the first to collect professional classics to read, such as about Face, interactive design road, and so on, a preliminary understanding of the professional, to determine whether they are interested in, whether suitable to join the bank;

Then the actual combat exercise, to find a company internship, with teachers or senior sister to do projects, playing games, their own to do some exercises, in short, to have output;

After work, it is best to learn from a mentor, or join the industry organizations, to create a professional atmosphere for themselves;

After the improvement needs their own accumulation and regular summary, the actual combat experience precipitation down to become their own knowledge system, is the real progress. The new people, including younger brother, still have a long way to stay, to build a lasting fruition.



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