Undercover User Experience Design

Source: Internet
Author: User
Keywords User experience design perhaps can understand if

User Experience Design The word is probably a haunting ghost in my heart, and I will never give me any respite unless I convert to it.

As a compromise, mention a new book, although the author and the publisher did not give me any referral fees, and not authorized me to cite the relevant content, I decided to introduce the UX Booth to the book a reference: Winning a User experience debate. This article quotes a section of chapter fifth of the original book, and I quote only a few and synthesize some points:

To integrate the user design experience into the business core, you must convince your colleagues to trust your ideas and expertise. Good handling of criticism/critique is an important way to win trust. The thoughtless denial of others will make your hard work easy to vanish. Never rashly ignore the views of stakeholders (stakeholders, the company's decision-making, relevant departments, other stakeholders, users, etc.). Every designer makes mistakes, and there's always a way you can solve problems. The worst user Experience Designer is the portentous who think the stakeholders are illiterate. Your business associates and co-workers may not be able to express their ideas visually as you do, but smart stakeholders will always be an advantage for a user experience designer.

If you suspect a stakeholder's request, try to make the request, and then do it your way. It takes more time and effort, but you also gain their trust by showing that you can listen to feedback. You may be able to convince stakeholders why your design is better, or you may find that their advice is actually better.

The book talks about the Validation stack, a creative concept that defends your design decisions at three levels, and these three levels are:

The

user evidence (users Evidence), that is, data directly from the user, whether it is a usability test or a system use log, is the most compelling evidence to justify design decisions; user research, no direct user data, The relevant user research and design principles (design principles) are the next option, such as the forms we've talked about, design theory, germ, if the first two are missing, then Fitts law, or some psychological/sociological theory, might be Life-saving Straw ", however, the design of commercial products is not to do scientific research, a lack of perfect theoretical support but the user testing good design is always better than a" theoretical correct "design.

How do you defend your users when they are asked to add a question that you think is "non-essential", or if a crowded page is asked to add more ads? Perhaps we would say that the cognitive burden is a cumulative effect, so some minor changes can damage the user experience, but if the other person says: Prove it to me! (Prove it!) What are you going to do? The cumulative effect of hundreds of poor designs may be obvious in several decades, but a small change in the form of a single problem may be hard to detect. How do you provoke the user experience responsibility? The original book comments please see the original, I sell a check, including what is called FY threshold (FY Threshold).

Let me say a little bit about my personal thoughts.

Since being called a user experience designer, the primary responsibility is to keep the user experience in the company's desired state, although you must understand the company's long-term strategy, business goals, and even the logic behind some design decisions that might weaken the user experience, but that doesn't mean you have to weaken your position. Your duty is not to balance the interests of all parties to make everyone happy, you are the user defender, is their product experience of the company's voice, if users do not like to add ads, do not like to ask questions, then this is your position. If even you think that as a user can tolerate a little more advertising, then a user experience designer's existence meaning? If design decisions affect the user experience, your job is to gather all the evidence to assess the impact and make design decisions for the design team to get sufficient information (for you to provide user information).

The understanding of business objectives is one of the foundations for user experience designers to communicate and collaborate with other team members, and is the logical basis for understanding and accepting a balanced decision as a team member, but not as a reason to weaken one's position. You can put forward your design ideas, show your team how to better protect your user experience while balancing your business goals, and tell us what the cost of this design is for the user experience. But your job is not to compromise the parties, to achieve design decisions, but to optimize the quality of the user experience. If you weaken or lose your position in every conflict, the position itself is meaningless.

UX Booth has an interview with the author of the undercover User experience design, and if you're interested, you might as well read it.

Euroia 2010

The previous week referred to the European Information Architecture Summit (Euro Information Architecture Summit 2010). This link provides almost all the slides of the lecture (I really don't know how to translate it, PPT?) Not too. Slide? It doesn't seem right. I would recommend you to read James Kelway's article before you muster the courage to open more than 20 links in one by one.

Tools and Problems

Tools are used to solve problems, and each tool has its own problem domain. If you do not understand this correspondence, then take the big shelled mosquitoes, with a surgical knife to cut the watermelon is not just a joke.

Daniel Ritzenthaler wrote an article on this week's Weeks UX about the match the Tool to the Problem (pairing tools with questions). Talking about is such an old topic: Sketches (sketch), Wireframes (wireframe), mock-ups (Entity model), HTML prototypes (HTML prototype), which is better? Below I translate directly:

sketches, generally for hand drawings, include screen ideas, or drawings that describe abstraction-level problems or solutions. These sketches are of great value when they are not fully explored, molded and realized. Sketches can help you understand what components you might need to achieve your goals. Wireframe, mostly generated by computers to illustrate the organizational structure, characteristics and functions of the content. Prioritizing elements in the design (prioritization) and determining the approximate layout of the page may be a fairly complex part of the project. A well structured wireframe can help you separate the elements and determine if they meet the target of the current page. Solid model, rich graphics products (generally using Photoshop and other software production, an example) to simulate the look and feel of a project, so that you can understand the visual elements of the impact of the brand. The entity model can set the right impression and communicate the emotional element and personality of the project. HTML prototypes, a partial implementation version of a Web site, used to understand the interactions and processes between pages. When the implementation of a goal involves a large number of complex interactions, the HTML prototype does help you find the blank spot in the initial plan.

Example:

You want to build a basic marketing site and you already understand the goals of the site and are confident in the layout of such sites and the interaction between pages. So direct use of the entity model is the most efficient way to use time, so that in the shortest time you can get the most close to the final result of the effect of the picture.

This is the nineth time you've built a Web application that has been widely and clearly understood, and you have a deep understanding of its goals and page interactions, but you want your design to fit perfectly into your customer's design and development team. Wireframes are the first choice, and they can help you organize your Web applications and explore potential ways to communicate more instinctively, intuitively (intuitive).

You start with a whole new concept, and the hardest part is really grasping the concept and deciding how the page works. You will probably need to repeat between the sketch and the HTML prototype until you are confident that you have grasped the core purpose of the concept. These initial HTML prototypes can be a great test tool for collecting feedback from your team and potential users.

Each project may need one or all of these tools, depending on the challenges you face. So the discussion should not be about which tools are better or how to incorporate them into a formal rigorous design process. What kind of tool, at a given point of view, can give designers the maximum clarity of the design concept and improve the design efficiency.

Perhaps your actual experience is at odds with the above, and I would like to hear your experiences.

How to use User experience designer

Jason Buck wrote an article called How should a user experience designer is used? (How the User experience designer should be used). The sight of this topic reminds me of a lot of home appliances manuals: The Handbook for ... I don't know who will write "user manual for Experience designers", of course it's just a joke, Jason. List of recommendations:

Check your user experience Design skills: Anyone can draw a wireframe. But (user experience designers) they must be able to conduct (end user) research, organize (with others) discussions and seminars, debate with customers, excellent verbal and visual communicators, focus on GTD (getting Things done), and incorporate user experience design early in Allow users to experience the designer's engagement with the customer, ensure a common understanding of deliverables and the final outcome of the project, and present their work to the user Experience designer (to the customer).

However, I think that Jonathan Lupo's response to the "end-user" is more worth reading. For the wireframe, Jonathan Talks, an interaction designer or information architect must demonstrate how design decisions achieve business and user goals, a logical basis and a design context must be presented with a wireframe, and the decision to achieve the goal must be measurable (measurable). From this perspective, wireframe is not something anyone can make.

BTW, when it comes to wireframes, remember that Onextrapixel has an article that collects 40 "brilliant" wireframes. If you're like me, a programmer with a circle frame and a match. Then, such as flowchart, wireframe, such as the circle box should be very warm (in fact, the sequence diagram and state picture is also very fun, of course, the fun is the logical analysis and rendering process, not the wireframe itself).

alphabetical order (mostly) damn it,

.

Available sex celebrity Jacob Nielson's article alphabetical sorting moment-in (mostly) Die:

When presenting a selection to the user, the ordinal arrangement, logical structure, timing, importance precedence, or frequency precedence are usually better than a-Z list.

There are two main benefits of alphabetical ordering of the list of options:

If users know the names of the things they need, they can quickly find them in the list; The lazy design team does not need to work hard to find a better structure.

Of course, Jacob's article has more than four introductory remarks, but you probably already know what he's saying. This article reminds me of another question, how did you do the last time you chose your province and city? You probably know what I mean by associating this article with Jacob.

Bing and Google usability comparisons

Like the Gmail,hotmail and Yahoo! mentioned in the first week. The usability comparison of mail, Web Design ledger compares Bing and Google in a similar way, of course, only from the first page layout to test. Last gossip about three kinds of mail service score, this time I suggest to read the article on usability test questions posed by the analysis, as for the score, left to you to find it.

Instant Amazon Search

I guess we all heard about Google Instant, but it's only so far limited to the United States, Britain, France, Germany, Italy, West, Russia, the number of users. The interactive approach it brings, and the resulting user experience, is called a standard nonsense "to be seen," but it is estimated that many usability labs are doing this test. How do we experience the rest? It may be an idea to find an agent, but the shelfluv of the Next Web introduction might be able to give you some experience, try it.

Creative

of a UI design pattern design

Css-trick organized a team design project with the goal of a design pattern: a list with functions. Hypothetical premise:

The design pattern we are on to tackle are a list with functions. It is a list of hep names. The primary function of this list is to click the names. The secondary function of the "list is" the list needs to be manageable. There needs to is some kind of functionality to edit and deletes each list item.

I am afraid that translation is not allowed, put the original text here, the effect is a list of five names, the main function of the list is to click on these names, accessibility is this list is manageable, need to be able to edit and delete list items.

It's not complicated, is it? I guess you already have more than one design in mind, but what I find interesting is the various interactions, design details and thinking limitations presented by the design in the article. Perhaps you always feel that your design is perfect invincible, but the world, more contact with other people's work may let us broaden our horizons, become a better designer

One of the most popular designs for editors:




At the end, again, sorry, this article was postponed for three days for personal health reasons. With the recovery of my body, I have finally completed the task of the previous week, and I wish you all the best of the week.

Cheers, everyone, and have a very pleasant week!

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