Use storytelling to make interactive design of mobile phone products

Source: Internet
Author: User

2011 China Interactive Design Experience Day in Beijing, Elya and Alex on behalf of Baidu Mux attended and presided over the "story-telling way to do mobile phone product interaction Design" workshop.

Mobile-Device interaction designers are the age-goers as mobile internet waves roll in. You need to know how to design for a real target audience, need to know how to use a real user, need to know how to make your product flesh-and-blood, need to know how to make a product in a storytelling way, and need to know how to get storytelling through the design cycle This workshop is also trying to get through some of the methods we have tried to explore with you.

Interactive design of mobile phone products

Over the years, there have been too many changes in mobile devices from a small screen to a large screen, from a button to a touch, from a phone to an intelligent terminal. Mobile phones have been able to gradually replace cameras, navigator, game consoles, video players, network devices, 250,000 apps in the App Store and 6.5 billion downloads give developers the hope that Apple's best place is not to experience well, but to build a strategic vision of a new mobile ecosystem.

1. What are the unique advantages of mobile devices?

A real media age.

Forever Online Mass Media

Always with the media device

Built-in charging module tools

The tipping point of infinite imagination

2. What are the challenges of mobile device interaction design?

Fragmentation of equipment

Platform diversity

Suitable for multiple resolutions

Consider multiple directions

Designed for the Thumb

Consider a variety of environments

3. What are the differences in the way people use mobile Internet?

From the comfort of the environment to the changeable environment

From the good network environment to the unstable network environment

From plenty of power to a sad battery.

From a precise click to a blurry click

From focus to distraction.

From the complex open to the simple private

4. Mobile Interaction New rules

Keep it simple

Pay attention to the difference of interactive mode

Understanding the platform but not limited to the platform

Understanding Target Users

Attach importance to environmental impact

Learn to tell stories

5. Why use a storytelling approach?

The design is to tell the story, design is not interactive, but emotion. The story has transforms, the design also has the prioritization. Using storytelling, you can go deep into the problem itself to solve the problem, to stimulate the new ideas; in storytelling, designers can produce a situational experience that is close to the user, creating empathy, and storytelling can help designers better describe the design and communicate the design needs.

Second, find the real target users

At different times, you need to design for different users. In the new product exploration phase, you need to define the target users, do the design for the target user, when the product is released, there will be the first batch of real users, of which 20% of the core users contribute most of the content, there are more mainstream users may only be onlookers but the product has an irreplaceable impact, At this point you have to do the design for the real user, after the user base and product form are more stable, began to explore potential users, in order to expand the market, began to design for potential users.

There are a number of ways to define the target user. You need to have some demographic data, then at least 30 potential target users, get some qualitative conclusions, and then through the form of a questionnaire to verify that some quantitative data conclusions. That's when you've got a clear target audience.

Mining the potential core requirements, it is possible to go to the pilot-type users in-depth communication, and then to the target users to verify. Because the target user may be slow, not so clear about their needs, and the pilot users have a clear willingness to know what they want. However, we must pay attention to distinguish between the pilot and the taste of the user, the taste of the user is not demand-oriented, but fun-oriented, they tolerate the ability to be very strong, also do not know whether they like a certain function is because they have the demand or pure feel cool.

Target users can draw personas, and personas are not equal to real users, and real users can draw user portraits and then adjust policies.

1. Design Tools: Personas

Third, restore the real use of the scene

To get a functional requirement, first figure out who to use, the second consideration is in what scenario to use, or your design will become a function stack, page adjustment logic, click and Response, for designers, lost the ability to restore the scene, lost with the user's empathy, your foothold will be shaken, So be sure to think first, to whom? What's the scene? What's the purpose?

As an example:

1. Design Tool 2: Use the scene

2. What person?

Who is the user? How much do you know about users? Can you predict the behavior of the user?

3. What scene?

Where are the users? Is it a public place or a private area? Is it indoor or outdoor? Day or night?

When do users use it? Is it in a home with plenty of time, or is it just a busy job? Leisure time for a bus?

How do users use mobile devices? Hold it in your hand or in your pocket? Open or fold? vertical or horizontal?

4. Why do users use it?

Why does the user use your application?

What value can the user derive from the content or service under the current conditions?

5. How do I do that?

What are the possible means of achieving the goal?

What action steps may be required?

What are the special circumstances that may be encountered?

What are the possible synchronous/asynchronous interactions?

Iv. telling a vivid story

1. Design Tool 3: Web site path map

You need something that you can draw on, the bigger the better; a large number of different color markers and small stickers; some persona, if there is a picture of the better.

First draw a large circle, representing the interactive system, and then draw some users, is the system to interact with all users, in principle, the most important users in the upper left corner, in a completely different way to use English users on the right.

Refer to the scene documentation, select a mainstream scenario, start the process from the main user, start with the homepage, consider all possible events, and draw a circle of everything to consider the intersection of other users, possibly with existing events.

2. One example: Strangers making Friends

3. Design Tool 4: Story Edition

4. What's the effect of the story version?

Experiencing problem scenarios

Find Solutions

Find a new problem

Multi-party communication tools

5. Story version of the four elements?

Roles: Target users, personas

Function: For storyboards, it can be a certain content or an indeterminate function.

Environment: The concept of the environment includes the physical environment and social environment. In the story board, the concept of the environment becomes a scenario. A series of things, including time, place, surroundings, etc.

Events: The interaction of specific people and systems that combine people, objects, and environments to form the whole story

Five, the story string design cycle

The process of doing design is a process of constantly telling stories. In the early days to find personas, restore the use of the scene, tell a story, but also to split the story into tasks, according to task priority to draw interactive prototype. Then take the minimum real prototype to find user testing, it is best to test in the real environment. Wait until the high Fidelity demo, or to iterative testing, restore the true story, and then feedback to the story-telling environment, then to modify the plot and scene, so that the story constantly plump.

Author: Elya Girl

Article Source: elya.cc reprint Please indicate the source link.

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