The way of interaction designer's cultivation the first trick: adapt and accept changes

Source: Internet
Author: User

The first trick: "Change"-adapt, and accept

One of the most painful things that interaction designers experience is "change".

Once heard a song called "Dead To change." Change, also once let me have a grudge to read for a long time, not only because it takes more time and effort to change this thing, more because the deep heart deeply feel not recognized.

Even so, I am still dedicated to being a designer and doing it for ten years.

However, change, gradually become a part of my work, I re-examine the word, also have a new experience.

Why should it be changed? It must be because of differences, and how does the disagreement arise?

I would like to say a personal experience of things.

The leaders here refer specifically to the leadership of the technical department

My work Diary.

October 18 9:30am

Receive a request from one party

October 22 1:30pm

Attended the function point Confirmation meeting

October 23-October 30

Collect requirements

November 3

Programme one submission

November 5 First Draft discussion meeting

November 6 Programme II produced!

Re-participation in the needs seminar with programme I and Programme II, November 9

November 10

Fourth draft of the third draft

In order to be able to pass the plan faster, I made two new drafts, and optimized the previous draft

November 11

Development to raise objections, hope to change to the fourth draft style.

November 15

Develop letters to leaders

The content of the letter is: Unable to complete the current style, or simplify the program, or need to postpone.

November 15 2:30pm

The leader formally determined to be divided into two phases to do the transit project, need to readjust the program.

November 16

The project manager's official mail determines the decision to be divided into two phases.

November 16

Fifth draft

November 16

Development again raised objections, hoping for more streamlining.

November 16

The project manager mediates, fruitless, asks the leadership, the leader agrees the development plan.

November 17

Adjustment of the sixth draft

November 17 4:30pm

Business to challenge, business leaders request a meeting

November 23

Programme VII

November 23

The leadership challenged the seven-strengthening programme.

November 24

The business side compromises and finally finalizes the final version.

November 30

Design Review

December 1

Final draft is OK, but in fact final draft is plan two.

In fact, each side is thinking about how to do this project in their own way, as if

The leader hopes to be able to do a perfect and comprehensive thing;

And the business side is concerned about whether the function can meet their requirements;

Development is to find a most efficient development model;

PM and interaction want to give the user the best experience.

Because each party's goals are different, each side will insist that they are reasonable.

So disagreement is the source of change.

So what is the change for? Change, of course, is to resolve the differences as soon as possible.

What exactly do we want?

The business side wants to be online in 1 months, because the time for publicity has been negotiated ...

Development hope not to change the structure of the entire page, otherwise the duration will not be enough ...

Leaders want to have a all-inclusive thing, and a competitive thing ...

PM hope that not only a project online, but also want more users to use ...

Interactive designers want users to be able to use them to experience good ...

Knowledge architecture is different, the degree of learning is not the same, professional is not the same, we want is not the same.

After we understand why we need to change and change, we find that "change" is a process that cannot be reduced. We can reach a consensus faster and better by "changing". As an interactive designer, it is necessary to adapt to the process of change, and think about how to change, in order to achieve a faster and better consensus.

How to change the choice is inevitable.

Interaction Designer is not only a tool to realize the prototype, more need to think, understand the pros and cons of the project, take into account the interests of all sides, designed not only to take into account the business side of the development side, but also to allow users to use the smooth things. So there's a trade-off. And what to take out of what, this will need to further study.

There are three states of doing a project:

One, to the completion of the goal, as soon as possible on-line;

Second, combined with the current situation, the best scheme to complete the matter;

Third, there is a forward-looking completion of things.

For these three different states, there will be a completely different way of doing things.

For example, a project, the business side requires very urgent, and it is a one-time use of the project and the use of time is not long, this project should belong to the first state. In this state, all take the time as the basic, with the most convenient development form to do. So take the time, and give a certain sense of the function or user experience part.

Another example, the other project, is for the current online version of the optimization, and is involved in the user's important process of the project, this can be classified as the second state. In this state, everything is optimized, the most perfect as the basis, you can join the user research and questionnaires, and other ways to test some design differences. Therefore, this kind of take, is the optimal user experience or the best function embodiment, and is willing to be time.

The third State, for example, a function has never appeared, in order to first predict the acceptance of the function, will first on-line a version, in his general approval, can be followed by a lot of planning. Therefore, such projects require forward-looking thinking. And this kind of demand and the house is phased, the first phase can take time as the main thinking, and the second phase can be high-quality user experience and functional to think. There are, of course, other special circumstances.

Take and shed is a difficult to define also difficult to control things, we are in each version of the time, in fact, in the trial and judgment, what is acceptable to all the design version. Therefore, in this continuous running-in, continuous adjustment, we adhere to or compromise, and finally reached a consensus.

And a good interaction designer, should know which point, is we must insist, and those points, we can give in.

Although the "change" process is very difficult, but we can in the process of change, we can try to understand the different needs of various aspects, can stand in different ways to look at their own design, then in other future design, will be more and more comprehensive consideration of various different ideas.

Please stop blaming yourself and don't draw circles to curse the people who are forcing you to change your design, try to look at it with other eyes you will find that your world will also become very different.

The design itself is no right and wrong, and not only good-looking ugly, reasonable unreasonable, because different angles, different people will interpret a completely different annotation (this sentence should be specially given to a certain young blood).

Have you ever encountered users who want to meet different levels and needs when designing a prototype or implementing a function, but find it difficult to do so. So the next one, we'll look into this question in the future.

Author: s++

Article Source: Ctrip ued

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