批评与自我批评华为_设计批评

批评与自我批评华为

It usually starts like this:

通常是这样开始的:

I don’t like the blue here, can you please change to something more... red-ish?

我不喜欢这里的蓝色,您能不能再改成...红色?

This is generally enough for a designer’s face to turn.. 😡 red-ish and internally blame the poor bastard’s parents for bringing him to this world. Probably also questioning why someone with such poor fashion taste would even dare question his or her Design choices..

一般而言,这足以使设计师的脸庞转过身。😡略带红色,并内部怪罪了可怜的混蛋的父母,使他来到了这个世界。 也许还质疑为什么时尚品味如此差的人甚至敢于质疑他或她的设计选择。

I bet every designer who will read this has encountered similar situation no matter their specialty. Because Design is accessible and because it speaks to people, it is easy to fall in and give a very subjective feedback.

我敢打赌,每一个读过这篇文章的设计师,无论他们的专业如何,都会遇到类似的情况。 因为可以访问设计并且可以与人交谈,所以很容易陷入其中并给出非常主观的反馈。

Yes. Subjective feedback are worthless (unless you can get 4000+ of them). And no, designers shouldn’t be taking these feedback into account even if that come from their CEO (easy to say, right?).

是。 主观反馈毫无价值 (除非您可以获得4000多个)。 而且不,设计师不应该考虑这些反馈,即使这些反馈来自其首席执行官 (很容易说出来,对吧?)。

Subjectivity doesn’t help so your role as a designer is to translate these into objective feedback. For this, both parties need perspective, starting by yourself, the designer.

主观性无济于事,因此您作为设计师的角色是将其转换为客观反馈。 为此,双方都需要从设计师本人开始的观点。

您的选择不是您的 (Your choices aren’t yours)

Designers are designing for people, with business in mind. The choices you make doesn’t belong to you and a Design process is here to guide you. This process is your backup, you become the end-user’s voice through methodic design assumptions.

设计师在为企业设计时要考虑到业务。 您所做的选择不属于您,这里的设计过程将为您提供指导。 这个过程是您的备份,通过有条理的设计假设,您将成为最终用户的声音。

设计过程(实际) (Design process (for real))

Following a User centered Design process such as Design thinking will backup your choices from research to deliverables. You build your decisions with an empathic lens reminding that these decisions aren’t yours personally but for the people who will use your product. Let’s assume we ALL do this right, moving on :).

遵循诸如设计思想之类的以用户为中心的设计流程,可以将您的选择从研究备份到可交付成果。 您会以共情的眼光来制定决策,提醒您这些决策不是您个人的决定,而是针对使用您产品的人的。 假设大家这样做的权利,继续前进:)。

数据设计 (Design with data)

It’s hard to set if you are in a startup, but worth the trouble. Data can greatly help you taking early decisions while researching and defining what you are trying to solve. It also gives designers objective insights as long as these numbers are meaningful. Ideally data should follow you all along the process and after release to check if your assumptions were correct.

如果您是一家初创公司,很难设置,但是值得一试。 数据可以极大地帮助您在研究和定义要解决的问题时做出早期决策。 只要这些数字有意义,它还可以为设计师提供客观的见解。 理想情况下,数据在发布过程中以及发布后都应遵循,以检查您的假设是否正确。

设计文件 (Design documentations)

Bringing a design team to maturity often goes through documentation. Following pre-defined rules such as brand guidelines and Design systems make decision making easier. Those are very powerful tools because the team spent time researching and defining each style or component and because these decisions have been communicated and confirmed among your organization, you are backed up.

使设计团队日趋成熟通常需要进行文档编制。 遵循诸如品牌指南和设计系统之类的预定义规则,可以使决策更加容易。 这些工具非常强大,因为团队花了很多时间研究和定义每个样式或组件,并且这些决策已经在组织中进行了沟通和确认,因此可以为您提供支持。

The important thing to understand is that critics aren’t directed to you personally and it is your job to remind others that the choices you’ve made are the results of a long process. If you don’t have any of that, it is basically your subjective opinion versus someone else’s point of view. And sure, as a designer you might have picked a better option based on pure experience but it also shows clear lacks in your design process.

要了解的重要一点是,批评家不会直接针对您,您的工作是提醒其他人,您所做的选择是漫长过程的结果。 如果您没有这些,那基本上就是您的主观意见,而不是别人的观点。 可以肯定的是,作为一名设计师,您可能基于纯粹的经验选择了更好的选择,但同时也表明您的设计过程明显缺乏。

教育周围的环境 (Educate your surroundings)

Be the bigger person here and instead of losing it, try to advocate objective thinking. Bring back the people who will be using your product at the center of the discussion:

成为这里的大人物,不要丢掉它,而是要倡导客观思考。 在讨论的中心带回将使用您的产品的人员:

I am afraid that people might associate red with some error occurring. Keeping our final user in mind, don’t you think blue to be more suitable?

恐怕人们会将红色与发生的某些错误相关联。 紧记我们的最终用户,您不觉得蓝色更合适吗?

It’s a stupid example, but you probably get the point.

这是一个愚蠢的例子,但您可能会明白这一点。

And it works. Most of the time it puts things into perspective and will remind most people that Design has many hidden considerations.

而且有效。 在大多数情况下,它会将事物视为现实,并会提醒大多数人设计具有许多隐藏的注意事项。

It is important for designers to get feedback at various stages of the design process. Asking people their opinion will greatly help you check if you haven’t done the same mistake by letting your personal preferences take the lead on your design decisions. Educating your surroundings, getting use to subjectivity and smoothly redirecting the discussion toward objectivity should be on every designer’s top soft skills list.

对于设计师来说,在设计过程的各个阶段获得反馈非常重要。 询问别人的意见将通过让您的个人喜好带头进行设计决策,极大地帮助您检查是否没有犯同样的错误。 教育周围环境,习惯主观性并使讨论平稳地转向客观性应成为每位设计师的首要软技能清单。

If that is possible get critics early and by peers. Peers are just like you experts and will be able to give you a fresh look at your work with constructive criticism. Keep larger audiences for when you have a clear design to avoid misunderstandings and ask specific questions, don’t let your audience completely on their own, this will most likely result in subjective thoughts.

如果可能的话,尽早和同行批评家。 同行就像您的专家一样,可以通过建设性的批评为您的工作提供新的视角。 当您拥有清晰的设计时,请保持较大的受众群,以避免造成误解并提出特定的问题,不要让听众完全独自一人,这很可能会导致主观思维。

不可避免的摩擦 (Inevitable friction)

Sometimes you will face criticism that won’t go your way and still have a clear reasoning from a different angle. Let’s take an easy example of your design being criticized by a marketer you are working with for a project. Her point of view is that your design doesn’t convey a strong impact and people won’t be attracted and this might affect her User Acquisition target. Just like you she has experience in her field and knows that the creative as-is is an issue.

有时,您将面临批评,这些批评是不会走自己的路,而且从不同的角度仍然有明确的理由。 让我们举一个简单的例子,说明您的设计受到与您一起从事项目工作的营销人员的批评。 她的观点是您的设计不会传达强烈的影响,也不会吸引人们,这可能会影响她的用户获取目标。 就像您一样,她在自己的领域中也有经验,并且知道按原样进行创作是一个问题。

合作与妥协 (Cooperation and Compromise)

Both parties are aiming for the greater good of a similar product. It is a good occasion to show off your soft skills once again. Use the expertise of this person to learn a few things about UA, it will make you stronger and avoid tensions. Be advocate of your design decisions and find a compromise through cooperation. Same process can be applied if a disagreement pops up with a PM or an engineer. Designers should be people’s voice but sometimes we also need to compromise to meet business or development requirements.

双方都在追求类似产品的更大利益。 这是一个再次展示您的软技能的好机会。 利用此人的专业知识来学习有关UA的一些知识,它将使您变得更强壮并避免紧张。 倡导您的设计决策,并通过合作找到折衷方案。 如果与PM或工程师之间出现分歧,则可以应用相同的过程。 设计师应该是人们的心声,但有时我们还需要做出折衷来满足业务或开发要求。

A / B测试 (A/B testing)

Learning through data has become too easy to not be using it. Anything can be tested, as long as your dataset is properly managed and big enough to be worthy. This should resolve any persistent friction for good.

通过数据学习变得非常容易以至于不使用它。 只要对数据集进行了适当的管理,并且数据量足够大,就可以进行任何测试。 这应该永久解决任何持久的摩擦。

促进批评 (Facilitate criticism)

Even make it a thing by hosting Design Critic sessions. It is a good thing for designers to not be involving personal feeling over design works. Advocate your design decisions and train your coworkers to give objective, constructive feedback. Be precise when asking for feedback, it will reduce the subjectiveness of their answers. Always remind people (and yourself) that your work consists of making empathic assumptions that CAN BE WRONG. And never forget that designers are part of a production process and if you want your paycheck to be coming at the end of the month, a few concessions might be necessary.

甚至通过举办“设计评论家”会议来使事情成真。 对于设计师来说,不要在设计工作中涉及个人感觉是一件好事。 提倡您的设计决策并培训您的同事提供客观,建设性的反馈。 要求反馈时要精确,这会降低他们回答的主观性。 经常提醒人(和自己),你的工作包括制作移情假设可能是错误的。 永远不要忘记,设计师是生产过程的一部分,如果您希望在月底收到薪水,可能需要做出一些让步。

翻译自: https://uxdesign.cc/design-criticism-71e4fa1ac97

批评与自我批评华为

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