Product design should be careful to avoid excessive design

Source: Internet
Author: User
Keywords Interactive design product design user experience
Tags advanced advanced technology advantages and disadvantages control demand demand satisfaction design design details

Product design is a very important aspect of product production and marketing, in the recent product design process, integrated into the serious of the full-time interactive design, repeated experience of this complete team brings advantages and disadvantages, although the process integrity, but the details of the troubled. One of its haunting, I feel should be called excessive design, in fact, excessive design is generally said that in the development of technology, the excessive pursuit of logic complexity, advanced technology, led to the technical framework although seemingly gorgeous but complex and difficult to use. When it comes to the excessive design of product functions and interactions, it should be the tragic result of "experiencing a decline in actual experience or long term product positioning deviating from or functionality" resulting from "excessive pursuit of experience perfection, demand satisfaction".

Why does it cause excessive design?

Reason 1: Pursue experience blindly

The so-called large team, multisectoral internet companies, in the development of products, design resources are often the product department can not control, a valuable designer, often with a lot of products, always sent to send, rather than long-term follow-up to a certain product. Therefore, how well-meaning for team members to instill market conditions, product positioning, project objectives, it is not possible to form a sense of tacit understanding in the process of cooperation. No tacit understanding, there is no sense of belonging to the product, only process control and rigid implementation.

It is difficult for a designer in such a working framework to keep in line with the development of the product, but to think for its own design, so that the design part of the product that it is responsible for is approved by his supervisor and approved by the supervisor. This is a reasonable and legitimate. But his supervisor has little overlap with our products. This is the beginning of the bitter force.

At this time, the designer must hope that each design details can be considered comprehensive, design perfect, almost want to eliminate all bad design, in front of their boss to prove their ability. However, if the designer, without the eyes of the ears, the strong ability and vision, it is very likely to be the pursuit of the perfect design thought dragged down, let some design details gone like.

Designers find a way to come up with a piece of work that is almost perfect, and earnestly persuade everyone to believe and execute, even vaguely feel wrong, but at first glance seems perfect. Advance to the development or on-line testing phase, the real problem from the "perfect design" of the infiltration, the injury is the product plan, dumbfounded. Re-modify, write code, postpone publication.

This excessive design, not only damage the team and products, but also waste time:

• The pursuit of perfection, more than the conventional thinking of the design, time-consuming 3 days.

• Products and designers to identify design details, in the "Unexpected design Details" aspects of the game, product said "I have not seen this design," "development and maintenance costs, waste of time Ah," the design said "this experience is indeed better" "the model of the auction is really disgusting", more than 1 days, and more designers, Product frustration.

• Develop non-system default exquisite design details that take 3 more days.

1 weeks, so wasted. That's it.

Reason 2: blindly satisfy the demand

It's easy to get stuck in the study of user needs, then by irrational control, if they do not have enough experience, and there is no reliable person to remind, there will be a heap is not the demand, become a development task, so there is a later abuse of the street slogan "Product subtraction." The most bitter force is the technology: "Hard to write good code, said minus on less, the TMD had gone, a group of sb!" I tend to echo and curse myself.

The following two common scenarios result in "overly satisfying user needs" issues:

One is the lack of user voice screening. Users are not product personnel, in the use of products, the problems raised, show the confusion, must be biased ego's perceptual opinion. "I don't know what this button means!" I feel like I'm showing it all. This feature is particularly inconvenient! "

Second, the need for research can not remain rational. "If you give yourself a comment on what will happen," "to tell the user not to do ah, directly cut bad bar" "users want to do so, and then in that, and then in this, there will be confusion!" It's the easiest way to get the entrance straight.

In short, when understanding the user needs, if not with a normal, rational mentality of the use of the scene, it is easy to be above this problem into the ditch, resulting in excessive design. (people around the reliable products, more rational is not a person's Sagittarius ~ ~ ~)

function and the excessive design of the interaction can eventually lead to a series of consequences:

1, a waste of time, delay and even lose market opportunities!

2, in the excessive design of the game of self depletion, damage morale!

3, the function of excessive design, seemingly gorgeous, but nobody, white!

4, the most terrible problem: the details of excessive design, led to wrong guidance, cultivate the wrong user habits, and the process, irreversible!

The 4th question, it is necessary to describe in detail:

• If just a function entrance, entrance A is more convenient than the entrance B, the user will only remember a, and forget B. If the product design at the beginning, I hope that users in the way B, enjoy more referrals or guidance, then b this role can not be played out. And this time, again want to delete a, users will scold dead products. If you want to modify a, it is a moving frame, cost-consuming.

• If it is a set of user processes, process A is more comfortable and natural than process B, but if you do not take into account the difference between A and b for the entire user guide, and a hasty choice of a, then this user-led difference may lead to a deviation in product positioning. (recently a big new product of thunder, it is committed this bogey.) )

How to reduce the occurrence of excessive design, only the right remedy.

Do not blindly pursue the experience:

• First, let the product designer more to the product closer, to increase the sense of tacit understanding, the formation of a sense of belonging to the product, in doing things can effectively avoid the details of mistrust quarrel.

Second, change unreasonable "product responsibility and confirmation level" mechanism, product is responsible for products. In order to consider the "market, positioning, timing, cost", we can achieve mutual trust and understanding. Only by letting the product turn out, the entire product group can really gain, not just through a design work to enhance their own sense of satisfaction. Real success is most important.

To remain rational in the face of demand:

As for products, can only make more mistakes and more discipline, so that they are more reliable. In short, in product creativity without losing sensibility, but in the face of demand should remain rational. If you're lucky, getting into a team of experienced teams with a solid, balanced approach will make you more correct in your growth direction.

Finally, a small picture, I see a product dynamic home ~.

In short, hope that they do something, there is no.

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