hp-ux ftp启动
Every service that you design has it — no matter if you pay attention to it, or if you don’t care, it is always there and it has a huge impact on the success of your product: The experiences your customers have when they interact with your service are key for a sustainable growth. A well designed UX can help you to get people to talk about the stuff you built for them and leads them back to you, over and over again. However, a bad UX that you did not design intentionally can have quite the opposite effect!
E极的服务,你的设计有它-不管你重视它,或者如果你不小心,它始终存在,并且对你的产品的成功有着巨大的影响:经验你的客户有,当他们与您的服务互动是可持续增长的关键。 精心设计的UX可以帮助您使人们谈论为他们打造的内容,并一遍又一遍地将它们带回给您。 但是,您没有故意设计的不良UX可能会产生相反的效果!
Taking ownership of our UX and designing the best journey a user can possibly have led us to a product that was both self explanatory and fun to use. Along the way I came across several principles, some of which I talk about in this story. Before we jump into this comprehensive summary though, let's have a look at the final result:
拥有我们的UX所有权并设计出最佳的用户旅程,可能会导致我们选择了既具有自我解释性又易于使用的产品。 一路走来,我遇到了几个原则,在这个故事中我谈到了其中一些。 不过,在进入这份综合摘要之前,让我们看一下最终结果:
The most important thing I learned is probably that UX is concerned with more that just your app. It starts at the very first point of contact with a person and spans over the whole usage cycle. So, rather than thinking about “which UI would look cool” think about how your product integrates in and improves the daily life of your users. As UX design became quite a passion for me, I have to share a lot with you:
我了解到的最重要的事情可能是UX与您的应用程序有关的更多。 它从与人接触的第一点开始,跨越整个使用周期。 因此,与其考虑“哪种用户界面看起来很酷” ,不如考虑产品如何集成并改善用户的日常生活。 随着UX设计对我产生了极大的热情,我必须与您分享很多东西:
- Iterate a lot 重复很多
- Consider overhauling your concept 考虑彻底改革您的概念
- It’s not for you 不适合你
- Copy what works 复制有效的方法
- Make it simple 简单一点
- Let people know what you stand for 让别人知道你代表什么
- It’s not just “the app” 不只是“应用程序”
- Show me what changed 告诉我发生了什么变化
- Prevent ambiguity 防止歧义
- Make it predictable 使其可预测
- (Re)direct focus (重新)直接关注
- Offer help in context 在上下文中提供帮助
- Sneak preview 先睹为快
- Don’t make me read 不要让我读
- Remove unnecessary elements 删除不必要的元素
- Be approachable 平易近人
- Put users first 把用户放在第一位
- The screen is just an abstraction layer 屏幕只是一个抽象层

重复。 重复很多。 (Iterate. Iterate a lot.)
Whenever you change or add something to your UI, make sure people get it. There are companies like Adobe or Microsoft that build tools and then someone creates a tutorial for them because their software has a lot of features and people don’t get it right away. This is not what you can do. Instead, your job is to create the best user experience without needing anyone to watch a tutorial. This means you will be doing UX research a lot, especially when designing something unprecedented. Watch users interact with your product and notice what they say about it. Check if they get what it is for and how well they can use it. You can do so by giving them specific tasks to solve or by just letting them explore the app.
每当您更改或向UI添加某些内容时,请确保人们得到了它。 有像Adobe或Microsoft这样的公司都在构建工具,然后有人为他们创建教程,因为他们的软件具有很多功能并且人们不能马上得到它。 这不是您可以做的。 相反,您的工作是创建最佳的用户体验,而无需任何人观看教程。 这意味着您将进行大量的UX研究,尤其是在设计前所未有的产品时。 观看用户与您的产品进行互动,并注意到他们对产品的评价。 检查他们是否得到它的用途以及使用情况。 您可以通过给他们特定的任务来解决,或者只是让他们浏览应用程序来实现。
For example, as soon as we added our feature to set up appointments, we invited some people over to our office so that we could watch them use our app. In our startup community, there are these things called “UX testing session” where at least 6 startups participate and each one brings a test person for the other startups. In the end, the initiator buys some pizza for the test persons and provides some free beer. This is perfect for networking and exchanging latest developments. But it gives you also the chance to test your product, live and frequently, on a real person. I learned a lot about UX design this way and the feedback heavily influenced how the next version of our app would look like. Most of these UI testing sessions were sponsored and organized by local startups or accelerators (usertimes, Bestfit or CyberForum, thanks guys :])
例如,一旦我们添加了功能来设置约会,我们便邀请了一些人到我们的办公室,以便我们可以观看他们使用我们的应用程序。 在我们的启动社区中,有一些称为“ UX测试会话”的事情,至少有6个启动公司参与其中,每个启动一个测试人员为其他启动公司。 最后,发起者为测试人员购买一些比萨饼,并提供一些免费啤酒。 这是联网和交流最新发展的完美选择。 但这也使您有机会在一个真实的人身上对您的产品进行实时和频繁的测试。 通过这种方式,我学到了很多关于UX设计的知识,而反馈意见在很大程度上影响了我们应用程序下一版本的外观。 这些UI测试会议大部分是由本地初创公司或加速器赞助和组织的( 用户时间 , Bestfit或CyberForum ,谢谢大家:)

考虑彻底改革您的概念 (Consider overhauling your concept)
If you are early in your design process, starting from scratch will hurt less than when you are at a later stage. However, if there are strong hints that users fail to complete a task in your product or just “don’t get it”, consider overhauling your concept. Try to categorise feedback from your test persons. We experienced diverse feedback when we had not yet found a good UX concept and it was very confusing since almost everyone reported something different to us. This changed when we redesigned the experience the user should have from the moment when she opens the app the first time to the moment when she sets up an appointment.
如果您在设计过程中处于早期阶段,那么从头开始的痛苦将小于后期的痛苦。 但是,如果有强烈的暗示表明用户无法完成您产品中的任务或只是“不明白” ,请考虑彻底改革您的概念。 尝试对测试人员的反馈进行分类。 当我们还没有找到好的UX概念时,我们经历了各种各样的反馈,这非常令人困惑,因为几乎每个人都报告了与我们不同的东西。 当我们重新设计用户从第一次打开应用程序到设置约会之间应该拥有的体验时,这种情况发生了变化。
By drafting that story that we wanted to tell our users and embedding it right into the UX we were able to improve the overall experience and made our product both easier to understand and easier to use.
通过起草我们想要告诉用户的故事并将其直接嵌入到UX中,我们可以改善整体体验,并使我们的产品更易于理解和使用。
Also, we noticed that feedback was much easier to interpret, because we reached a point where users were able to use our app right away without further clarification. It was now easier to tell what exactly bothers you as you use our product. Interestingly, at that point we were able to name exactly three issues that arose over and over again. Every feedback we got was targeting one of these three issues, so we knew exactly what to improve next. In contrast, before we overhauled our UX concept, it felt like 50 issues…
另外,我们注意到反馈很容易解释,因为我们已经达到了一个点,即用户无需进一步说明就可以立即使用我们的应用程序。 现在,当您使用我们的产品时,更容易分辨出到底是什么困扰您。 有趣的是,到那时,我们能够准确地指出一遍又一遍出现的三个问题。 我们得到的每个反馈都针对这三个问题之一,因此我们确切知道下一步需要改进什么。 相比之下,在我们彻底改革UX概念之前,感觉像是50个问题……
不适合你 (It’s not for you)
Okay, maybe it is. But its definitely also for a lot of other people. And it matters what they say. Listen to them by asking the right questions. And as they tell you what they think, don’t interfere. A questionnaire is not there to convince people with your product, but to convince you that what you built is not as you expected. Pro tip: Let people freely state their opinion without trying to manipulate them. If they have a bad opinion on the product, that’s perfect. That will help you to find out what exactly bothers them so that you can fix it. Often people are too nice anyway: Only very few of our testers clearly stated that they didn’t like what we built, and that led to many insights for us.
好吧,也许是。 但对于其他许多人来说,也肯定是这样。 他们说什么很重要。 通过提出正确的问题来倾听他们的声音。 当他们告诉您他们的想法时,请不要干涉。 问卷调查并不是为了说服人们使用您的产品,而是为了说服您您构建的产品与预期不符。 专家提示:让人们自由陈述自己的意见,而不必试图操纵他们。 如果他们对产品有不好的意见,那是完美的。 这将帮助您找出究竟是什么困扰了他们,以便您进行修复。 无论如何,人们通常都太友好了:只有极少数的测试人员清楚地表明他们不喜欢我们的产品,这为我们带来了很多见识。
However, “it’s not for you” is also something you might need to say to some of your testers. Or at least, you should notice when there is someone testing your app whom it is not intended for.
但是, “这不适合您”也是您可能需要对某些测试人员说的话。 或者至少,您应该注意到何时有人测试了您的应用程序,而该应用程序并非针对该应用程序。
Telling someone that what you built is not for her will help you focus on your target group. When you know your target group, you can tweak your product to resonate with that group and turn off everyone else.
告诉某人您为自己打造的东西不适合她,这将有助于您专注于目标群体。 当您了解目标群体时,您可以调整产品以使其与该群体产生共鸣,并关闭其他所有人。
Having a clearly defined target group also makes sorting feedback easier for you: Feedback of exactly that group will be valuable to you. Everything else is mostly noise.
拥有明确定义的目标组也可以使您更轻松地分类反馈:确切地了解该组的反馈对您很有价值。 其他一切主要是噪音。

复制有效的方法 (Copy what works)
Noticed that chat apps all look kind of the same? Or that mail apps often share a common layout? People are already using a lot of apps and are familiar with many patterns and interfaces. If someone built a new chat app that looks completely different from the other ones, users will have a hard time to figure things out (and eventually even churn).
注意到聊天应用看起来都一样吗? 还是那些邮件应用程序经常共享相同的布局? 人们已经在使用许多应用程序,并且熟悉许多模式和界面。 如果有人构建了一个看上去与其他应用程序完全不同的新聊天应用程序,则用户将很难解决问题(甚至流失)。
Instead of building the uncommon, unexpected, new, try to rely on working, known, common principles for your design.
与其构建不常见,出乎意料的新功能,不如尝试在设计中依靠有效,已知,通用的原理。
It might sound lame, but this is a good way of creating an interface that does not need an explanation. The hard work was already done by the big guys (teaching everyone which button leads to which result). But again, this might also depend on your target group. E.g. maybe you should give some unconventional attempts a try if you’re targeting creative art producers. Or even better, look at what these folks work with, understand and produce. Draw inspiration from these sources and create something that picks up some of the patterns, designs and experiences you observed.
听起来有些la脚,但这是创建不需要解释的接口的好方法。 大人物已经完成了艰苦的工作(教每个人哪个按钮导致了哪个结果)。 但是,这又可能取决于您的目标人群。 例如,如果您以创意艺术制作人为目标,那么您应该尝试一些非常规的尝试。 甚至更好的是,看看这些人的工作,理解和产生的东西。 从这些资源中汲取灵感,并创造出一些您观察到的图案,设计和经验的东西。
In our case, our final version was heavily inspired by Snapchat. They had the same challenge: A user creates a content that disappears over time, over and over again, and shares that content with her friends. For us, “content” meant “invitation” and “sharing” meant actually “inviting people”. We further found that our whole layout can be based on the Snapchat layout, including its gestures. Left navigation button: Chats (= invitations), right navigation button: Content (= lunch menus), in the middle the main feature (= creating a new invitation). On the top row you can access your account, see the title of the active page, and find the second most important feature (= inviting / adding a friend to your friends list). This version worked right out of the box for almost every user and performed very well during tests and in our public release.
就我们而言,我们的最终版本受到Snapchat的极大启发。 他们面临着同样的挑战:用户创建的内容会随着时间的推移一遍又一遍地消失,并与朋友分享这些内容。 对我们而言, “内容”意味着“邀请” , “共享”实际上是“邀请人们” 。 我们进一步发现,我们的整个布局可以基于Snapchat布局,包括其手势。 左侧导航按钮:聊天(=邀请) ,右侧导航按钮:内容(=午餐菜单) ,中间是主要功能(=创建新邀请) 。 在第一行中,您可以访问您的帐户,查看活动页面的标题,然后找到第二个最重要的功能(=邀请/添加朋友到您的朋友列表中) 。 这个版本几乎可以为每个用户提供开箱即用的功能,并且在测试和我们的公共发行版中都表现出色。

简单一点 (Make it simple)
A bit cliché, but still, simple interfaces win. Last thing you want to do is to make your customers feel stupid as soon as they open your app. Simplicity can be achieved by focusing on fewer features, e.g. only making one or two features available per screen and nest other functions in deeper layout hierarchies of your UI. Think about the importance of each feature, display more important ones and hide the unimportant ones. Add elements where your users would expect them and keep the navigation simple and the layout hierarchy flat.
有点陈词滥调,但简单的界面还是有优势的。 您要做的最后一件事是让客户在打开您的应用程序后立即感到愚蠢。 通过关注较少的功能(例如,仅使每个屏幕具有一个或两个功能,并将其他功能嵌套在UI的更深层次结构层次结构中)可以实现简单性。 考虑每个功能的重要性,显示更重要的功能,并隐藏不重要的功能。 在用户希望的位置添加元素,并保持导航简单和布局层次结构平坦。
让别人知道你代表什么 (Let people know what you stand for)
Part of a good UX is to give your users a feeling of being at home. You can do so by defining what you stand for (your vision) and by communicating that throughout every interaction. The onboarding process may be a good point to start with, but your vision should be conveyed throughout the whole experience.
好的UX的一部分是使您的用户有宾至如归的感觉。 您可以通过定义自己的立场(您的愿景)并在每次互动中进行交流来做到这一点。 入职过程可能是一个很好的起点,但是您的愿景应该贯穿整个体验。
You will find it a lot easier to define and talk to your target group this way and it will help to create the culture you want to build. As an example, you can find more on our onboarding process in my summary of our design process.
您会发现以这种方式定义目标对象并与目标对象进行交流要容易得多,这将有助于创建您想要建立的文化。 举例来说,您可以在我的设计过程摘要中找到有关入职过程的更多信息。

不只是“应用程序” (It’s not just “the app”)
The experience someone has when using your service may transcend the physical borders of the screen. In our case, it was the actual meeting with the user’s friends, and I bet your service is tied to a physical instance, too. Try to connect to that and improve the overall experience of whatever you are trying to do.
某人在使用您的服务时所获得的体验可能会超越屏幕的物理边界。 在我们的案例中,这是与用户朋友的实际会面,我敢打赌,您的服务也与物理实例相关。 尝试与之建立联系,并改善您尝试做的任何事情的整体体验。
If you write a reading app, include the hot tea and the warm socks. If you’re writing a music app, include the stage. If you’re a travel agency, include the relaxation.
如果您编写阅读应用程序,请包括热茶和温暖的袜子。 如果您要编写音乐应用程序,请添加舞台。 如果您是旅行社,请放松一下。
You can do so by inducing emotions or by story telling. Or relate to real world examples that will remember the user of your service. Maybe use a design metaphor or images. Any way that strengthens the link between your product and the real world experience will help.
您可以通过诱发情绪或讲故事来做到这一点。 或与将记住您的服务用户的真实示例相关。 也许使用设计隐喻或图像。 任何加强产品与真实体验之间联系的方式都将有所帮助。
告诉我发生了什么变化 (Show me what changed)
When introducing new data into the interface, it is generally a good idea to show the user what exactly just changed. This may happen by fading in new information and highlighting it as such or by showing an indicator on a specific button to communicate that the user will find new, updated information by tapping on that button.
将新数据引入界面时,通常最好向用户显示刚更改的内容。 这可能是通过淡入新信息并将其照亮或通过在特定按钮上显示指示符来传达的,以表明用户可以通过点击该按钮找到新的,更新的信息,从而发生这种情况。

防止歧义 (Prevent ambiguity)
Be careful when using biased iconography. People already link specific actions to specific icons, and reusing the icons in a different a context with a different action may lead to confusion. Also pay attention to communicate which button is intended for which action. Often, ambiguities can hide in plain sentences, but these are the kind of issues you will likely find during testing.
使用偏向图像时要小心。 人们已经将特定操作链接到特定图标,并且在具有不同操作的不同上下文中重复使用这些图标可能会导致混乱。 也要注意传达哪个按钮用于哪个动作。 通常,模棱两可可以用简单的句子来掩盖,但是这些都是您在测试期间可能会发现的问题。
使其可预测 (Make it predictable)
Human brains are prediction machines. No matter the situation we experience, our brain always tries to predict whats going to happen next and computes the smartest action we should take.
人脑是预测机器。 无论我们遇到什么情况,我们的大脑总是试图预测接下来会发生什么,并计算出我们应该采取的最明智的措施。
Just like everything else, your UX should be predictable most of the time. Try to allow the user to see where you are going next instead of surprising her with something unexpected.
就像其他所有内容一样,您的UX在大多数情况下应该是可预测的。 尝试让用户看到您下一步要去哪里,而不要让她感到意外。
For example, when you would like to have permission to send push notifications to your users, prepare them that you are about to ask for that permission. Or, when they create something in your app, show a preview of what steps are about to come next. In our case, users could create invitations. During the process, we showed them how many steps there were, and what the next step was about. E.g. as we asked the user for the meeting time, we would also tell her that at the next step she could select a meeting location. Though, keep in mind you can use the element of surprise for your advantage; sometimes it’s even a good idea, e.g. when giving away a gift.
例如,当您希望获得向用户发送推送通知的权限时,请为他们做好准备向您寻求该权限的请求。 或者,当他们在您的应用程序中创建内容时,显示下一步将要执行的步骤的预览。 在我们的情况下,用户可以创建邀请。 在此过程中,我们向他们显示了多少步骤以及下一步是什么。 例如,当我们询问用户会议时间时,我们还将告诉她在下一步中她可以选择会议地点。 不过,请记住,您可以利用惊喜的元素来发挥自己的优势; 有时甚至是个好主意,例如送礼物时。

(重新)直接关注 ((Re)direct focus)
Use highlighted elements to direct user focus. Highlighting can happen through elevation, color, layout/structure, texture, or any other appearance quality that stands out from the rest of your UI. However, pay attention to never show more than one highlighted element.
使用突出显示的元素来引导用户关注。 可以通过高程,颜色,布局/结构,纹理或任何其他外观质量突出于UI其余部分来进行突出显示。 但是,请注意不要显示多个突出显示的元素。
We once showed multiple highlighted elements and users suddenly could not decide anymore where to click next and were distracted and stressed out.
我们曾经展示过多个突出显示的元素,用户突然无法决定下一步该怎么做,因此分散了注意力和压力。
We then redesigned the elements, only showing one highlight at a time. Now, the experience is less stressful as users gets a sense of where to tap next without the need to think about it.
然后,我们重新设计了元素,一次仅显示一个亮点。 现在,这种体验不再那么压力,因为用户无需思考即可知道下一步该怎么做。
在上下文中提供帮助 (Offer help in context)
We found that adding tool bar overlays to our existing UI while the user was exploring the app worked very well to add additional clarifications to our UI. In essence, we tested two modes of explaining our app: “Explorative” or “declarative”. By declarative I mean that we show a summary of all features to the user when opening the app the first time. We once tried to mix both approaches, but I cannot recommend to do that. Users were not able to understand the information architecture. “Should I just tap the button? Or should I swipe on to the next hint? And what happens when I click there? Is that part of the explanation?” were common issues. I recommend to focus on one of the two approaches, we picked the explorative one and saw good results with that.
我们发现,当用户浏览该应用程序时,将工具栏叠加层添加到我们现有的UI中,可以很好地为我们的UI添加更多说明。 从本质上讲,我们测试了两种解释应用程序的模式: “探索性”或“声明性” 。 声明式的意思是我们在第一次打开应用程序时向用户显示所有功能的摘要。 我们曾经尝试将两种方法混合使用,但是我不建议这样做。 用户无法理解信息架构。 “ 我应该点击按钮吗? 还是我应该滑动到下一个提示? 当我单击那里时会发生什么? 这是解释的一部分吗?” 是常见的问题。 我建议专注于两种方法之一,我们选择了一种探索性方法,并看到了很好的结果。

先睹为快 (Sneak preview)
Allow your users to experience all of your benefits without doing any (much) work. To demonstrate the strengths of our appointments feature, we showed a demo invitation with a chat bot that explained the whole thing in a couple of sentences. Users could either read the chat messages or just tap around to get a feeling of what it feels like to use our product. This was also essential to convince users to set up an account and eventually share an invitation link. No one wants to risk sharing spam with her friends and thus we needed to provide a way to experience the value that we bring to our users once she invites her friends.
让您的用户无需做任何(很多)工作即可体验所有好处。 为了演示约会功能的优势,我们用聊天机器人展示了演示邀请,并用几句话解释了整个过程。 用户可以阅读聊天消息,也可以只是点按一下以了解使用我们产品的感觉。 这对于说服用户建立帐户并最终共享邀请链接也至关重要。 没有人愿意冒险与她的朋友分享垃圾邮件,因此我们需要提供一种方法,让她在邀请她的朋友后体验我们为用户带来的价值。
不要让我读 (Don’t make me read)
People don’t read what you write. Instead, they scan. As a consequence, it is likely that your users will never find that important feature hidden in your app which you described in some sort of explanation.
人们不会读你写的东西。 而是扫描。 因此,您的用户很可能永远找不到您在应用程序中进行过某种解释说明的隐藏在应用程序中的重要功能。
Try to find ways to communicate all information visually with as less text as possible.
尝试找到以尽可能少的文字在视觉上传达所有信息的方法。
We found that short lines or single words often are read when placed properly (like in our onboarding), but in general you don’t want to force your users to read. However, people do understand concepts of information flow, hierarchy, formatting, iconography, highlights and pictures. You can combine these concepts to convey what you need to say without actually writing much text.
我们发现,正确放置时(例如在我们的入职培训中) ,通常会读取短行或单个单词,但总的来说,您不想强迫用户阅读。 但是,人们确实了解信息流,层次结构,格式,图像,突出显示和图片的概念。 您可以结合这些概念来传达您需要说的内容,而无需实际编写太多文本。
删除不必要的元素 (Remove unnecessary elements)
Some lines and dots here and there may sound like a good idea to beautify your design. But be assured that your users will try to put meaning into every single pixel. That way, a dot quickly transforms into an indicator and that separation line will drive your users crazy ’cause they ask themselves all the time how they can drag it… I once tried to separate some contextual content from the main content by surrounding it with a thin border. Half of our users thought they were looking at a button and tried to tap it.
在这里和那里一些线条和点听起来可能是美化您的设计的好主意。 但是请放心,您的用户将尝试在每个像素中添加含义。 这样,一个点很快就会变成一个指示器,而分隔线将使您的用户发疯,因为他们一直问自己如何拖动它……我曾经试图通过将一个上下文内容与主要内容分隔开来,细边框。 我们有一半的用户认为他们正在查看按钮,并试图点击它。
平易近人 (Be approachable)
Be approachable for your users. Early adopters will love to give you feedback, all they need is someone who listens. By being open for input and critiques you can quickly find issues and check how your product performs in real life. We had direct contact to more than 150 people which influenced our development. And in case you wonder:
对您的用户而言平易近人。 早期采用者很乐意为您提供反馈,他们所需要的只是倾听。 通过接受意见和批评,您可以快速发现问题并检查产品在现实生活中的表现。 我们与150多人直接接触,这影响了我们的发展。 如果您怀疑:
Yes, how you handle feedback and provide support contributes a lot to the experience you offer, too.
是的,您如何处理反馈和提供支持也对您提供的体验有很大帮助。

把用户放在第一位 (Put users first)
Whenever you implement a feature, remember that its purpose is to benefit someone. That said, only implement valuable features for your target group and leave out everything else. You think a feature will be cool, but if it is of no value to your users/target group, then it will be perceived as noise, add unnecessary complexity to your design and eventually even turn off your existing users.
每当您实现一项功能时,请记住,其目的是使某人受益。 就是说,只为目标群体实施有价值的功能,而忽略其他所有功能。 您认为功能会很酷,但是如果它对您的用户/目标群体没有任何价值,那么它将被视为噪音,给您的设计增加不必要的复杂性,甚至关闭现有的用户。
屏幕只是一个抽象层 (The screen is just an abstraction layer)
App, programs, services, they all have a certain purpose. They exist because they allow us to reach our goal easier, faster, better. Your mail app allows you to communicate with anyone else, faster than by letter but less urgent than by phone. Your calendar app manages dates for your, just like a personal assistant. And your table booking app allows you to just book that table, with one tap.
应用,程序,服务,它们都有一定的用途。 之所以存在它们,是因为它们使我们能够更轻松,更快,更好地实现我们的目标。 您的邮件应用程序使您可以与其他任何人进行通信,比通过信件更快,但是比通过电话更紧急。 您的日历应用程序可以像私人助理一样为您管理日期。 而且您的桌子预订应用程序允许您一键预订桌子。
Areal world process. There is a sequence of actions that leads to a specific result and involves certain instances.
真实世界的过程 。 有一系列导致特定结果并涉及某些实例的操作。
For example, to communicate with a colleague, you have to think about what to tell her, somehow formulate sentences that encapsulate your information or intent, express that through speech or text, transfer that speech or text to her, and be able to receive information back from her. This involves you and her, and maybe someone who transfers the information. All of this flow is abstracted and forged into something we call “mail”, but the underlying human mechanics are still the same. Once you realize that each digital process is just an abstraction of a real world process, it gets much easier to choose the right features and build them into a proper UI/UX. Think about what your product will have to do, what the desired result should be, who is involved, and which steps participants have to take. Afterwards, you can think about how to resemble (or assemble) these parts in your UI.
例如,与同事交流时,您必须考虑要告诉她什么,以某种方式制定包含您的信息或意图的句子,通过语音或文本表达出来,将语音或文本传送给她,并能够接收信息从她那里回来。 这涉及到您和她,甚至还有可能传输信息的人。 所有这些流程都被抽象并伪装成我们称为“邮件”的东西,但是底层的人为机制仍然是相同的。 一旦意识到每个数字过程只是现实世界过程的抽象,选择正确的功能并将其构建到适当的UI / UX中就变得容易得多。 考虑一下您的产品将要做什么,期望的结果应该是什么,涉及的人以及参与者必须采取的步骤。 之后,您可以考虑如何在用户界面中类似于(或组装)这些部件。
In our app, people can set up appointments efficiently with small to medium sized groups. We have active and passive participants. Active participants suggest new times or locations, passive participants just accept or refuse a suggestion or show no reaction at all. I set up several demo discussions where a small group would discuss where to have lunch. That example showed me the information creation and the information flow within that small network of people. Participants essentially create a suggestion, add alternatives or just react on existing reactions positively or negatively (or don’t react at all). This is always the same, no matter if the group discusses their lunch date in person, via group call or in a group chat. So, to make this process more efficient, people need to have a way to propose new locations/times, an easy way to react on an existing suggestion (e.g. through a thumbs up) and they need a way to communicate other information (e.g. regular chat). In addition, to aid the whole process, it is nice to see an overview of all the important suggestions including the currently chosen time and location for the meeting. This is especially important for people that join the conversation after some time because they need to be briefed with all the important information. That pretty much is everything our appointments-feature needs to be able to do. All I got left to do was to synthesise a UI that embeds all of these processes appropriately.
在我们的应用中,人们可以与中小型团体有效地建立约会。 我们有积极和消极的参与者。 主动的参与者建议新的时间或地点,被动的参与者只是接受或拒绝建议,或者根本不表现任何React。 我进行了几次演示讨论,小组讨论了在哪里吃午餐。 该示例向我展示了在这个小型人员网络中的信息创建和信息流。 参与者本质上会提出建议,添加替代方案或只是对现有React做出正面或负面React(或根本不React)。 无论小组是亲自讨论,通过小组通话还是在小组聊天中讨论午餐日期,这始终是相同的。 因此,为了使此过程更有效率,人们需要一种方法来提出新的位置/时间,一种对现有建议做出React的简便方法(例如,通过竖起大拇指 ),并且他们需要一种沟通其他信息的方法(例如,常规的聊天)。 此外,为帮助整个过程,很高兴看到所有重要建议的概述,包括当前选择的会议时间和地点。 这对于一段时间后加入对话的人们而言尤其重要,因为需要向他们简要介绍所有重要信息。 这几乎就是我们的约会功能需要做的所有事情。 我要做的就是合成一个将所有这些过程适当嵌入的UI。
I believe exchange of experiences and learnings is crucial for creative makers. Thus, I want to share what I learned during the last 21 months of building my startup. Please see below for more lessons learned or follow me to never miss a story:
我相信交流经验和知识对创意制作者至关重要。 因此,我想分享我在建立初创公司的最后21个月中学到的知识。 请参阅以下内容以获取更多的经验教训,或者跟随我永不错过任何故事:
If you are more interested in our detailed design workflow I summarised how we approached building the user experience step by step from version zero up to our latest release in this post here where I also dive into some psychological principles and theoretic design concepts.
如果您对我们的详细 设计工作流程更感兴趣,我将在本文中总结从零版本到最新版本的逐步构建用户体验的方式, 在此我还将深入探讨一些心理原理和理论设计概念。
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