Why the designer can't make the design that the product manager wants

Source: Internet
Author: User
Keywords Designer Product Manager very actually

Product managers and designers are the most common and the most acute contradiction is that the designer put a lot of painstaking effort to do out of the manuscript to the Product manager, the product looked, feel very unfamiliar and beyond expectations, said: "What is this AH."

(--#), (--'), where silence wins the sound. is not to say that this inside who is wrong, are very hard actually, but why always end up so embarrassed.

The best thing in the world is to match your own head with your own hands. Head how to think, hand on how to draw, draw out the old man again ugly also feel very cordial, well, is my good work (Star Eye). It's just a bit of a hassle to wait until two of us get together. Because, let "the designer's hand" is delicately controlled in "product manager's Head", each time draws a look, feels to continue to draw, the mistake changes the agile regulation is not realistic.

Woe, lies in some communication has many drawbacks, only then solves these problems, can let the team sing "the same Dream" harmoniously.

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First, the product is not aware of what to tell is actually a story

Common product Manager to ask the way is often in the requirements of the document directly written "in the Feed Add a reprint button, click to fill out the reasons for reprint." This description is actually a very good solution. This document, which contains dozens of such descriptions of requirements, is then posted to the internal requirements management website or sent to the designer via email.

The designer usually feels very bent when he gets this document. Eh, endure and endure, take money for people to eliminate disaster. Then take this demand document and change it in the existing interface. But the product is often found to say that these specific solutions in real time is a lot of detail conflict. Therefore, the designer must first reverse yy out this function behind the user needs, and then try to find a new solution in the crevice with various details. Take this manuscript to the product to see, the product will be stunned and say "what is this ..." (- -#),(- -’)

In fact, many product managers do not understand their biggest value point. As a product manager, the most important thing to do is to discover the needs of users in life who do not know how to meet, and then put these very challenging and valuable user needs entrusted to the resources side to help find solutions. This requirement should be expressed in a way that is as living and storytelling as possible, regardless of any specific solution. So designers can clearly know what to solve the problem, the design has a starting point, but also the product manager to the starting point. So in this ring, the product manager delivers the baton is a good story, the teaser describes the user's difficulties can be.

The core content of a story should include: < what kind of person >< in what circumstances >< want to meet what needs >< he/she will try some way (or find no solution) >< but the cost is * * * >< Let's save him/her >.

Writing is not the best way to tell a story

Everyone has heard "off the road to buy a pound of steamed buns back, if you see selling watermelons, buy a" joke bar. When a product uses words to express its ideas, a lot of information is distorted. Designers receive these words, and then to reverse the idea of product ideas, the imagination is another story.

"The back of the napkin" and "Frog Collective action Toolkit" all provide a more expressive way of storytelling. such as drafts, comics, video, can be used to express the user needs scene, more efficient than the text, the probability of causing misunderstanding is also low.

We often say that the text of the picture is very strong, but I think not all product managers can write such a text, so, why not directly with the picture to tell the story: I will not be specific to write, both books have, the completed.

Third, the designer did not early confirm their understanding

The designer took the decree from the product manager, but in fact there is a risk point, that is to think that they understand the product of the adult's will, but in fact not necessarily. The best way is for the designer to be able to use the language immediately or more visually, and retell it to the product manager. Otherwise, you will really meet after selling watermelon, buy back a steamed stuffed bun.

The thing that a designer is best at is to image something abstract. Since there is such a divine skill, in fact, you can also in the lead after the decree, do not rush immediately back to the seat to open the painting, but first and then draw some very simple sketch. On these schematics, you can demonstrate how users will address their needs in the future. The product immediately can understand, you enough to understand him. If you want to keep your eyes on the wrong road, the best way is to open your eyes early and confirm the general direction.

Design does not emit a variety of designs

Product manager said that learn to sing all use, told a good story, to the next design set a precise starting point. Here's the designer's face.

For a user pain point, how to provide the most effective solution, in fact, is very confused (pointing to the competitor's product interface said "I want a page like this" Product manager we do not say). It is very necessary for the designers to be able to divergent thinking, to the various possible direction of feelers, and strive to explore a variety of promising methods. As a result, breakthroughs in innovation may be greater.

Product managers are actually under a lot of pressure to gamble on their careers to get investors (well, designers, engineers) the resources to achieve an unknown dream. If the designer can code out a row of various solutions to the product manager that you casually pick, to see which "best" is undoubtedly able to help product managers to promote great confidence (Star Eye).

May this article help product managers and designers this quarrel with the dead enemy less, we are a lucky one.

Source: http://xuexiao.me

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