"Product Planning" user experience features

Source: Internet
Author: User

I. Why the user experience is so important
  1. Daily encounters: A miserable day for X staff
  2. What is the user experience
      1. How products interact with the outside world and play a role, i.e. how to "touch" and "use" products
        1. How people "touch" and "use" it
        2. Every product has a user experience
        3. FAQ: He is not difficult to use, it is not easy to learn how to use the feeling how
      2. No matter what the product, the user experience is always in the nuances
      3. Use to Scene
        1. Traffic accidents
        2. Cashier Machine
        3. Refueling Machine
        4. Coffee machine
        5. Alarm clock
  3. From product design to user experience design
      1. Not really a "design."
        1. People tend to think that product design is
          1. Sensory aspects
          2. Carefully designed
          3. Very good sense of touch
          4. are often ignored
            1. Smell
            2. Taste
            3. Auditory
        2. Common, evaluation of product angle: function
      2. User Experience Design
        1. Determined by the user's own psychological feelings and behavior
          1. Layout
          2. Appearance
        2. The general problem to be solved is the comprehensive application environment.
          1. Visual design to choose the right design can draw the attention of users
          2. Functional design ensures proper action is triggered
          3. Factors that take into account both vision and function
  4. Designed for user experience: use first
      1. The relationship between creating a good user experience and the definition of the product itself is relatively independent
      2. Why product design must take user experience design into consideration
        1. Product complexity: The more difficult it is to use the experience
        2. New features, features, or steps: Increase the chance of a user experience failure
  5. User experience and website
      1. Faced with a large number of choices, users can only find a way to decide which site features will meet his needs
        1. Lead
          1. Cause users to feel stupid
          2. Result in failure to operate as expected by the user
          3. Cause the user to hurry
        2. Self-service Products
          1. There is no manual that can be read beforehand
          2. No action or discussion
          3. No customer representative to help users to use
          4. Rely on the user's own wisdom and experience
          5. Face this website alone
      2. Understanding what users want and need, never getting attention
      3. Businesses are beginning to realize that providing a high-quality user experience is an important, sustainable competitive advantage. The user experience forms the overall image of the customer to the enterprise, defines the difference between the enterprise and the competitor, and determines whether the customer should return again.
  6. The user experience is an opportunity
      1. Paying attention to the user experience of the site can bring more rewards to the business
        1. Returns (return on investment) or return on investment (ROI)
        2. Conversion rates (conversion rate)
        3. Conversion rate is a common way to measure the effect of user experience
      2. Any effort made in the user experience is designed to improve efficiency.
        1. Help people to work faster
        2. Reduce their chances of making mistakes
      3. Tech products don't work the way people expect them to, so they feel stupid: even if they finally do what they want, people will be driven away by your bad user experience.
  7. Care for your users
      1. User-centric design: In every step of the development of the product, users are taken into account (through which you can ensure that you control all the results of your decision)
        1. Consider the user experience
        2. Divide it into constituent elements
        3. Get to know it from a different perspective
      2. The user experience is important, and the biggest reason: it's important to your users
      3. Consistent, intuitive, and even enjoyable experience once everything is working in the right way
Two. Recognize these elements
  1. Five levels
      1. Presentation layer: A series of pages composed of text and pictures
      2. Frame layers: Position of buttons, tables, photos and text areas for optimized design layouts
      3. Structure Layer: The most suitable combination method to determine the various features and functions of the website, how to design the user to reach a certain page, to finish where to go
      4. Scope Layer: The structure layer determines the most appropriate combination of features and functions of the site, whether the features and features are to be incorporated into the site, i.e. the scope
      5. Strategic layer: The scope of the site is basically determined by the strategic layer of the site, operators and users want to get what from the site
  2. From the bottom up to build
      1. Every level is determined on the basis of his level.
      2. Keep the upper and lower levels consistent
      3. Decisions at every level will affect the choices available at the level above it.
      4. The linkage effect that these decisions may produce should be both
      5. You should plan your project so that none of the work at any level can end before the work at its next level is finished, and the most important one here is that we cannot add a roof to the house until we know the basic switch.
  3. The basic duality
      1. Functional Products: Focus on tasks
        1. All operations are included in a process
        2. To think about how people are going to complete this process
      2. Information-based products: focus on information
        1. What information should be provided
        2. What is the meaning of information to the user?
      3. Features of the user experience
        1. Strategic layer: User need from outside the enterprise is the target of the website
        2. Range Layer
          1. Functional: Create a functional specification, a detailed description of the functional combination of the product
          2. Information type: Appearing in the form of content requirement
        3. Structural layer
          1. Functional Type: Interactive design
          2. Information Type: Information structure
        4. Architecture Layer
          1. Functional Type: interface design
          2. Information Type: Navigation design
        5. Presentation layer: Creating a sensory experience for the end product
      4. Apply these features: impact on user experience
        1. Content
        2. Technology
Three. Strategic layer: Website objectives and user needs
  1. Strategic layer Definition
      1. What we're going to get from this site: product goals
      2. What our users are getting from this site: User needs
      3. Identify product objectives and user needs
  2. Product objectives
      1. Business objectives
      2. Brand recognition
      3. Success criteria: Some traceable metrics that are used to show whether it meets our own goals and user needs after the site is launched
  3. User Requirements
      1. User Requirements
        1. Not designed for you.
        2. Not designed for someone who is exactly the same as US
        3. Know who they are
        4. What their needs are.
      2. User segmentation
        1. Subdivision Group
        2. Demographics (which can be rough or detailed)
          1. Gender
          2. Age
          3. Education level
          4. Marital status
          5. Income
        3. Psychology: Recording users ' psychological factors
        4. The user's view of the technology and the product itself (our design must accommodate different types of user groups)
          1. How much time does your user spend on the network per week?
          2. are computers part of their daily lives?
          3. Do they like to deal with technology?
          4. Do they always have the latest and best hardware?
          5. Do they buy a new computer every 5 years?
      3. Usability and user Research
        1. Market research methods: such as questionnaires and focus groups: valuable resources to learn about user-wide information
        2. Field survey (contextual inquiry): Used to understand user behavior in everyday situations
        3. Task testing: Each user interacts with the site in an environment that performs a task
        4. User testing: The most common user research method: Let the user help test your product
        5. Card sorting method (Card sorting): Used to explore how users categorize or organize various information elements
      4. Create Personas
        1. User model or User profile: Make your users truly reappear in the minds of designers
        2. Personas are extracted from user studies and can be used as fictional figures for examples
        3. Personas can help us try to remember the user at every step of the way.
  4. Team Roles and processes
      1. Strategic expert (strategist): Helping clients deal with strategic issues in their projects
      2. Decision-making (stakeholder): Senior decision-makers to manage those departments that affect site decisions
      3. Strategic document (strategy document) and visual documentation: documents that define site goals and user needs
        1. Not as much as possible.
        2. can help make the right decision
        3. Each participant needs a document
          1. Designer
          2. Programmers
          3. Information Architect
          4. Project Manager
          5. Product Manager
          6. Operation
        4. Must be used frequently
      4. Regular staff: A group of people who are overlooked, they understand what a user experience is.
Four. Scope layer: Functional Specifications and content requirements
  1. Scope Layer Definition
      1. Process value: Determine what can be solved now, and which must be a little later to solve
      2. Product Value: All work to be done in the project to ensure that there is no ambiguity in the development process
      3. Work flow
      4. Daily arrangements
      5. Milestone
      6. Main causes (3,4,5)
        1. So that you know what you're building: A series of clear claims to be able to distribute responsibilities more clearly
        2. So you know what you don't need to build: documenting different possibilities with documentation provides a framework for evaluating these ideas
  2. Features and content
      1. Why are we building this website?
      2. What are we going to build?
      3. Functional Products: Consider what should be treated as a software product, and the corresponding combination
      4. Information-based products: traditional areas of editorial and operational promotion
  3. Define Requirements
      1. Brand demand
      2. Technical Requirements
      3. Special Needs
      4. The best way to understand what users are thinking: ask them directly.
      5. 3 main categories of requirements
        1. What people want is a very clear and good idea.
        2. People don't tell a good idea, but they represent a path to the next version.
        3. People do not know if they need to, can let different parts of the people brain storming open the designer ideas
        4. Other methods
          1. Usage scenarios (scenarios)
          2. Focus on competitors
          3. Create a user portrait
  4. Function Specification Description
      1. Problems with functional specifications
        1. It's tedious to read, takes up a lot of coding time, nobody reads
        2. Things change during implementation: Maintain functional specifications, update "important" in a timely manner
        3. No response to the actual product
      2. Write general rules for functional specifications, write down
        1. Optimism: Describe what the system should do to "prevent" bad things from happening, rather than describe "shouldn't"
        2. Detail: Describe the situation as clearly as possible
        3. Avoid subjective tone: keep clear, avoid ambiguity, define some requirements in terms of quantification
        4. Fast and easy
        5. Do not become a standalone project in the development process
        6. Do not need too much detail, as long as clear enough and accurate
        7. You do not need to include every detail of the product, only the functional definitions that may be confused during the design or development process
        8. No need to look at the idealized state of the product in the future, just record the resolution that was determined when the product was created
  5. Content requirements
      1. Text
      2. Image
      3. Audio
      4. Video
      5. FAQs (FAQ)
      6. Content List
        1. Determine the number of words in the text, the pixels of the image, the bytes of the downloaded file, and other basic elements
        2. Identify a person as early as possible to be responsible for a content element
        3. Effective content requires routine maintenance work
        4. Define how often each content element is updated
        5. How to render different content features
  6. Prioritize requirements
      1. Sometimes a strategic goal will produce multiple requirements, on the other hand, a requirement can also achieve multiple strategic objectives
      2. Sort out which features should be included in the project
      3. Assess whether these requirements will meet our strategic objectives
        1. Not in line with current strategic objectives
        2. Not within project scope content but exceeding any type of limit (good idea)
      4. How feasible is it to achieve these requirements?
        1. Because of technical limitations that cannot be achieved.
        2. There is too much demand, and human resources are beyond our capabilities.
        3. Time limitation
      5. The content features of the site require support for other features, resulting in conflicting features
      6. Pay attention to features that seem likely to require a change in strategy
      7. Priority is the primary factor in determining the relevant characteristics that people recommend
      8. Negotiating with management
        1. Identify strategies with management rather than the means to achieve this goal
        2. Communication skills of technical staff
Five. Structure layer: Interaction design and information architecture
  1. Structure Layer Definition
      1. Emphasis: Determine the pattern and order of options that will be presented to the user
      2. Interactive design: A Web page as a software interface to design a structured experience for users
      3. Information Architecture: Web pages as hypertext, content building build user experience through information architecture
      4. They are concerned with understanding users, how users work and how they think.
  2. Interactive design
      1. Interaction design focuses on and describes "possible user behavior", while defining "how the system fits and responds"
      2. User and software to get along peacefully
      3. Human-Machine Dance interaction
        1. User move
        2. System response
        3. Pre-save each other's moves
  3. Conceptual model
      1. Error handling: How does the system react when people make mistakes? How do I prevent users from continuing to make mistakes?
        1. Set the system to the kind of impossibility of making a mistake.
        2. Errors are difficult to take place, and the system helps users identify errors and fix them
        3. When the user has completed the operation and found that the error has been done, the system provides users with a way to recover from the errors "redo"
        4. Provides a large number of warnings when recovery is not possible
      2. How the interactive component will work (conceptual model)
  4. Information architecture
      1. Structured content
        1. The information architecture focuses on the design of organizational classification and navigation structure, so that users can efficiently and effectively browse the content of the Web page
        2. Classification system of Information architecture
          1. Architectural approach to bottom: analysis of content and functional requirements
          2. An adaptable information architecture system that can accommodate new content as part of an existing structure or add new content as a whole new part
      2. Structural methods
        1. The basic unit of information architecture is node
        2. node corresponds to any fragment or combination of information, the arrangement of nodes
          1. A parent/child relationship exists in the hierarchy (tree structure, central radiation structure), before nodes and other related nodes
          2. In the matrix structure, allows the user to move along two or more dimensions before the node and node
          3. In the natural structure, no consistent patterns are followed, and nodes are connected to each other for ambiguous or evolving topics
          4. In a linear structure, the most basic types of information structures are
      3. Organizational principles
        1. We decide which nodes to write at the first level and which nodes to maintain an independent standard that is the organization principle
        2. You should create a correct structure that corresponds to the site target and user requirements
        3. Cross-sections: content with different properties, using the wrong section is worse than no use
      4. Language and Meta data
        1. Nomenclature: Descriptions, tags and other terminology used by the site
        2. Control Dictionary: Ensure that the site "uses the user's language" and "remains consistent"
        3. Metadata: Information about information that describes content in a structured way
  5. Team Roles and processes
      1. Architecture diagram: A tool term describing the structure of a Web site
      2. The main content of the architecture diagram: which categories to put together? Which remains independent? How do those steps interact with each other during the interaction?
      3. Visual Dictionary
      4. "Who is responsible for this matter" usually depends on the culture of the enterprise or the nature of the project
Six. Frame layer: interface design, navigation design and information design
  1. Framework Layer Definition
      1. What kind of functional form to implement to handle more precise detail issues
      2. Interface design: Provides the user with something to do, through which the user has real access to "specific functions" identified in the "interaction design of the structure layer"
      3. Navigation Design: The ability to provide a place in a user's area, through which the user can navigate freely through the structure.
      4. Information design: Conveys the idea that it is one of the most extensive elements of this level
  2. Habits and metaphors
      1. If we reduce a lot of reflexes, the things we can do every day will be greatly reduced.
      2. Avoiding metaphors is to reduce the psychological requirements of users when they "understand and use online functions"
  3. Interface design
      1. Successful interface design is the interface design that allows users to see the "most important thing" at a glance
      2. A well-designed interface is to organize the behaviors that users use most often, and to make these interface elements available and used in the easiest way (not to design the most likely buttons for the user to be the largest one)
        1. Tip: Carefully consider the default value of each option when the interface is first presented to the user
        2. Tip Two: Automatically remember the system that the user last selected state
      3. Choose the right interface elements for the tasks users want to complete, and put them on the page in a way that is quick to understand and easy to use
      4. Error message and description information design: How to let the user really read these words?
  4. Navigation design
    1. The navigation design of any website must complete the following 3 goals
        1. Goal One: You must provide a way for users to jump between sites (a real and effective link)
        2. Goal two: Must convey the relationship between these elements and the content they contain (which links are valid for the user)
          1. What is the relationship between these links?
          2. Are some of them more important than others?
          3. Where are the differences between them?
        3. Goal three: Must convey the relationship between its content and the user's current browsing page
    2. Several common navigation systems
        1. Global navigation: A pathway that covers the entire site
        2. Local navigation: Provides users with access to "nearby locations" in this architecture
        3. Assisted navigation: Provides a quick way to provide global local navigation that does not quickly reach relevant content
        4. Contextual navigation: A navigation that embeds the content of the page itself
        5. Friendly navigation: Contact information, feedback form, corporate information, legal notice, etc.
        6. Remote navigation
          1. Site Map
          2. Index Table
  5. Information design
      1. The ultimate goal: to reflect your users ' ideas and support their tasks and goals
      2. Indication identification: Used to help the user understand
        1. Where are they
        2. Where can they go?
        3. Which way can make their goals closer
  6. Wireframe: It is a method of merging all three elements in the structure layer
      1. Integrate interface design by arranging and selecting interface elements
      2. Integrate navigation design by identifying and defining core navigation systems
      3. Fusing information design by placing and arranging priorities for information components
Seven. Presentation layer: Perceptual design
  1. Expression layer definition: "Make up the logical arrangement of website frame layer" visual presentation problem
  2. Rational Design perception
      1. Smell
      2. Taste
      3. Touch
      4. Auditory
      5. Visual
  3. Loyal to the eye
    1. Methods for evaluating product design
        1. Where does your sight first fall?
        2. Which design element attracts the user's attention in the first time?
        3. Are they important in terms of strategic goals?
        4. Does the first time the user notice something consistent with your goal?
    2. If your design is successful, the user's eye movement on the page trajectory pattern should have the following two features
        1. First, they follow a smooth path.
        2. Second, in the premise of not needing too much detail to intimidate the user, to provide the user with effective choice, some kind of possible "guidance"
    3. Contrast and consistency (in visual design)
        1. Contrast: Help users understand the relationship between page navigation elements and convey the main means of conceptual groups in information design
        2. Consistency: Enables your design to communicate information effectively, such as style-based layouts
    4. Internal and external consistency
        1. Internal consistency issues: reflect different design patterns in two different places on the site
        2. External consistency issues: in other products, the same design method is reflected in the used
    5. Color schemes and typography: brand recognition, communication of brand image
    6. Design synthetic baths and style guides
        1. Design of synthetic products, visual design in the field of the most direct line diagram of the simulation
        2. Style Guide Document: Identify every aspect of the visual design, from the largest to the smallest in the range of all elements
          1. design grid, color scheme, font standard or logo application guide
          2. Specific criteria for the functionality of a module or website
          3. Prevent the collective amnesia of the enterprise with the change of employees
          4. Enable everyone to follow a uniform set of standards to make the site look like a coherent whole
Eight. Application of elements
    1. Methods of success and methods destined to fail
      1. Understand the problems you're trying to solve
      2. Understand the results of your solution
    2. The user experience decision appears in the details
      1. Design determined by the status quo
      2. Design that is determined by imitation
      3. Design determined by the leader
    3. Ask the right questions
      1. Why do you do this?
      2. More accurate than the user to understand their needs
    4. Marathon and Sprint

"Product Planning" user experience features

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