Rothero said a bunch of designers on the importance of mining user needs, basically we can
maintain a heart that wants to be close to the user。 So what can we do as designers in terms of ability? This is a short story about the little things I've done.
2.what--through 1 sets of steps to get 5 results, perhaps more
Both design and art are creative, and the difference is that design is a creative activity that exists to solve problems. Recently in UPA participated in Ms. Elizabeth's workshop on innovation and creation, distinguishing three concepts: creativity (creative), Innovation (innovation), invention (creation). "Creation" is to find the problem and solve the problem. So the essence of design is to solve the problem.
Previously said we are a group of unknown truth experts, we "unknown" is the product in the end what kind of problem. So to solve the problem, of course, we must first find the problem. Finding surface problems is simple and difficult is how to grab the essence.
Remember to go to school with a very classic design topic: "Sit design." Everyone then is Yihongershang yy all kinds of chairs, "is not the picture Chair!" "Then what about the couch?" Where's the sandbags? Where's the stump? These can not be used to sit, visible chair is just a myriad of answers, the essence of this problem is to solve the problem of sitting, as long as the weight of the human body to support the program are considered. Not seeing the essence limits the breadth of our thinking.
We can try to find the problem through the following steps, consuming time ratio and difficulty is the evaluation I give according to my own practice:
X collection of information-time: all 50%; Difficulty: Samsung
The collection of information is a kind of manual work with skill, spend more time, master certain interview and test skill, the designer is also easy to get started. and professional use of the difference between students is the question of quality, and the whole process of proficiency. But overall does not affect the information collection work.
X analysis information-time: all 30%; difficulty: four stars
A. Organizing information to make it available
B. Screening of information to make it effective
C. Information classification, relevance, comparison, making it clear
The purpose of the analysis is to find the problem, this stage will summarize some of the superficial problems, and then get a shallow answer. This process requires learning the skills of analysis, training the way of thinking, some specific methods will be described in the "later".
X Mining Essence-time: all 20%; difficulty: five-star
Through the collection of information to understand a large number of (62%) of surface phenomena, through the analysis of information to find a quantitative (31%) of the answer, and ultimately in order to in-depth analysis, mining that very small (7%) of the essence. This is a difficult phase, but the quality of the first two steps can help us find the nature of the problem.
In addition, the designer's research can get several results as follows:
1.personas--to WHO to do
2. User requirements List-what to do
3. Order of importance--what to do first
4. List of risk points--what not to do
5. Product design Suggestions--How to do
As for the form of output can be specific analysis, as long as it is easy for your team to understand and use the good:
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On the onlookers, everyone has their own set of methods and models, you are welcome to share their experience.
Next HINT: "After" those crazy little things called ....
PS, recently busy crazy, thinking a little confused, quadrochromatic box of the text will stink, embarrassed.