Reading Notes-simplicity first-four strategies for Interactive Design

Source: Internet
Author: User

I recently read "Simplicity first-four strategies for Interactive Design", excerpted some key and enlightening content, combined with my own understanding, as a note for future use.

 

1. define the core functions of the Product

The more features that are added, the more difficult it is to find new features that are truly valuable to users. New features blindly added will become spam features sooner or later. Increasing complexity means that the legacy code is getting heavier and heavier, resulting in higher product maintenance costs and increasingly difficult to adapt to market changes.

At the same time, users will become increasingly dissatisfied with your products. The increased complexity makes it difficult for them to find the features they really need. Moreover, they are even more unhappy when they think of paying for so many useless features.

2. user-friendly design

To some extent, product manuals are contrary to human-oriented design. Now more and more people are reading more and more instructions before using products, especially in electronic hardware and application software products. Simple operations and function guidance are embedded in the product for the first time. The user-friendly design of the operation process and function layout enables users to fully master the use of the product after a small number of exploratory trials. The most important thing is to allow users to quickly experience control over products. (Exploration and control are the basic desires of Human Nature)

3. Understanding users

Understand their preferences, behaviors, and scenarios, and identify special users in the user group. Describe user experience as a reasonable design scheme. In particular, you need to know what will happen frequently when they use your product again. Users cannot control the environment in which they use the product, but can only make the product design more in line with the environment (scenario) requirements. That is, first understand the user, and then think about the appropriate design. By discussing deeper and emotional needs, the design focuses on meeting implicit needs.

4. Product user group Positioning

Three types of users:

  1. Experts are willing to gain an in-depth understanding of products, which does not involve time and money, but accounts for a minority or even a minority;
  2. Random, not sensitive to new products, not interested, available or not. Or before the product becomes a mainstream product, they will not take the initiative to become its users or consumers.
  3. They will not use your product because of your technology. The purpose of using your product is to complete a task. This need must be a pain point they have encountered.

Three types of users have no right or error, but none of them can fully meet the needs of three types of users at the same time. In the Internet era, more mainstream users need to be considered. Mainstream users' consumption preferences:

  1. The most interesting thing is to finish the task immediately, that is, to improve the efficiency;
  2. Think that easy to manipulate is the most valuable;
  3. Fear of breaking the product and losing the information (because he is incapable and not interested in repairing the damaged product );
  4. As long as it is appropriate, do not draw a snake;
  5. Users who want to see examples and stories (Use Cases) can share and socialize;

5. Understand core issues

At first glance, you may think it is very simple, but you do not understand its complexity. After you clarify the problem, you will find that it is really complicated, so you can come up with a complicated solution. In fact, you have only half done, and most people will be there, but truly great people will continue until they find the key and deep-seated reasons for the problem, then we come up with an elegant and perfect effective solution. -- Steve Jobs

Starting design too early means that important insights will be missed, and even means that the design idea is completely wrong. Do not rush into designing.

Simplified design is not "Why should we remove it", but "Why keep it ". Determine whether the function design is really important to users.

Focus on Human-Computer Interaction experience and product details.

Reading Notes-simplicity first-four strategies for Interactive Design

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