User Experience Design theory: Aspects of user experience design

Source: Internet
Author: User
Tags final key words range require requires commerce store

We often say that the user experience is also known as: background checks, customer-oriented design, focus on user design, empathy design, usability, usability engineering, usability testing, user experience (UXD) design, user-friendly design.

A user-centric design base

A user-centric design has a central premise: the best design products and services derive from understanding the needs of potential users. At the beginning of the design, designers actively communicate with end-users to gather insights to drive the progress of the design and to implement the entire design process.

The user-centric design approach provides new insights that are beneficial to all design projects, especially new product offerings, and are more needed in the implementation of further improvements to existing products and services. Understanding the user experience can lead the designer to doubt the original use of the process in his mind, to propose new hypotheses, the resulting innovation can really be a user profit.

Although most designers are aware of the need to design for end users, they often use their own experience or the results of the market to prevail. In contrast, users-centric designers who communicate directly with potential users to learn more about their personal experience are more likely to show users ' needs than the statistical data on their research reports. In fact, what people tell market researchers is not necessarily consistent with the real situation (if you look at it).

Many complete projects, in the later part of the concept Drill-down (concept develop), involve the user in doing some related feedback. But the user-centric, in the initial stage of design construction (formative stages), and users to communicate, and to formulate the design of the program (agenda, do not know what words good. Translator), and later to allow users to participate often found that want to do some big changes after too late.

User Observation and analysis

Based on the user's observation method: The designer lets himself penetrate into the users ' life scenes (such as working with them to complete work and family-related tasks), participates in and observes the user's life, and often chats (ask open-ended Questions) Something related to what is being done now or to their customs (social and enotional significance).

User-centric design emphasizes the need for designers to immerse themselves in the user's environment: it reveals that there are other ways of not expressing problems that can only be found in a user's environment. This observation can be found in all the complete interactions between those products or services that require more than one person to collaborate (e.g. between nurses and patients or between groups of workers).

The results of observation are analyzed, and several main design topics are summarized. It is usually shown to the design team in a visual form (video or picture) to highlight the focus and give them a basis for thinking. The more vivid the introduction and analysis, the more can affect the design team, affecting the development of products or services.

Prototypes, evaluations, iterations

As design ideas and ideas evolve, UCD designers will continue to collect information about user feedback, either by allowing them to participate directly in development, or by showing them prototypes (prototypes) based on the previous work (the product or service) to gain their views (evaluation). Depending on the project and the depth of the concept, the prototype will have different presentation methods, scripts, hand-painted panels, display panels, through the paper media or screen, until the final full function of the work model (working models).

As prototypes evolve, users may be invited to "wander", as if they were using it to accomplish a task or use them for simulated or real-life tasks. These prototypes enable the user to provide feedback on whether the user's needs are met as a whole and its step-by-step operability.

Analyze and evaluate feedback samples, and extend the results to design ideas for the next round of design and evaluation. (So continuous iterations until satisfied). The same here, vivid introduction is necessary, it can convince the designers who do not participate in the evaluation, tell them what is wrong. So it's a good idea to record the whole process so you can go back and see what's going on, and it can also provide a strong support for your point of view.


Show all users ' needs

The purpose of user research is to motivate and focus the design team (at some key points) rather than accumulate data (although they may be useful in the final stage of testing). When time and budget are limited, the focus should be on maximizing the collection of broader user needs (most products and services have many different types of users). You need to understand all the potential design needs, rather than repeatedly observing the same users or listening to their opinions.

How to be successful in business

Focus on the user to enhance the competitiveness of products and services, so that users:

To feel truly needed and valuable (a product or service).

Intuition feels good to be useful.

The user's affirmation of the experience (positive user experiences) has created customer loyalty and corporate reputation. This is especially true of web-based services, where it is easy for users to click on other sites if the site seems to be difficult to use or not meet their needs.

The user-centered design method widens the vision of the designer. Design teams are often divorced from the target groups that their design faces, both in reality and in culture. In the development of products and services in the past, designers, engineers, designers and marketers work together to make products and technologies meet their expectations, but their expectations do not meet the needs of everyday users. Those who try to understand the user's background and look at the problem from the user's point of view, (their work) have a greater chance of success in business.

The user-centered design method can provide a unified development strategy and organizational framework for the development of products and services. It combines the interests of different departments, such as research, planning and sales operations, to form a unified development strategy, reducing the mutual conflict between the waste. A relatively small amount of money is spent at the initial stage of research and development to help (companies) develop a programme of products and services.

How to succeed in public affairs

The core task of public affairs is to put users in the starting point of career development, to find and meet their needs and expectations. The user-centered design brings together the user experience of practical operation, emotion and social background, which lays the foundation for how to improve service and innovation.

When the public evaluates services, there are chemical changes between practical, emotional, and social factors, see the following example:

Public transport-people who experience late negative experiences stack up with feelings of discomfort and discomfort in crowded compartments. Under such circumstances, the data on traffic efficiency improvement is hard to find a real improvement in service. Many people opt for private cars rather than public transport because they think they feel as bad as if they are tied to a cocoon when there are some conditions in the traffic. It is more comfortable to drive a car physically and psychologically than on a bus or a train.

Applying for benefits--The 2005 report of the National Audit Office stressed that Britain's welfare system is so complex that it is difficult to apply for benefits. The application form makes it feel like you don't know what to fill out, the application process requires copies of both the applicant and the operator, and there is no effective way to streamline the application process. Therefore, not only some people who do not apply for welfare feel that the process of application is too complicated to be incredible, even the people who get the benefits are too much trouble.

User-centered design, coordinate the wishes of various government departments, provide services to meet individual needs, and propose services and solutions that are integrated through multisectoral cooperation. A user-centric approach, rather than a functional department-centric mindset, is gradually being implanted into existing public services.

Since public service organizations have accepted the principle of user-centric design, it is necessary to have an effective user input method corresponding to it. For example, the medical services group has been introduced to divide the patient's treatment and feedback into different groups and to incorporate the overall clinical governance process.

If implemented effectively, user-centric design helps maximize the impact of service development through the following:


Keep an eye on those potential users to ensure (project) success

Continually test and evaluate new content to increase user acceptance prior to official release

Provide barrier-free environment (for people in need)

Meet the diverse needs of individuals

Challenge

The interaction between user observation research and market regulation

With the willingness and need expressed by the market survey, user research may seem unnecessary at first. Market research divides people into different groups, believing that the data is "right" behind the numbers. But what really inspires design is often concrete insights that you have not taken into account and are communicating with individual users. Looking at a number of different users with design requirements may be more important than a large number of "typical" users.

The conclusions of the two surveys may be consistent in some ways. But once the goal of market research and user research is confirmed to be different, it is understandable to combine the entire design process with targeted observational research.

Expert opinion rather than end user?

Many designers (especially software developers) advocate the use of expert advice, rather than end-user testing. Although usability experts can sharply point out the problems of new products, their perspectives and users may miss out on some important issues. Expert opinion has been touted as a measure of value (just like a discounted product). However, omitting some of the most important issues may result in more loss than the cost of user testing. Expert opinion is especially unsuitable for use in various network reprehensible programs, because in this aspect the user group is quite extensive, their demand is also different.

However, it is also good to adopt expert advice if user testing is not possible for reasons of confidentiality. When budgets are limited, the combination of expert advice and a small number of different user tests can also reduce costs.

Get "There's a basis" for research: Who to observe and test?

Since design research rarely gives statistically "based" data, recruiting participants should focus on a variety of potential users to gain a broader perspective. This can delineate the scope of potential users and try to ensure that the research can cover them. "Extreme users" can sometimes provide valuable insights, even if they are helpful for most designs.

What users are looking for is a constant problem, but the quality of the research often depends on finding the right person. Despite the detailed recruitment requirements, you will find that only partially meets your criteria.

Recruiting through private relationships can lead to better results. Advertise in the newspaper, apply to the organizations concerned, and turn to some clubs to be interested in a group that may give you a break. Give the recruiter enough time and prepare for a good money.

Get "well-organized" research: how much to observe and test?

The goal of the observation is to cover a variety of user needs rather than get a statistical report. You have to look at people from many different backgrounds until you believe you have the full range of potential needs. You can stop when you get the observation just before you repeat it.

In concept testing, you must also ensure that you understand the main (significant) potential users of (products and services).

Exactly how many people are going to be tested has been controversial. A study of the development process of traditional products and tools software (software tool) found that the main problems could be identified by testing only 5 to 7 people. Of course, complex, multi-functional products and services may require a broader range of assessment options.

Maintaining the impact of user research throughout the design

The impact of user research may fade away in large engineering or long-term projects. Because not all designers are involved in user research, or simply because time has passed too long.


To start (undertake) research, you need to analyze it in a timely manner and share it with other people in the design team. Putting people in a meeting, communicating the results of the study in visual form and mapping out what might happen will help to focus on the user research base.

Written research reports are often filed and then thrown aside. The methods to maintain the impact of user research are:

Preserved in the form of pictures and visual research

Create a project space to show research

Construct representative virtual characters that simulate the character of the observer and use it to show what might happen when the product or service is used

Future trends

The mainstream method of user-centered design

Since the 80 's, the user-centric design has begun to have an impact, and now most designers claim to be user-centric or user-centered. This may be just a test solution for the design project later, but more and more people are becoming aware of the need to conduct research at an early stage to inspire the design. Many design courses now introduce user research, so the newly-grown designer should know its benefits.

Market research through observation

In market research institutions, many people who have not accepted user research as an incomplete person have now considered it one of their skills.

A new research method of heuristic design

User-centric designers are interested in improving their research efficiency and developing research methods that are more suitable for design. The "cultural approach" approach (see Glossary), which was first proposed by Bill Gaver and Tony Dunne in 1990 at the Royal Academy of Arts, is still improving, and its impact has been expanding in design research. These methods encourage people to express their thoughts and feelings, some of which are likely to make ordinary observation posts impossible to discover but can greatly inspire design.

Ensure that research is relevant and integrated

As user design and research become mainstream, there needs to be a clear look at what to do, what the purpose is, and how the results will be integrated in the next design effort. Usually the most influential user's research is intertwined with the whole design process. It requires researchers and designers to have a certain degree of flexibility (flexibility) to ensure smooth cooperation. If the study becomes the magic spell of design, its actual influence will weaken.

Study Global Markets

With the globalization process, many products and services for the global users, user research needs to cover the entire market scope. The backgrounds and customs of countries are significantly different, and designers and manufacturers have to learn to understand and respect this difference if they want to be successful.

Vocabulary

Background checks-a formal method of collecting and analyzing data in the observation, developed by Karenholtzblatt and Hughbeyer in the middle of the 90 and widely used by the American software industry.

Cultural exploration-Exploring innovative technologies for different cultural groups, by Bill Gaver and Tony Dunne at the Royal Academy of Arts, these technical factors have been the mainstream of design practitioners.

Journal Research-User diaries, usually in a specified format or topic. Used to understand user backgrounds.

Iterative design-user-centric design methods to make products and services available to meet the needs of users through repeated construction of prototypes and user evaluations (testing).

Participate in design--let users join the design team rather than collect user feedback through observation and testing. The Scandinavian region's first approach has the biggest impact, but it is now being criticized because users may become "designers and experts" without providing a new perspective.


Prototyping--compiling the concept of simulation design: Writing "text" (see below), simulating various kinds of work by means of sketch, screen and physical model. Prototypes are required: With prototypes, users can experiment with the experience they have put forward their views.

Text-stories, based on user research and analysis, show how people use (or misuse) future products and services. Facilitate the integration of practical operation, emotional and social aspects of evaluation. It can be written, drawing or presentation.

Storyboard-a picture, step-by-step, lists how products and services are used for evaluation.

Availability-the product or service is easy to use. It usually refers to the specific logic, communication and efficiency of human-computer interaction.

Usability Labs--for software usability testing, usually by computer-tracking devices that record the details of how people use computers and their products or services for evaluation. Not all need to be evaluated, the tape recorder, pencil, paper is enough.

User Evaluation/User testing-new product and service (prototype) testing to confirm that it meets the needs of users and their availability.

User requirements/user requirements-Analyze the needs of people who may use the products and services, preferably based on observation. User needs may be directly expressed by the user or found in the observation (potential requirements). ————————————————————————— – Add some q&a:

Q: What is the difference between user-centric design (UCD) and market research?

A: They have the same thing in common: they can find the high level of demand expressed by the user (identify). But market research focuses on understanding the general needs of the market (understanding the market in terms) to find the trigger points (triggers) and acceptable prices for users to purchase and use products or services. In UCD, the observation of individuals can find the potential needs of users, and the continuous testing of prototypes with users can guide the development of products.

Q: What's the difference between ergonomics and human-machine engineering?

A: There are similarities between the two: they look at the development of products and services in a human perspective. The most obvious difference is that they are applied in different ways. UCD helps designers understand the current experience of people (experience) to develop products or services that people may need in the future. It is generally accepted that it is effective to explore the potential needs of users and redefine the redesign of products and services. Ergonomics, however, is introduced more in the design direction (designing brief), presenting the physiological or cognitive specifications that must be followed in the new product, and in some cases the safety requirements. UCD considers products and services from the physical, emotional and social levels to ensure that they meet the needs of targeted users. Ergonomics is more concerned with physical performance, and of course it involves emotional and social aspects, because they also affect the physical level.

Q: User-centric design and usability testing (usability testing) is that the same thing?

A: No, usability testing is usually introduced later in the design, and it can be said to be part of the UCD. For its part, usability testing does not improve the product.

Q: Is the user-centric design mainly applied to new technology products?

A: It can be applied to all the design, in fact, whether it is environmental design or packaging design, designers are applying this method. It may be made more explicit in new technology products (in any case, the media is more concerned about new technologies).

Q: Must design inspiration come from users?

A: not necessarily, but your ideas need to communicate with the user, from the very beginning. Throughout the design process, but also in accordance with the needs of users to adjust your ideas.

Q: Does expert opinion replace user research?


A: The expert opinion may only reflect a limited situation. In particular, when designing complex products or services, expert opinion can be controversial because it is very broad in user base and different experts see different situations.

Q: How many people do you want to study?

A: The type is more important than the number. Observational studies (observational research) give up large amounts of data and do not get results if there is not enough time to analyze the data. Based on the complexity of the project, a typical project we observed 5-10 people. When evaluating (eveluation), you should also ensure that different user types are overwritten. There are disputes over the number of people to test, some think it is hard to find new ideas after 5, and others think that if only 5 people are tested, there may be some key points. It would be nice to start with a 5-person test from each group, and if the feedback you get from each group is mostly repetitive, there's no need to test more.

Q: We are designing things that we might use in the future, and what is the effect of seeing what people do now?

A: It's true that it's challenging to find out what people want to mainstream over time (for example, now young people like to use mobile phones to send text messages, which everyone thinks is common, but nobody ever thought of it as being used for this). UCD designers are using user research to highlight future trends. They make a rough sketch of the product or service and test it with the user to assess the user's potential needs. There are no volunteers in the UCD design, but the possibility of developing products and services to meet the future needs of the users is still great.

Q: What are the differences between user-centric design and inclusive design (inclusive)?

A: Inclusive Design requirements cover all user needs, including the disabled, and it is linked to the design responsibility (is considered and accommodated in the designing response, which is not quite sure how to flip it). UCD design is an integral part of it that helps it understand the real life of the user and test the product to protect it's inclusiveness.

————————————————————————— – Tips Top Tips

Make a structure chart

Focus on the user-centric (user-focus) as a clear goal in the design project, clarifying each individual's responsibilities (researchers, project managers, designers and engineers), whether or not they are directly involved in the research.

To ensure a user-centric (user-focus) status, you can assign a "subscriber" (user champion) to each project team and ensure that he can attend high-level planning meetings.

Schedule time and budget for research, analysis and feedback throughout the project plan. The timing of feedback is particularly important if the Institute is integrated into ongoing design work.

Keep the rhythm (get the timing right)

The time and budget to recruit real target users. (Do not always use the same group of people in different projects.) )

The assumption of user needs in our minds may be long overdue, and to overturn some preconceived notions, we should contact the user as early as possible. Also, don't forget to report the study to the entire design team.

To make the results of the study more vivid and lasting

Show the results of the research with videos, photos, etc., so that those who are not directly involved in the study also have a clear understanding. In your project space to show the user's pictures, stories, can play a "fresh" role.

As a team to explain the results of the study and its impact on the design work, do not think that the simple mechanical finish study with other people to talk about the results. To impress your point of view, the design has a guiding role. A lot of ways, you can draw a chart to show the user's needs, what needs are higher priority, you can also make a list of the prerequisites for the design, use concise and interesting words (catch-phrase) to alert those with special requirements, or write scripts for those users, including your understanding, Your suggestion for the design.

(This could is, for example, a diagram to user priorities and needs, a checklist of key attributes design proposals must h Ave, a catch-phrase to keep consciousness of the specific users and have researched, or scenarios of future users that BRI Ng together what you have understood through observation and where you are to develop for the future. It's too long, I'm a bit of a leak.

Prototypes, evaluations, iterations

Build prototypes early to collect user feedback (prototypes can be just handwritten scripts, and then evolve to rough prototypes, to work models).

In the iterative process, users who have not used the test have gained new insights.

Show the space to the user

Promise them the confidentiality of the research and tell them that they are helping you improve your product rather than evaluating them in a test.

Control the atmosphere of communication and make the user as comfortable as possible. The presence of a group of designers will allow participants to mute, and if there are people involved in the study, let them act alone and then sum up their income.

Value return of web2.0 products-user-centric

Web2.0 has two core operations: content and relationships, and the web2.0 products that have been washing tend to be the two cores. In recent years many products have been gradually dubbed the concept of UGC and SNS, and the two are the halo. However, through these two cores, we should realize: the carrier of UGC and SNS is the basic unit of the community--people!

The industry gradually recognized the problem, so many products and operations gradually from the UGC or SNS Center to return to the user-centric. From a few successful cases we can understand more profoundly what is user-centric, user-centric theory of what is the connotation and appearance is:

The success of Twitter has made us see that the audience is concerned not UGC but the people who publish the content.

The core of Twitter's game rules is follow (follow). From Twitter's development results, it is clear that the audience is not concerned about fragmented information, but the people who publish the information. What the public cares about is not what the content is, but who says it. Users follow the following kinds of people:

• Celebrity (or a famous institution, such as the U.S. State Department or the Obama campaign office). Celebrities in the political, business and entertainment world follow the most. Supervisors, subordinates, relatives, friends, etc. are the objects being tracked. Gossip happens to be around. • Trust the person. Successful accumulation of so-called word-of-mouth businesses, such as securities brokers, reputation through word-of-mouth transmission, will also become the object of follow. This is the opportunity and model of the business sector.

• A person who hates or hates. Supporters of Mr Obama must also be concerned about what the Republican Senator John McCain said, and they are concerned about what Senator McCain will say and what to do, and better to say something wrong.

Twitter is a web2.0 product with a balanced content and relationship, its core is not content, not relationships, but people. The success of people-centric Twitter has made us see a new phase of web2.0.

Second, the single User center mode of phpwind7.5 achieved unexpected success.


October 2009 to go to Hangzhou to participate in Phpwind organization of the local community forum, I absolutely do not realize that Phpwind will become Kangsheng to create the Discuz opponents. Chanyu Lane I realize that the revolution in community products is emerging, and one of the key words he says is-single User center. Follow the idea of a single user center, in-depth thinking of content, relationship, division, operation, will find a new world has been enlightened.

For example, in recent years the rise of second-hand housing broker system, in general, the second-hand housing publishing system, Broker blog system, Broker participation in the forum system, the broker to participate in the question and answer system (such as know or ask such products) and the integration into the network broker, as for the broker's friends do not know which system to integrate the best friends.

If you provide such a solution through phpwind7.5, then everything will be solved! A single broker offers a product system, a single broker writes down articles and posts, a single broker's buddy, all content and relationships unfold around a person.

Single User Center is technically not a very difficult problem, and Single-user Center is a revolution in the understanding of community operation. In this framework, the center of the community returns to the user.

Third, the West Shrine Alley of the old elixir-user-centric.

December 27, 2009 invited to participate in the West Shrine Hutong launch of the product and moderator operation meeting. Meeting on the West Shrine Hutong product director Tangrey confirmed one of my guesses – the West Shrine Community E-commerce store will be integrated in the edition.

West Ancestral Alley is definitely the internet is not old trees, as early as 12 years ago the creation of the site has been a miracle, even more magical is the West Shrine Alley more and more vitality. What is the old medicine?

The core of the game rules of the West Shrine Alley is free edition, the moderator owns the version of sovereignty and income. This bizarre pattern and rule was initially unthinkable, yet the rule became the cornerstone of a vast ecosystem. The free version itself does not become the West Shrine Alley of the old medicine, and around the concept of the two aspects of the real is really will be free to turn the version of the old medicine:

1, the user-centric values.

West Shrine Hutong Moderator is the version of the center, moderators have the version of sovereignty, the West Shrine to the protection of the sovereignty of the Swiss bank is no less than the property security. From the content of the exchange of the Conference of the West Shrine Hutong, the version of the West Shrine Hutong has spanned the category of the version, similar to the station. Version of the operating method is almost the same as the station. West Ancestral Alley is similar to "idc+ Community software provider + operators" positioning. West Shrine Hutong general manager meter for the services provided by the West Shrine Alley to use the word guarantee. Sovereignty is the value right, the value is the power of the moderator's operation version. Appears to be the truth of the West Shrine version of the profit model is: "Moderators sell top advertising to make money, version of friends to launch a group to make money." The value model of the user Center, which is not understood or ridiculed by many commercial websites, is the power source of the development of the West Shrine.

2, the user-centric products.

West Ancestral Alley version of the integration of the elements of SNS, moderator open version, version of Friends to book, so that the integration of the elements of the relationship. Version contains a discussion version, chat room, integrated the home page. As a result, the version of the West Shrine Hutong has actually become a community solution for individuals (or businesses) to surf the internet. BBS to improve profitability of the way there are 2: media (portal) and E-commerce, which has become a theorem at present. From this deduction, the West Shrine Hutong original products can be so upgraded: the use of CMS to enhance the home page value, version of the integrated Community E-commerce shop. This is a forecast, and it will certainly become a reality. Four, stealing vegetables, "the elder brother steals is not the vegetable is lonely".

Stealing vegetables Game Popular net, popular Tencent space. Including the early looting of parking spaces, the sale of slaves, popular in the SNS of the essence of these games is not the content of the game, but a desire to vent. It's not important to steal any dish, it's important to steal it. It doesn't matter how much money a slave sells, it's more important to sell it.


This game, on the one hand, marks the success of SNS website promotion, on the one hand ridiculed the concept of SNS-empty relationship is not as successful as stealing food game! SNS should return to the path of relationship node-people centered.

At the same time, steals the food game lets us realize to take the user as the center the deeper meaning, in the web2.0, the user concerns not only the object's words and deeds, is more concerned is the perceptual one kind of interaction. This kind of interaction transcends the simple relationship, including the values, aesthetic and other complex elements, or we can use a popular network quotes to get the idea: "Brother steal is not vegetables, is lonely."

All in all: web2.0, should and already in the return of the user-centric approach. UGC and SNS such core content must revolve around the user this center and the carrier carries on.

The core of Internet product design--take the user as the center

Internet design from the extensive development to today's user-centric, regardless of design, the core is people-oriented, the goal is to serve the person-yes, you are a natural designer. This passage comes from 2009 UCD book FRIENDS MEETING a guest speech, indeed, user-centered design has become more and more popular.

Ue/ui/ucd/ued/cdc

First, we introduce some important concepts of product design, most of them are familiar with:

UE (User Experience): UX UI (User Interface): Customer interface, UCD (user-centered design): User-centric designs ued (user-experience): With User Experience design CDC (Customer study & user Experience Design Center): The user research and experience Design Centre

Simply put, is in the product design, development, maintenance from the user's needs and the user's feelings, around the user-centric product design, development and maintenance, rather than let users to adapt to products. Regardless of product's use flow, product's information structure, human-computer interaction mode and so on, the design with UCD as the core always pays close attention to the user's usage habits, the anticipated interactive way, the visual feeling and so on.

Measuring a good user-centric product design can have the following dimensions: the effectiveness (effectiveness), efficiency (efficiency), and user subjective satisfaction (satisfaction) of a product for a particular user for a specific purpose in a particular use environment, The extension also includes for the specific user, the product's easy to learn degree, to the user's attraction degree, the user in experience product's overall psychological feeling and so on. UCD is necessary for the company to carry out network services in the future, so UCD position will also be a trend.

The etiquette of a website product

I do not know when to start, "user-centric" has become a network of fashion, the courage to admit that the idea is advanced, I hope not only to become some people's mantra. Respect the user from the site etiquette start, a scale, reasonable, clear right and wrong, refined content of the site is the first step towards success, but also "user-centric" premise; no one believes that a beggar with a ragged nose to the chin can provide a comfortable and convenient service for the user, which is impossible. Web site etiquette allows users to generate trust, enhance sensory pleasure, and bring a dependency and attribution.

Learn before the ceremony, you are planning the site friends should understand: content planning and profit model is important, but you can not exceed the user experience this hurdle. Here, there is no intention to exaggerate the role of the user experience, it is not a job, a position, a legend, and not just a few reading notes can carry things.



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