------------------------------ Goal Guide Design Process -------------------------------------------------------------------------------------------------- ------------ Most of the company's focus on technology is not properly user-centered, if they have processes. But even very well-developed organizations can boast a clear process, it will still face some key issues caused by traditional research and design. In recent years, the business community has begun to realize that it is essential for creating a good product user research, but for most organizations, how to correctly grasp this research is still a question. Market capacity surveys and market separations are quite useful for sales products, but what information is not available for people's actual use products - especially for products with complex behavior (refer to Chapter 5 about this problem, more discussion ). When analyzing the results of the survey, the second question appeared: Most of the traditional methods did not provide a means of transforming the survey results as a design plan. Conversion of user survey data from hundreds of pages into product demand itself is not easy, and how to express these needs through reasonable and appropriate interface structure, these methods provide less help. The design is still hidden in a black box that "produces a miracle". The gap between this survey and the final design is due to the use of the procedures that have not been contacted with the final product. We will discuss how to use the target-oriented approach to deal with this problem.
Communication is just like we briefly discussed, the role designed in the development process needs to change. We need to start thinking with new ways and start thinking about how to make a decision on products in different ways.
As a design design, it is very unfortunate, it has become a very limited term in a technology industry. For many developments and managers, this word becomes the meaning of the third histogram in Figure 1-1: Some visual improvements on the model already implemented (see Chapter 2). However, if the correct application is obtained (as shown in the fourth procedure shown in Figure 1-1), the design can identify the needs of the user and define a detailed plan for the behavior and appearance of the product. In other words, the design provides a real product definition, based on the user's goals, business needs and technical feasibility.
As the designer of the surveyor, if the designer is designed to be a product design, the designer needs to be a more extensive role than the traditional approach, especially the object of the design is a complex interactive system. One problem with the current development process is that the role in the process is too subdivided: the surveyor conducts research, and the designers are designed (see Figure 1-4). The availability researcher and market researcher analyzes the results of the survey of users and markets, throwing the designers and programmers through small windows. This mode is deleted is a systematic means to convert the survey results and integrated into the design. One way to solve this problem is to let designers have become a surveyor. Figure 1-4: Suspicious design process. Traditionally, research and design are separated, and different professionals are carried out. Until recently, investigation still mainly refers to market research, but the design is always limited to image design or appearance industrial design. Recently, users surveyed data expanded in a qualitative population. However, if the designers are not included in the research process, there is more contact between the research data and the design. Let the designer incorporate a significant reason for the research process. Designers can use the most powerful tools, empathy: feel the ability to feel others. The correct user investigates the designer to integrate the user's world, directly and extensive users, and let them think deeply before preparing solutions. One of the most dangerous practices in product development is to isolate designers and users because this will limit the acquisition of knowledge. In addition, it is difficult for pure investigative people to know that users' information is really important from design perspectives. The designer is directly incorporated into the survey to solve these two problems. In the practice of the author, the designer's training is conducted, and it will be discussed in Chapter 4 and let them investigate and do not need more support and collaboration. If your team has time and resources to adopt this technical training designer, this will be a satisfactory solution. If not, it is also suitable for group cross-training teams through designers and professional users. Although the designer has enabled the designer to make us embark on the road of goals or guide design, there is still a conversion between the survey results and the design details. The puzzle is still lacking several parts, we will discuss: In research and design: model, demand and framework today's general design method is rarely containing such a means, can be effective and systematically converted to Specific design specifications. Some of these reasons we already know: Due to historical reasons, designers are excluded from the research cycle, and they have to rely on the records of the third party on user behavior and requirements. Another reason is that there are very few methods to obtain the behavior of the user in a way that the product is defined. Most methods do not provide information about the user's goals. Instead, they only provide information about the task level. This kind of information is useful for defining layout, workflow, and conversion from the function to the interface control, but what is the definition product, what does it work, how it should meet the main needs of users These basic frames are not used. Instead, we need to be clear, the system's process is used to define user models, establish design requirements, and convert it into a high-level interactive framework (see Figure 1-5).
Figure 1-5: Han gap on the survey and design from the bridge. Three main behaviors are flat. A modeling process integrates the survey results into design tools. From the next process of these models and defines the needs, there is a process of transitioning the model and demand capture, which not only reflects the user's goals and needs, but also Meet the rules of business and technology.
Only use the user's knowledge into a model to use the user's data to be used as a tool. Other models, such as workflow and environmental contexts are also important and useful, but the appropriate user model is the most critical. When the user model is created, it can be incorporated into the interactive framework by the usage mode, psychological model, and user objectives it get, and this framework also meets the business and technical rules obtained by other models. Goal Guide Design Seeks to communicate widely in digital product development processes, user research and design, and more effective ways through new technologies and known methods. Process Overview Target Guide Design Comprehensive Anthropology (Ethnography), Shareholders, Market Research, Product / Document Review, Detailed User Model, Plirt Design and Other Technology, and a set of core interactions and patterns. To provide adaptable user requirements and goals, also meet the solutions of commercial / organization and technical rules. (See Figure 1-6). The target guide process can be roughly divided into five phases: survey, modeling, demand definition, frame definition and refining. These phases are constituent activities that follow the five interaction designs defined by Gillian Crampton Smith and Philip Tabor (1996) - understanding, abstraction, organization, playing, and refining, particularly focusing on user behavior modeling and definition of system behavior. .
Figure 1-6: Target guide design process (this is too complicated, and the word is small, I have to make up later)
The remainder of this chapter provides an overview of the five phases of the target directive design. Chapters 4, 5, 6 will provide more detailed review based on the methods designed during the process.
The survey stage uses anthropological field research techniques (observation and contextual contact) to provide qualitative data on potential and / or real product users. In addition, competitors are reviewed, market and technical white paper review, and a pair of business experts (SMES) and technical experts in the field of shareholders, developers, themes. One of the main results of field observation and user interview is a set of naturally improving models that help to be divided into a distinguished or resolved behavior of the usage model that exists. These patterns have made goals and motives (clear and universal use of things you want to get). For business and technical fields, these behavior patterns tend to meet professional roles; for consumer products, these modes tend to be in line with lifestyle. The use of patterns and related targets are used to drive to create a character role (Personas) during the modeling phase. Market research can help choose and filter out character characters suitable for company business models. The shareholders' interview, literature review and product surveys can deepen designers understand the business goals and technical restrictions on design must support. Chapter 4 has a more detailed discussion for target-oriented investigations.
Modeling in the modeling phase, the usage model and workflow mode obtained in the on-site survey and interviews are integrated into the domain model and user model. The domain model includes information flow and a work flow chart. User models, that is, Personas, is a detailed, integrated user prototype, to clearly behave in the survey phase identified behavioral mode, target, and motivation. Personal role in narrative, sequential-based design means as the main character, in the frame definition stage it can iterate the design concept, provide feedback in the refining phase to ensure consistency and appropriate, and to help developers and Managers understand the basic principles and provide a powerful communication tool based on the user needs to provide a powerful communication tool. In the modeling phase, the designer uses a variety of ways to synthesize, distinguishes, and sorts to personal roles, explore different types of goals, and arrange personal roles in behavioral cross-section list to ensure that there is no omissions and repetition. Select a clear design goal from the personal character list, which is to determine different categories of personal roles in the final design by comparing the priority specified by the priority specified by the priority specified by the broad class of other personal role targets based on the target of each individual character. The process of impact in appearance and behavior. Possible user personal role category indicates: ■ Main: personal role requires very unique, requires a different interface appearance and behavior ■ Secondary: For personal roles, you need to make smaller modifications to the main interface or Additional ■ Supplementary: This type of personal role can be fully met with the main interface ■ Service: This type of personal role is not the actual user of the product, but indirectly affected by product and product use ■ Negative: This type of personal The role is used as an example of a direct descriptive example shows that those people are not designed for detailed discussions about personal roles and target development. Demand Definitions provide an extremely necessary connection between the user and other models and the design framework. This stage uses a plot-based design method (Carroll, 1995), and has made important improvements, and the intersection of concern in the plot is no longer an abstract user task. First, and the primary is to meet the target and needs of specific user personal roles. . Personal roles help us understand those tasks are really important and why is it important, and generates an interface with minimal necessary tasks (at least effort) and maximum utility. Personal roles have become the main character of these plots, and designers explore design space through role-playing form. For each interface / primary personal role, the design process in the demand definition phase will include data and functional requirements for roles (expressed by objects, behaviors, and context-based techniques). These data and functional requirements are sorted by interacting with individual roles, behaviors, and interaction with other personal characters in different contexts. This analysis is done by continuous iterative refined contextual plot, starting with the "life in life" of the personal role, describing the key points of the product (? Touch Point), and then continuously defines the details. In iteration, business objectives and end constraints are also taken into account, and with personal roles and need to be freely. This process ultimately produces a demand definition, in which the design needs to follow users, business and technical needs.
The framework is defined in the framework definition phase, and the team uses two other key methodological tools in the contextual section to integrated into the intercepts. The first is a set of interactive design principles, just as visual design copies (?) (See Chapter 19), these principles provide guidance for appropriate definition systems in various contexts. Chapters 2 and Chapter 3, and the entire second part is committed to the high-level interaction design principles suitable for frame definition stages. The second key methodology is a set of interactive design patterns that condense the general solutions for previous classic design issues (and varies in context). These modes have the same concept with the architectural design pattern revealed by Christopher Alexander (1977). The interactive design mode is a grade organization and continues to be a new context generating source (? Contexts arise). Interactive design patterns do not kill designers' creativity, they often provide leveraged leverage that has been resolved by proven design knowledge. When individual character data and functional requirements are completed on this high level, they are converted into design elements in accordance with interaction principles, and organize the design summary and behavioral description. The output of this process is the interactive framework definition - stable design concepts, which can provide logic and overall profile structures to increase details. Subsequent iterations in the refining phase will be more concerned about the plot to provide these details. The steps of the process are often the balance of the top-down design (moderate mode) and the bottom-up design (facing principles). The refinement of the refining phase is similar to the frame definition phase, but more focuses on task consistency, and focusing on the key use paths of the plot path represented by the highly detailed interface (pre-row (? Walkthrough)) and confirmation. The intensive division of the refining phase is a detailed design document, shape and behavioral specification, which can be released in a paper document or a context-specified interactive medium. Chapter 6 discusses more detailed discussion of personal roles, plots, principles, and patterns for personal roles, plots, principles, and patterns in demand definitions.
Target, not characteristics, is a key programmer and engineer of product success, those who are interested in technologies, strongly tend to consider product in terms of functionality and characteristics. This is very natural, just like developers to build software: a function (function) follows a function. However, the problem is that this is not the way the user wants to use the product. Determine whether a feature is included in the product should not depend on technology to its support. Never just only because we have the ability to achieve a feature, we decide to join it. This decision should depend on whether it is directly, or indirectly helped users reach his goals, but also meet the needs of business. Successful interaction designers must be sensitive to user objectives in the pressing cycle of the product development cycle. In this book, although we will introduce many interaction technology and tools, it will finally return to the user's goal. This is the basic target guide process for interacting design implementation, with its clear principle of design decisions, allowing engineers to relax, maintain market and shareholder management, and ensure that design is not conducted by guess, or team members' personal preferences Reflection.
The axiom interaction design is not a guess