Product manager has now become a trend, but no matter how good the methodology, product flow specifications, product design capacity is strong, in the final analysis, the demand for judgment and germination, product feeling is the first. What kind of product feel will discover what kind of demand, make what kind of product, decide what kind of destiny. Here's how I feel about the product.
1. The product feels not to pat the head, but must dare to dare to do.
Product is always a tangled body, contradictions, everywhere are choice questions, but also forever full of unknown and challenges. Pat the head of the right, that is, good luck, wrong, and slowly accumulated a bad reputation, leading to the loss of trust product development team.
But the product manager is the decision maker, must dare to decide, the decisive decision, the sense of smell is keen. Have ideas and plans, the risk is not on the can, there is a certain risk, you can do a small range of testing or research. or A/b test, grayscale test.
If you believe that your product feels good enough, shoot more and try more. If a few times did not work, then a good reflection, do not clap, and then shoot not only killed himself, but also killed the team, shot dead project.
If you dare to shoot, you will be responsible.
2. Product feel to be based on enough information and experience.
There are few geniuses like Steve Jobs. Experience and amount of information, to a certain extent, can reduce the risk of mistakes, improve product sense of accuracy.
Experience, generally from the perennial accumulation, summary, try to do experiments, observation, trial and error, verify the needs of the judgment. It can also come from long-term observations of other products. For example, you think Sina Weibo new version of a function or module to do a very excrement, you can communicate with friends to verify your judgment. Another example is the feeling of a website or app as a whole, to see if he ends up dead or alive.
Information, see more industry information, including data and dynamics.
Data, such as Eric and easy to view the international, can grasp the direction of the macro-industry;
Dynamic, such as Zaker subscribe to those it channels, can understand the diverse needs and market trends;
3. Reduce risk-not important and don't want to understand things do not do.
Do not take the company resources as experimental field, responsible for the user, responsible for the product, each decision can hurt the user. Be cautious when you don't understand.
In general, you need to classify the requirements that you don't understand: importance, cost, and risk.
If the situation is complex, involving the interface or related functions of the uncertainty, and the importance of general, can not be clearly brought about by product improvement, regardless of cost level, do not recommend immediate implementation. Not much benefit, did not want to understand on the implementation, not only do not work hard, once the problem, resulting in rework, users scold sound, etc.
Cattle product managers are not all right, smart product managers have, there is no.
The processing of this demand, as far as possible split, to understand the part of the first implementation, the latter can be temporarily not considered. For example, Rainbow Bus Stop page, want to be in the way site to support the display site at the location of the map, the current status is as follows:
To click the site name, cover the map under the line stop:
The current interaction is: Click on the site name--3 buttons (complete site name, map and alarm clock)--click "Map" to show the location of the site on the map below. To see other sites, you need to loop through the steps above.
A bit complicated, if the map appears, you can point to any station directly in the map to switch the location of the station to display it!
Yes, but this step does not want to understand, because it involves: the user whether there is a continuous look at other sites unknown demand, too much interaction will be easy to have bugs, because at the same time to consider the return, close the map, slide stop, how to let the three buttons disappear, positioning refresh and so on
But to be sure, it is now done, to achieve usability, to meet the basic needs, and then in-depth, is icing on the cake.
4. Dare to self-denial, adhere to the product feel.
Products need to constantly develop, design communication needs, often encounter development or design "challenge demand" or demand discounts or change requirements.
In this process, it is necessary to re-evaluate the feeling of the product, whether it is not taken into account, and whether the suggestions of colleagues are worthy of reference. If you do not consider yourself, to stop in time, want to understand the implementation.
If you believe that there is no problem, the principle of the matter, unimportant, how to do all can, according to the development and design, a rare initiative to mention product suggestions and ideas, it is worth encouraging, can not suppress, but the responsibility is still the product.
If it is a matter of principle, such as the transmission of product concept, product strategy direction, major user experience. That must adhere to, to achieve product satisfaction. Can not compromise, feel the design is also very hard, but also a bit of truth, can make use of ... You make it, compromise, hesitate, and the user suffers.
Products in the heart to have Steelyard, which is the most important measure good. For example:
The entrance button of the peripheral information of the bus interchange, click on the new page to see the surrounding landmarks of the subway mouth and what buses are available:
The design was initially designed with icon, designed with a search-like button, and was later strongly recommended by me to show the text buttons simply and rudely.
Because this button if you use the icon, the user can not imagine what is inside, and will not even notice, will rarely go to click on the education, if the text, regardless of user needs, she knows we have this function, clear direct, although ugly point.
The principle here is that the buttons for the Universal menu can be icons, because everyone is so used, basic can understand the return, set, home, etc. icon, but the main interface of other icons, if it is the function of the transmission or important button, as far as possible with the icon, unless it is also a general class, such as message, forwarding, collection, Like icon.
Product feeling, more from observation, more summary, more testing, more adjustment.