IT wants to sell the product? To do "useful, practical, and enjoy"-product design-IT information
Each product has these elements. Your product have? We design the product into three basic elements:
Useful, practical and enjoyable.
1, it is useful?
If we had to choose from one of these three characteristics as the most important, that is useful.
First of all, a product must be useful . If it is useless for anything else is irrelevant, because no one needs it.
It is obvious that usefulness and accessibility is as important, but not as important. A University of Michigan study not only confirms this, it is given a number. Of importance is the availability of the usefulness of 1.5 times.
Now that we know what is the most important feature in the UX, let us discuss how to achieve it.
Pleasure-pain principle
This is a general psychological theory, many of the action for two reasons:
? Looking for pleasure
? Avoid the pain
Thus, a useful product or to make users happy, or to solve some problems in life.
In an article on FastCompany article, Jon Burgstone and Bill Murphy, Jr., this concept one step further. They recommend a product that can reduce the pain would be more useful to the user.
Good products make life easier for users . History's most successful product or provides a useful service that others cannot provide, or have their competitors lack useful features. Solve a problem just makes people happy, show more value to the user (though both are equally important, we'll explain).
How do you determine if your users have what kind of problem? The answer is simple-– customer development. Daily research, analysis, interviews, surveys, a/b testing, and so on, showing the user's immediate problem is included in your product, or is not in your product, and how they prefer to solve the problem.
Once you have a story about a solid idea of how to help clients avoid the pain, you can verify your assumptions by a MVP.
Minimize product feasibility
Prior to the creation of finished products, with MVP (minimum viable prodcut feasibility minimizes product) to test it. This is your product (minimize) the summary version, can show it values (feasibility). Before the full product release MVP can allow you to get some critical feedback, so that you can reach the feedback at the time of the final release, it could also indicate that your product is really useful.
MVPs have different structures and shapes, here is one of the best of three types:
? Launch a fund-raising effort--in our free eBook in UX Design for Startups, we explained how the fundraising played the role of a test, to test how much your product has value, while also beginning will allow you to establish direct contact with supporters.
? Create a landing page-the site before it is published, one containing email forms a separate landing page is to establish an early Foundation. Run some ads (Adwords) to generate interest, and then go and check how those statistics are on sale or email.
? "Wizard of Oz"--pretending you can be successful. Footwear retailer Zappos started operations, co-founder Nick Swinmum will go to the store to buy user-selected shoes, and then sent out again. It requires focus and hard work, but it is a test his idea of low-cost and low-tech way.
Buffer is a good combination, at first a simulation main page login screen, about a call to action to use the product. The CTA is false, customers will be directed to a page to apologize, explain that they are to add the "final blow". In spite of this, they "earlyvangelists (want to buy start-ups around prototypes and product information to friends, family, people)" Gets the emails, make sure you have enough number of people want to use it.
Therefore, they confirm that their product concepts in fact is very useful.
2, its practical?
Whenever you have a useful product idea, you'd better make sure it can work. "Utility" describes the extent to which a product has achieved its objectives . Or use a different word, and availability.
According to the Nielsen Norman Group's UX experts say, there are five elements that are available:
? Efficient--users how easy it is to complete the task;
? How many errors are mistakes or--user interface;
? Learning--how fast users can go to learn how to use it;
? Memory – leave later on how to use it, the user can still remember how much;
? Fulfillment--the user is more like it.
Because these requirements are more technical, they can in a technical way to deal with it. We have found the following three-step method is the most effective and repeatable.
Wireframe
Will you design wireframes, as soon as possible concrete structure and navigation, at the entrance to the availability of more complex and Visual modifications before the decision-making process, as when they are relatively easy to modify. You design them as a framework, the main section will come soon.
If you happen to use a similar UXPin collaborative design app, you can also drag and drop to add interactivity. This can turn your wireframes to prototype of low accuracy, you can begin usability testing with real users.
Test prototype
A prototype that can be used, no matter how much precision, are able to provide you need to adjust your target users answers to your design. On the way to implementation testing is different, but must contain at least five users come in.
Tests or qualitative or quantitative data, but it is best to have both. Quantitative data record length, number of clicks, which interface is accessed, and so on, and will elicit qualitative feedback on how the users feel when using the system. After the interview or survey would also help, and let the user speak their mind when tests will also help.
Repeat the test until ready
Test results immediately, and then again the next test iteration. Repeat the whole cycle in throughout the design process to ensure that your product is that customers want.
3, whether it be enjoyable?
Humanity is not what we want it to be, is a rational creature. UX Pioneer Don Norman explains that emotional accounted for a big factor in our decision-making, often transcend logic. Behind the training that our "basic instinct" intuitive evolution--when faced with a life or death situation, we do not have time to do a table of pros and cons.
Some other studies have supported this view, Masaaki Kurosu and Kaori Kashimura certificate, users can enjoy the product more useful. The researchers tested two ATMs, a brand new, the other is broken, but have the same availability. Visitors find pleasing to the eye that one has better functionality.
Is actually quite simple, when users enjoy when they relax. When they relaxed, their brain will work more smoothly. Similar to learning and memory of mental activity-motor skills – even better, when users are enjoying the time.
Production enjoyed
Unfortunately, designing a product that allows people to enjoy is not as easy as it understands why it's important. Different types of users will react to different triggers.
The simplest way to get started is Visual . Aesthetics closely connected with and enjoy, but not everyone likes everything visually. As a minimum requirement, keep your images simple and high quality.
Marvel also has a relationship with and enjoy. Users enjoy Easter eggs like found micro-interactions.
Similar system, or open the options game features, will also increase satisfaction, but be careful. As stated in the UX Gamification Redefined, such tactics will backfire, interrupt the user, unless it is compiled into the existing patterns of behavior.
Don't forget, you copy style will make people happy. Statement in place of a joke or a witty transformations will make your users smile, or even mitigate the plight of nervous action, like MailChimp as above.
3 characteristics of operation
To see running in the 3 features, let us look at Duolingo, a site for learning languages.
Useful. Most people want to learn a new language, it makes the process a lot of "simple" interesting service is useful. Because it is free of charge and the introduction of a similar game system, which is one of the more useful options to learn than books.
Practical. Duolingo is so popular is because it really live up to its commitments. Teaching methods are correct, interactive controls are easy to learn, to understand, and memory. Content is tailored for each user.
Available. Equally effective methods of teaching Duolingo is fun to use. In the interesting games in the course of the study, the user was rewarded with money to buy some extra features. Aesthetics is very unique and has a smooth flat design and interesting OWL mascot.
IT产品想大卖?要做到“有用、实用、可享受” - 产品设计 - IT资讯
每个成功的产品都有这些要素。你的产品有吗?下面我们将产品设计实践浓缩为三个基本要素:
有用的,实用的,可享受的。
1、它有用吗?
如果我们必须从这三个特性中选择一个作为最重要的,那就是有用性。
首要的是,一个产品必须有用。如果它无用,其它任何东西都是不相关的,因为没有人会需要它。
很明显,有用性和可享用性看上去一样重要,但是并非同等重要。一份密西根大学研究不仅确认了这点,它还给出了一个数字。有用性的重要程度是可用性的1.5倍。
现在我们已经知道在UX中最重要的特性是什么,让我们来探讨下怎么去实现它。
高兴—痛苦原则
这是一个普遍的心理学理论,许多生物只为两个理由而去行动:
• 寻找高兴
• 避免痛楚
因而,一个有用的产品要么能够使使用者感到高兴,要么能够解决生活中的某种问题。
在一篇关于FastCompany的文章中,Jon Burgstone and Bill Murphy, Jr.,将这个概念更进一步。他们建议一个能够减少痛苦的产品对用户而言会更加有用。
好的产品使得用户的生活变得更容易。历史上最成功的产品要么提供了一个别人无法提供的有用的服务,要么是具有他们竞争对手所缺乏的有用的特性。解决一个问题相对仅仅是让人能够很愉快地使用,对用户展现了更大的价值(虽然两者都是同等重要的,我们一会儿会解释)。
你怎样去确定你的用户有什么样的问题?答案很简单—–客户开发。访谈、调查、日常研究、分析、A/B测试,等等,显示出用户的紧迫问题是在你的产品里包含了,还是没有在你的产品中,以及他们偏爱怎么去解决这些问题。
一旦你有一个关于怎么去帮助客户避免痛苦的坚实的理念,你可以通过一个MVP来验证你的假设。
最小化可行性产品
在创造完成产品之前,用MVP(minimum viable prodcut最小化可行性产品)来试探下。这是你产品(最小化)的最梗概的版本,能够展示出它的价值(可行性)。在完整产品之前发布MVP能够让你获取一些关键反馈,这样你可以在最终发布时实现这些反馈,也能指出你的产品是否是确实很有用。
MVPs有不同的构造和形状,下面是其中最好的三种类型:
• 发起一个筹款行动—-在我们那本免费电子书UX Design for Startups中,我们解释了筹款怎样扮演了一个测试的角色,去测试你的产品是多么有价值,同时也能一开始就让你与支持者建立直接联系。
• 创建一个登陆页面—-在站点发布之前,一个包含email表格单独的登陆页面能够建立一个早期的基础。运行一些广告(Adwords)去引起兴趣,,然后去检查那些关于买卖或email的统计数据是怎样的。
•“Wizard of Oz”产品—-假装自己可以直到成功。鞋类零售商Zappos在刚开始运营时,共同创始人Nick Swinmum会去商店买下用户选择的鞋子,然后再派送出去。它需要专注以及努力工作,但这是一个能测试他的想法的低成本以及低技术含量的法子。
一个很好的组合是Buffer,起初有一个模拟主页面的登录界面,围绕一个行动呼吁来使用产品。那个CTA是假的,会把客户引导到一个道歉页面,解释他们正在往上面添加“最后一击”。尽管这样,他们从“earlyvangelists(希望买初创企业原型产品并将产品信息传播到周围朋友、家人的一类人)”中获取了emails,确认有足够多的人想去用它。
因此,他们确认他们的产品理念事实上很有用。
2、它实用吗?
每当你有了一个有用的产品理念,你最好确认它可以起效。“实用性”描述一个产品多大程度上实现了它的目标。或者使用另外一个词,可用性。
根据Nielsen Norman Group的UX专家所说,可用性有五个元素:
• 效率—-用户是有多么容易去完成任务;
• 失误—-用户或接口产生了多少失误;
• 学习性—-用户能够多快去学会如何使用它;
• 记忆性—-离开之后关于如何使用它,用户还能记得多少;
• 满足感—-用户是有多喜欢用它。
因为这些要求是比较技术性的,它们能以技术性的方式去处理。我们发现下面三步走的方法最有效也最具重复性。
线框图
将你的设计线框图化,能尽早具体化结构和导航,在进入更复杂的可用性和可视化决策过程之前修改,当它们是比较容易修改的时候。把它们当做你设计的框架,主要部分一会儿就会到来。
如果你恰好在使用一款类似UXPin的协作设计的app,你也可以通过拖放来添加交互。这能够将你的线框图转化为低精确度的原型,你可以与真实用户一起开始可用性测试。
测试原型
一个可使用的原型,不管它有多少精确度,都能够提供你需要给你的目标用户调整你的设计的答案。关于怎么去实施方面测试是有不同呈现的,但是至少要包含五个用户进来。
测试产生了或者定性或者定量的数据,但是最好是两者都有。记录的定量数据有时间长度,点击数目,访问了哪个界面,等等,并且会引出定性反馈关于用户在使用系统时感觉如何。测试结束后的访谈或调查也会有帮助,以及让你的用户测试时大声说出他们的想法也会有帮助。
重复测试直到准备好
立即实现测试结果,然后再次下一轮测试迭代。在整个设计流程中重复整个循环,确保你的产品一直是客户想要的那个。
3、是否是让人享受的?
人类并不是我们所想得那样,是个理性的生物。UX先驱者Don Norman解释说,情感在我们决策中占了很大因素,经常超越了逻辑。背后的学问在于,我们的“本能”直觉的进化发展—-在面对生或死的情况时,我们没有时间去做一个利弊表格。
一些别的研究也支持这个观点,Masaaki Kurosu 和 Kaori Kashimura证明,用户觉得可享用的产品更加有用。研究者测试两个ATMs,一个牌子是新的,另一个是残破的,但是有同样的可用性。用户觉得悦目的那一台有更好的功能。
实际上很简单,当用户享受的时候,他们会放松。当他们放松了,他们的大脑就会更加流畅地工作。类似学习和回忆的心理活动—甚至运动技巧—-就会表现更好,当用户正在享受的时候。
生产享受
不幸的是,设计一个让人享受的产品不像理解它为什么重要那么容易。不同的用户类型会对不同的触发因素有反应。
最简单的开始方式就是可视化。美学与享受紧密相连,但是没有一个大家都喜欢的万能的可视化方式。作为一个最低要求,保持你的图像简洁高质量。
惊奇也与享受有关系。用户欣赏类似发现的微交互一样的复活节彩蛋。
类似奖励系统或者开放选项的游戏化特性,也会增加满意度,但是要小心。正如在UX Gamification Redefined中所说的,这些手段会有反作用,会干扰用户,除非它被编译进现存的行为模式中。
别忘记,你拷贝的风格也会使人愉悦。语句中放置好的笑话或机智的转换都会让你的用户发出微笑,甚至缓解有些紧张的动作造成的困境,像是上面的MailChimp一样。
操作中的3个特征
为了查看下运行中的3个特征,让我们看看Duolingo,一个学习语言的站点。
有用的。大多数人想要学习一门新语言,所以使这个过程变得“简单”有趣的服务就很有用。因为它免费而且引入了一个类似游戏的教学系统,它是一个更有用的选项比之通过书本来学习。
实用的。Duolingo是如此的受欢迎是因为它真正履行了它的承诺。教学方法是正确的,交互控制是很容易去学习,去理解,记忆的。内容是为每个用户量身定做的。
可享用的。同样有效的教学方法使得Duolingo使用起来很有趣。在有趣的游戏过程中进行了学习,用户被奖励了币制来买一些额外的特性。美学也是非常独特的,有平滑的扁平设计和有趣的猫头鹰吉祥物。