ux设计师怎样找同类产品_没有预算? 别找借口。 便宜的UX上的UX 2:让我们开始构建。...

ux设计师怎样找同类产品

by Vinny

文尼

没有预算? 别找借口。 便宜的UX上的UX 2:让我们开始构建。 (No budget? No excuse. UX on the cheap Part 2: let’s get building.)

This is a continuation of my series on ‘UX on a Budget’. If you haven’t read part one, I’d strongly recommend giving it a read before getting into this article. You can find it below.

这是我关于“ 预算中的用户体验 ”系列的继续。 如果您还没有阅读第一部分,强烈建议您在阅读本文之前先对其进行阅读。 您可以在下面找到它。

No budget? No excuse. Here’s a practical guide to UX on the cheap.Here’s a problem I’ve encountered over and over again during my 5 years as a UX designer at Melbourne agencies: no…medium.freecodecamp.com

没有预算? 别找借口。 这是便宜的UX实用指南。 在墨尔本代理商担任UX设计师的5年中,这是我一次又一次遇到的问题:不… medium.freecodecamp.com

In part one, I discussed the first stage of IDEO’s circular design methodology, ‘Understand’. In this article, I’m going to walk through the next two stages, ‘Define’ and ‘Make’.

在第一部分中,我讨论了IDEO循环设计方法的第一阶段“ 理解 ”。 在本文中,我将介绍接下来的两个阶段,即“ 定义 ”和“ 制造 ”。

In part one, I discussed the first stage of IDEO’s circular design methodology, ‘Understand’. In this article, I’m going to walk through the next two stages, ‘Define’ and ‘Make’.

在第一部分中,我讨论了IDEO循环设计方法的第一阶段“ 理解 ”。 在本文中,我将介绍接下来的两个阶段,即“ 定义 ”和“ 制造 ”。

In keeping with theme of this series, the idea of this article is give you some practical tips into how you can implement this methodology. We are sticking to the core of Lean UX (that is, ‘do as little as you can to validate your ideas’) and keeping down budget. Let’s get to it, after a quick reminder to sign up for the full eBook :)

为了与本系列主题保持一致,本文的目的是为您提供一些实用的技巧,以帮助您实现这种方法。 我们坚持精益UX的核心(即“尽您所能来验证您的想法”)并​​降低预算。 在快速提醒您注册完整的电子书之后,让我们开始吧:)

定义 (Define)

Now you’ll need to define the problem that you are trying to solve. What you’ll want to do here is establish some achievable goals, that are clear, easy to measure and at their core benefit the business.

现在,您需要定义您要解决的问题。 您在这里要做的是建立一些可实现的目标,这些目标明确,易于衡量,并且从根本上使业务受益。

作坊 (Workshopping)

UX’ers love post it notes. There’s a reason for this. Humans are programmed to be good at certain things. One of these, is seeing patterns and the desire to group like things together (see Susan Weinschenk’s book, ‘100 Things Every Designer Needs To Know About People’ for one, plenty more about this topic out there).

UX'ers喜欢发布便笺。 这是有原因的。 人类被编程为擅长某些事情。 其中之一是看到模式并将类似的事物组合在一起的愿望(请参阅Susan Weinschenk的书“ 每个设计师都需要了解的人100件事 ”中的一个,还有更多关于此主题的信息)。

Getting post it notes onto a board allows us to get ideas out of our head and onto a wall and view everything from a different perspective. Things can be easily moved, ideas grouped together (more about affinity mapping here) and we can form discussion points.

将便笺贴到板上可以使我们从脑海中浮现出想法,并从墙上透视并从不同角度查看所有内容。 可以轻松移动事物,将想法归为一组( 更多有关亲和力映射的信息 ),我们可以形成讨论要点。

I’d strongly advise trying to workshop the insights that you collect from any kind of user research, or even insights you’ve drawn from analytics. Ideally you can draw on at least one/two from the client’s team and one other person from your own team. Having 4 people in a room means that you’ll see the data from other perspectives, not just your own. This is vital.

我强烈建议您尝试收集从任何类型的用户研究中收集到的见解,甚至从分析中获得的见解。 理想情况下,您可以从客户团队中选拔至少一名/两名,从您自己团队中选拔另一名。 一个房间中有4个人意味着您将从其他角度查看数据,而不仅仅是自己的角度。 这是至关重要的。

I fully understand this is not always possible and therefore having at least one other (you can still workshop with two people!) is still a worthwhile exercise.

我完全理解这并不总是可能的,因此至少要有一个彼此(您仍然可以和两个人一起做工!)仍然是值得进行的练习。

There are plenty of ways to synthesize your data and I’ll not go into detail here, but I’d strongly recommend the book Gamestorming if you want some workshop ideas — the book will help you choose the right activity for the situation you have.

有很多方法可以综合您的数据,在这里我将不做详细介绍,但是如果您希望获得一些工作坊的想法,我强烈建议您阅读《 Gamestorming 》一书-该书将帮助您根据自己的情况选择正确的活动。

Pro tip: Make sure and finish with a clear summary of what took place, and a clear next step. Too many times these awesome conversations get lost, or people not in the room don’t get the context. Create a Trello board with the key insights — it’s free, easily shareable and better than a photo where you have to zoom in and can’t read peoples handwriting :)

专家提示:确保并完成对发生的事情的清晰总结,以及明确的下一步。 这些令人难以置信的对话迷失了很多次,或者不在房间里的人听不到上下文。 创建具有关键见解的Trello板-它是免费的,易于共享的,并且比必须放大并且看不懂人笔迹的照片要好:)

挖过去的表面 (Dig past the surface)

One of my favorite people to listen to speak about human behaviors is leading advertiser Rory Sutherland. If you haven’t watched him talk before, reading this article will have paid for itself by just discovering this guy. Check him out. A quote from Rory which really resonated with me:

我最喜欢听的关于人类行为的演讲者之一是广告主罗里·萨瑟兰(Rory Sutherland) 。 如果您以前没有看过他的讲话,那么阅读这篇文章将因发现这个人而有所回报。 检查他。 罗里(Rory)的一句话确实引起了我的共鸣:

As soon as a number becomes a metric, it loses all relevance as a metric.
数字一旦成为度量标准,就将失去与度量标准的所有相关性。

It’s common at the start of projects to promise things like an increase in traffic, or a lower bounce rate, or some kind of analytics metric that sounds great. The thing is, while not always irrelevant, a lot of the time we focus on the wrong goals.

在项目开始时,通常会承诺增加流量,降低跳出率或听起来不错的某种分析指标。 问题是,尽管并非总是无关紧要,但很多时候我们专注于错误的目标。

If your goal is to make more money, your focus should be on conversion rate, not traffic, not bounce rate. Focus on what’s actually important and spend all your time and effort on that goal, not wasting it on those aesthetically pleasing positive trend lines in Google Analytics. Looks great on a report, but who cares if it doesn’t mean money in the bank.

如果您的目标是赚更多的钱,那么您的重点应该放在转化率上,而不是流量上,而不是跳出率上。 专注于真正重要的事情,并花费所有的时间和精力来实现该目标,而不是将其浪费在Google Analytics(分析)中那些令人愉悦的积极趋势线上。 在报告上看起来不错,但谁在乎这是否意味着在银行中存钱。

Of course this is different in every project. Sometimes more traffic is the goal, sometimes a lower bounce rate is better. The point is, if you’re promising you’re going to improve something — make sure and think about what you are choosing and why. Make sure you’re not being unrealistic.

当然,每个项目都不同。 有时目标是增加流量,有时跳出率越低越好。 关键是,如果您保证将要改善某些方面,请确保并考虑选择的内容以及原因。 确保您不是不切实际。

精益UX画布 (The Lean UX Canvas)

I’ve talked a lot about lean UX and here’s another handy tool from Jeff Gothelf — the lean UX canvas.

我已经谈论过很多关于精益UX的知识,这是Jeff Gothelf的另一个便捷工具-精益UX画布。

This can serve as a great reference point for your project. You may not want to use all of this canvas, but you can pick the pieces that are relevant. Customize it to suit you and suit the project you’re working on, but it’s really important to use a tool like this because it gives you something to refer back to later and help you to make decisions later on.

这可以作为您的项目的重要参考。 您可能不想使用所有这些画布,但是可以选择相关的部分。 对其进行自定义以适合您并适合您正在从事的项目,但是使用这样的工具确实很重要,因为它为您提供了以后可以参考的内容,并有助于您以后做出决策。

The main reason I’m a fan of this kind of canvas, is that it formalizes the data I’ve collected. I’ve talked a lot about gathering data and insights, and coming up with goals — this allows them all to live in one place as a reference point.

我之所以喜欢这种画布,主要是因为它使我收集的数据形式化。 我已经谈论了很多有关收集数据和见解以及提出目标的问题,这使他们都可以作为参考点生活在一个地方。

Creating your own version of this document with your own branding and customized to the project at hand, not only will help you with your work, but will look impressive to your client and gives them a great reference point.

使用自己的品牌创建自己的文档版本并针对手头的项目进行定制,这不仅可以帮助您完成工作,而且对您的客户印象深刻,并为他们提供了很好的参考点。

有争议的旁注—角色 (A controversial sidenote — personas)

One thing I haven’t mentioned in here is personas. Some love them, some don’t love them. My personal opinion is to use personas if you find them useful. In the spirit of Lean UX, you can easily create proto-personas very quickly (another trick from Jeff’s book)— this just means creating a quick summary of a potential customer/user of your product, that you can refer to throughout your work.

我在这里没有提到的一件事是角色 。 有些人爱他们,有些人不爱他们。 我个人的观点是,如果您觉得角色有用,请使用角色。 本着精益UX的精神,您可以轻松快速地创建原型角色(这是Jeff的书中的另一个窍门),这仅意味着创建产品潜在客户/用户的快速摘要,您可以在整个工作中参考。

People that advocate for personas say that having personas help your designs remain human centered, by the very literal fact that you are making your decision decisions based on a human (who you’ve created). This can be an excellent way to guide conversations.

提倡人物角色的人们说,拥有人物角色可以帮助您的设计始终以人为中心,这是因为您实际上是根据人(您创建的人)来做出决策。 这可能是引导对话的绝佳方法。

On the other side of the fence, there’s an argument that by focussing on personas, we give to much emphasis into these particular users and their perspectives and therefore lose sight of the bigger picture.

在篱笆的另一侧,有一个论点是,通过关注角色,我们将重点放在这些特定用户及其观点上,因此看不到大局。

I think there’s an art to personas and a way to create a good balance. I’d advise experimenting with them and seeing how you go.

我认为角色扮演有一种艺术,可以创造一种良好的平衡。 我建议您尝试使用它们,看看您的情况如何。

摘要 (Summary)

You’ve got lots of beautiful stats and insights from part one. Now you’ve started to synthesize data, looking for patterns and opportunities. You’ve established some business goals. You’ve made some promises. You’ve got your canvas filled out (or at least noted down what you’re trying to achieve). You’ve got some others involved and you’re now ready for the fun part.

在第一部分中,您将获得许多美丽的统计数据和见解。 现在,您已经开始合成数据,寻找模式和机会。 您已经建立了一些业务目标。 您已经做出了一些承诺。 您的画布已填写完毕(或至少记下了您要实现的目标)。 您还涉及其他一些人,现在您可以开始有趣的部分了。

Making stuff!

做东西!

使 (Make)

(Paper)

Personally, when it comes to making stuff, I have to start with paper. For me it’s an exercise in getting out of my head. Writing stuff down, so I can draw patterns. Whether it’s drawing out a mock flow or what a screen might look like, or just listing relevant thoughts. I keep notebooks and notebooks, of what looks like utter nonsense, but is actually critical to how I work.

就个人而言,谈到制作东西,我必须从纸开始。 对我来说,这是一种摆脱头脑的锻炼。 把东西写下来,这样我就可以画出图案了。 无论是绘制模拟流程还是屏幕看起来是什么样,还是只列出相关的想法。 我保留着一堆废话,但实际上对我的工作至关重要。

For me personally, it’s all about being scrappy. I don’t use a ruler when I create a paper wireframe — it gets in the way. I’m not knocking this approach, I feel a tinge of jealousy when I see some of the unbelievable wireframes others come up with using a pencil and paper, that’s just not how I work.

就我个人而言,这一切都是关于零碎的。 创建纸质线框时,我不使用标尺-它会妨碍您的工作。 我并没有放弃这种方法,当我看到一些令人难以置信的线框使用铅笔和纸笔时,我感到有些嫉妒,那不是我的工作方式。

As soon as you open your design tool of choice and you’re in digital mode, your creativity is limited. You go from endless possibilities to a fixed canvas. You think about how things look instead of how things work. I try to hold off on this step until I have at least got a good idea of what I’m trying to achieve.

一旦打开您选择的设计工具并且处于数字模式,您的创造力就会受到限制。 您从无尽的可能性变成了固定的画布。 您会思考事物的外观,而不是事物的工作方式。 我尝试推迟这一步骤,直到我至少对自己要实现的目标有了一个很好的了解。

原型制作 (Prototyping)

After scribbling out your thoughts on paper, it comes time to wireframe your designs, and get people actually using them.

在纸上写下您的想法之后,是时候对您的设计进行框架设计,并让人们实际使用它们了。

There’s apps out there like POP where you can prototype with your paper designs. This can be good to get a feel for how your flows might work and can be enough to show to people — but personally I prefer going digital at this stage and getting my thoughts into order.

POP这样的应用程序可以在其中进行纸张设计的原型制作。 这样可以很好地了解您的流程如何工作,并足以向人们展示-但就我个人而言,我更喜欢在此阶段进行数字化处理,以使我的想法井井有条。

Some tips for digital prototyping:

数字原型制作的一些技巧:

  • Use real content not lorem ipsum

    使用真实内容而不是lorem ipsum
  • Start with nothing, don’t start with a template and work backwards

    从零开始,不要从模板开始而是向后工作
  • Find a good UI kit to help speed things along

    找到一个好的UI套件来帮助加快进度

Why you ask? Lorem ipsum sucks. It was great for what it was invented for (print), but not for what we do. It takes us away from the real design into the land of make believe.

你为什么问? Lorem ipsum很烂。 它对(印刷)的发明很有用,但对我们所做的却不是。 它使我们脱离了真实的设计,进入了使人相信的领域。

Even if you don’t have the final content/copy, pick something similar. I cannot stress this point enough. Some people are so detail focussed that they just can’t look past that placeholder text in the way you can. Also, there’s no point in designing a great headline in a font that only works with four words, when in real life that headline’s going to be 20 words.

即使您没有最终的内容/副本,也请选择类似的内容。 我不能足够强调这一点。 有些人非常注重细节,以致他们无法以您可以的方式越过占位符文本。 而且,在现实生活中标题只有20个单词的情况下,用仅能使用四个单词的字体设计出色的标题是没有意义的。

抛开另一面-友好的工具 (Another aside — Friendly tools)

Personally when it comes to ‘making’ digital products, I rely on a couple of pieces of software. Thankfully they play nicely together. That’s Sketch and InVision. Crazy, right?

就个人而言,“制作”数字产品时,我依赖于两套软件。 值得庆幸的是,他们在一起玩得很好。 那是SketchInVision 。 疯狂吧?

I spent a long time looking for great wireframing tools, and have used many in the past. I’ve been through UX Pin, Illustrator, Photoshop (seriously), Axure, Balsamiq, Mockflow and Adobe XD, some better than others, but I’ve landed on Sketch as my go-to. There’s many reasons for this, obviously it’s become a hugely popular piece of software in our industry, leading to lots of awesome plugins, articles on how to use more effectively and lots of Medium articles about why it’s so much better than anything that’s come before it.

我花了很长时间寻找出色的线框图工具,并在过去使用了很多。 我经历过UX引脚 ,插画,Photoshop的(严重), AxureBalsamiq工作室Mockflow和Adobe XD,一定比别人好,但我已经降落在素描作为我去到。 造成这种情况的原因有很多,很明显,它已成为我们行业中非常流行的软件,导致了许多很棒的插件,关于如何更有效地使用的文章以及许多中级文章,说明了为什么它比以前的东西要好得多。

My thinking is that when it comes to tools we still have a long way to go (read this article), but out of all the UI tools I’ve used, Sketch is the one that gets least in my way. It’s quick for me to do what I want, I can crank out a wireframe in no time at all, and when I’m ready to go hi-fi and turn it into visual design, I can use the same software.

我的想法是,在工具方面,我们还有很长的路要走(请阅读本文),但是在我使用过的所有UI工具中,Sketch是影响我最少的工具。 对我来说,做我想做的事情很快,我可以立即画出线框,当我准备使用高保真音响并将其转变为视觉设计时,我可以使用相同的软件。

Being able to directly sync with InVision means that I can produce prototypes seamlessly from Sketch, and with the new ‘Inspect’ functionality I can also pass along to developers easily.

能够直接与InVision同步意味着我可以从Sketch无缝地生产原型,并且借助新的“检查”功能,我还可以轻松地将其传递给开发人员。

Sketch is a bargain at $99 (with a free 30 day trial) and InVision allows one free project so it definitely sticks within the ‘budget’ theme of this article. Having used InVision for so long, it’s hard to look past it for prototyping, but I have experimented with Marvel and it’s got a lot to like, so if for whatever reason you’re not into InVision, I’d strongly recommend looking at it.

Sketch定价99美元(可免费试用30天),InVision允许一个免费项目,因此它绝对属于本文的“预算”主题。 使用InVision已有很长时间,很难超越它进行原型制作,但是我已经尝试了Marvel,并且它非常受欢迎,因此,如果出于某种原因您不喜欢InVision,我强烈建议您进行研究。

With tools like Wordpress and Squarespace out there, it’s easy to create a website in very little time, and jump straight to code without design. For me personally, I can code, but my skill-set relies on empathizing with customers and crafting solutions.

使用诸如WordpressSquarespace之类的工具,很容易在很短的时间内创建一个网站,并且无需设计即可直接跳转到代码。 就我个人而言,我可以编程,但是我的技能取决于对客户的同情和制定解决方案。

If I spend time coding, I start to get away from the problem I’m really trying to solve (for the customer) and start fixating on my own coding limitations, therefore I try to avoid code prototypes at the early stage — this is of course different for everyone dependent on their skill-set.

如果我花时间编码,那么我就会摆脱真正要解决的问题(针对客户)并开始解决自己的编码限制,因此,我尝试在早期避免使用代码原型-每个人的技能各不相同,这取决于他们的技能。

测试原型 (Testing Prototypes)

Once you’ve got a prototype together, you can get testing right away. What do you need to prototype? Basically as little as you possibly can to test your hypothesis.

一旦有了原型,就可以立即进行测试。 您需要什么原型? 基本上,您可以尽可能少地检验您的假设。

Let’s say you are testing demand for an app and you ask people to sign up to be notified by email. It could be as simple as adding an e-mail address box to your webpage — do people sign up? If they do, then there’s demand for the product, you can go ahead and create it knowing there’s a demand for it.

假设您正在测试对某个应用程序的需求,并要求人们注册以通过电子邮件通知。 就像在您的网页上添加一个电子邮件地址框一样简单-人们注册了吗? 如果他们这样做了,那么就对产品有需求,您就可以在知道有需求的情况下继续创建它。

You could add a button with the name of a new feature on it — if people click, you can lead them to a screen saying ‘coming soon’, meanwhile you can track the clicks on the button and see what the demand looks like.

您可以在按钮上添加一个具有新功能名称的按钮-如果人们单击,则可以使他们进入显示“即将到来”的屏幕,同时您可以跟踪按钮的单击并查看需求情况。

With a project you’ve setup in InVision or Marvel, at this stage your best gathering as many thoughts as you can on what your working on, at as early a stage as possible. If you’ve got other people on your team that you can get in front of the product that’s great. Even friends will help with some basic usability issues, the more people you have checking out what your doing, the better.

对于您在InVision或Marvel中设置的项目,在此阶段,您最好尽早收集尽可能多的想法,以解决您的工作。 如果您的团队中有其他人,那么您可以抢先体验很棒的产品。 甚至朋友也会帮助解决一些基本的可用性问题,让更多的人检查您所做的事情就越好。

This is also a great time to use the guerrilla testing techniques I discussed in part one, where you can sit in a local café and get new users looking and using the prototype with fresh eyes.

这也是使用我在第一部分中讨论的游击测试技术的好时机,在那里您可以坐在当地的咖啡馆中,让新用户以崭新的眼光看待并使用该原型。

验证数据 (Validating with data)

There’s also a great tool called Usability Hub, which allows you to easily recruit users to run through some quick tests with data. It’s not a free tool, but it’s very reasonably priced and affordable for a small agency or UX team of one (yay!).

还有一个很棒的工具,称为“ 可用性中心” ,它使您可以轻松地招募用户以对数据进行一些快速测试。 它不是免费工具,但对于小型代理机构或UX团队(一个)来说,它的价格非常合理且负担得起(是的!)。

I particularly love running my prototypes through their preference and five second tests. It’s always nice to have data to mean you’re having informed conversations about what can often be quite subjective matters.

我特别喜欢通过我的原型和五秒钟的测试来运行我的原型。 拥有数据总是很高兴,这意味着您已经在对话中得知通常可能是非常主观的事情。

反复进行 (Iterating)

With all of this, I haven’t even talked about getting to a development stage yet. The assumption would be that once you’ve went through this process, you’re going to get some feedback to act upon. This means iterations. You’ll need to employee these techniques multiple times, before you get a definitive idea of what you’re going to build as your final product and release.

有了这些,我什至还没有谈到进入开发阶段。 假设一旦完成此过程,您将获得一些反馈以采取行动。 这意味着迭代。 您需要多次使用这些技术,然后才能确定最终产品和发布版本的基础。

We are dealing with UX ‘on a budget’ here, so that doesn’t always mean that you’re going to have the kind of time that this process requires. My advice is to try and get some testing done as early as possible, regardless of the project you’re working on — but living in the real world, this isn’t always possible to the extent we want. And that’s OK.

我们在这里“预算有限”地处理UX,因此这并不总是意味着您将拥有此过程所需的时间。 我的建议是尝试尽早完成一些测试,而不管您正在进行的项目是什么,但是生活在现实世界中,这并非总是能够达到我们想要的程度。 没关系。

总结并继续前进 (Wrapping Up and Moving On)

Ok, so to summarize what we’ve covered in this article:

好的,所以总结一下我们在本文中介绍的内容:

  • We’ve defined our problem through workshops

    我们已经通过研讨会确定了我们的问题
  • Maybe we made some personas, maybe we didn’t — but we’ve focussed on the user throughout this ‘defining’ stage

    也许我们做了一些角色扮演,也许我们没有做过,但是在整个“定义”阶段我们一直专注于用户
  • We’ve got some plans written down on our version of the Lean UX Canvas

    我们在精益UX画布版本上写下了一些计划
  • We’ve done some paper prototyping to rapidly produce some ideas

    我们已经完成了一些纸张原型制作,以快速产生一些想法
  • We’ve went digital into Sketch (or whatever tool you might prefer) and created a digital prototype

    我们已经将数字化输入到Sketch(或您可能喜欢的任何工具)中,并创建了数字原型
  • People have started interacting with the prototype and we are learning

    人们已经开始与原型进行交互,我们正在学习
  • We’ve iterated through a few versions and are ready to go!

    我们已经迭代了几个版本,可以开始使用了!

That’s it. A lot. But, due to the focus on the user, you should be much closer to a solution that’s elegant and user-centered. You mightn’t get it 100% right the first time, but you’ve invested as little time as you can on each idea, meaning there’s a chance to move on quickly when needed, to the next idea.

而已。 很多。 但是,由于专注于用户,因此您应该更接近优雅且以用户为中心的解决方案。 您可能不会一开始就100%地理解它,但是您在每个创意上花费的时间都尽可能少,这意味着有机会在需要时快速进行下一个创意。

Now — it’s time to get it released and learn even more.

现在-是发布它并了解更多信息的时候了。

进一步阅读 (Further Reading)

All of what I’ve talked about in the past couple of articles, as well as the last part of the IDEO circular design process I’ve yet to cover (‘release’), will be available in my eBook, please signup below to be notified of release :)

我在过去的几篇文章中讨论的所有内容以及我尚未介绍的IDEO循环设计过程的最后一部分(“发行版”)都可以在我的电子书中找到,请在下面注册以收到发布通知:)

In the meantime, make sure and check out these books if you’re looking for some further reading into validating ideas quickly — they’ve definitely served as a great foundation for my own knowledge on the subject!

同时,如果您要快速阅读一些可用于验证想法的书,请确保并阅读这些书-这些书无疑为我自己在该主题上的知识打下了坚实的基础!

Download the book now:

立即下载书籍:

UX on a Budget: The Practical GuideOver the past couple of months, I’ve been writing a couple of Medium articles and putting together some content for a…medium.com

预算上的UX:实用指南 在过去的几个月中,我一直在写一些Medium文章,并为 a。medium.com 整理一些内容。

If you’ve found this useful, please ❤️, share and make sure and follow me for more :)

如果您发现此功能有用,请❤️,分享并确定并关注我,以获取更多信息:)

翻译自: https://www.freecodecamp.org/news/no-budget-no-excuse-ux-on-the-cheap-part-2-lets-get-building-6ddbb23f46cc/

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