First share a word: The user is not wrong, if the user in the use of an item when the trouble, it is because the design of the problem.
--Norman Design Psychology
Understanding Users
Users are never wrong.
Users are particularly busy, especially impatient people.
Users are always smarter than you think.
The importance of the user experience to the product
No matter what type of product a user accesses, it is a self-help behavior. They can only rely on their own wisdom and experience to face your products alone, even if the so-called documentation, novice guidance or help, etc. information, but also need the user initiative to get information.
Because you are not forced to accept your product, no matter at any time the browser in the upper right corner of the "X" has been waiting for them, so do the product must have the feeling of walking on the ice, like treating the same as God to your users.
Take the website to say. Such an ERA has passed: businesses simply regard the ability to own websites as an outstanding achievement. Now, in order to gain market share, the real focus on content and the user's feelings, important to even the user experience directly related to the product investment output ratio (ROI)
For example, a shopping cart program, put the product into the shopping cart means the buyer's will, but because the purchase process itself is too difficult, the payment method is too complex, let a person doubt even doubt himself when the process of user churn will become more.
So the user's feeling->roi->web the success or failure of the product.
The core of user experience: User-centric design
Just mentioned: The user is very smart, but also very busy people, all the time and work is a very sacred thing.
The American science fiction master Isaac said: machines can not harm human beings.
The same product can not hurt users. In the sense of user experience is repeatedly stressed that the user's pursuit of more and more high today, the product to experience the requirements should be from the "Do Not Hurt" (basic requirements) up to "Meet user needs" (pass) or even "exceed the user's expected value, so that users ecstatic." "(Excellent)
Products that users love and are passionate about and even willing to pay for are catering to the third demand standard.
Surveys show that people are only willing to pay for two kinds of things: necessities and love. The former satisfies the user's physiological needs, the latter satisfies the user's spiritual demand.
So the user-centric design idea is a sentence: in the development of products in every step, users should be included in the scope of consideration.
User-centric design the biggest advantage: you can ensure that the design of each process is not a pat on the forehead, in the absence of market data feedback, consider the user experience is the first element to make a decision.
Elements of the user experience
1) interface
First design the interface, then implement the interface design.
The first is to accurately list the tasks, the user's purpose, to ensure usability, ease of use, and user flow of the continuity of the operation. On this basis, enhance the aesthetic sense of the interface.
Realize the interface design, only account for 20% of the interface design.
The interface and function (the relationship between the presentation layer and the business layer) are implemented in complex to simple process through continuous addition to subtraction and addition. Simplicity is the result of complexity. Use our complexity in exchange for the simplicity of the user. We are obsessed with the ability to sift through the core of the product and avoid confusing the user with more choices.
2) interaction
1. The feedback of the operation
The user has done the corresponding operation, needs to have the feedback, this is satisfies the user operation to be affirmed the key, is the social doctrine emphasizes "the existence feeling".
2. Non-interrupted user flow
Users do not want to be interrupted during the operation, the flow of operations on behalf of the user has been constantly growing, realize the interaction of pleasure and sense of achievement.
3. Continuous growth process
The sense of growth to continue, users need to continuously obtain this feeling, in order to achieve continuous happiness.
3) function
For different levels of demand, different users, set different requirements standards.
According to the Malos mental model classification, simple summary of different needs:
A. Physiological needs
B. Meet the physiological needs of the user, and satisfy some of the spiritual needs, catering to the needs of users.
C. The spiritual level of satisfaction, bring more than the user needs of the spirit of satisfaction, leading the user needs.
According to the above classification, answer three questions at the business level:
What users can get
What users want to do
Why Users choose Us
Then locate in:
the function without differentiation; Centralized demand function;
At the same time, attention should be paid to the diversity of individual needs and the commonality of collective needs.
The segmentation and realization of each element
Adherence to the principle: User-centric design
The user experience in the product
1 user habits: Interactive elements from life, do not attempt to challenge the user's habits, design from life.
2 Unity: Maintain the unity of the whole style, so that users feel in the same product.
3 navigation Design: Designed for scanning, always ensure that users do not get lost. (Bread crumbs principle)
4 Numerical settings: Can feel the difference between each stage, and will not soon be all satisfied
5 Classification setting: Same level, consistent, movable object structure
6 Data feedback: Listen to the voice of the user
Author: Winder
Article Source: z-index.cc