最近開(kāi)始閱讀About Face 4:The Essentials of Interaction Design贮缅,離初讀About Face 3已經(jīng)過(guò)去了四年骇窍,在積累了一些企業(yè)項(xiàng)目實(shí)戰(zhàn)經(jīng)驗(yàn)后响逢,再閱讀這本推陳出新此疹、結(jié)合了近幾年新的設(shè)計(jì)趨勢(shì)特別是移動(dòng)端設(shè)計(jì)內(nèi)容的經(jīng)典后阁猜,終于開(kāi)始有了一些自己的感悟聘惦。書(shū)籍是大部頭某饰,在此就以讀書(shū)筆記的形式,分篇章系列式更新我的閱讀感想吧。今天這篇文章主要是Part I:Goal-Directed Design/CH 1:A Design Process for Digital Products部分的讀書(shū)筆記露乏。
Human-Oriented Design
本書(shū)從3個(gè)方面對(duì)human-oriented design下了一個(gè)比較詳細(xì)的定義碧浊,具體摘錄如下。
1.Understanding the desires, needs, motivations, and contexts of people using products
初級(jí)設(shè)計(jì)新人最常犯的錯(cuò)誤之一瘟仿,就是在接到設(shè)計(jì)需求后不假思索,急急忙忙開(kāi)啟具體的設(shè)計(jì)工作比勉,我也曾經(jīng)陷入過(guò)這樣的誤區(qū)劳较,讓做什么產(chǎn)品就做什么產(chǎn)品,讓加什么功能就馬上思考這個(gè)功能該以什么形式展現(xiàn)浩聋。但事實(shí)上观蜗,設(shè)計(jì)師區(qū)別于美工的關(guān)鍵點(diǎn),就在于主動(dòng)思考的能力衣洁,尤其是對(duì)目標(biāo)的思考與溝通墓捻,拿到需求后要PM確認(rèn)清楚:用戶為什么會(huì)用這個(gè)產(chǎn)品/功能?這個(gè)產(chǎn)品/功能可以滿足用戶怎樣的欲望和需求坊夫?用戶使用產(chǎn)品的動(dòng)機(jī)和環(huán)境是什么砖第?這個(gè)步驟可以讓設(shè)計(jì)師更加了解產(chǎn)品的目標(biāo)用戶,知道他們的痛點(diǎn)是什么环凿、期待是什么(“Goals motivate people to perform activities; understanding goals allows you to understand your users’ expectations and aspirations”)梧兼,進(jìn)而提煉出具體的設(shè)計(jì)目標(biāo),如果PM自己都想不清楚這些問(wèn)題智听,產(chǎn)品沒(méi)有規(guī)劃好羽杰,滿足不了用戶真正的需要,設(shè)計(jì)師也有責(zé)任去主動(dòng)補(bǔ)位PM沒(méi)想到的到推,而不是不管需求是否靠譜都悶頭執(zhí)行考赛,最后發(fā)現(xiàn)全在做無(wú)用功夫。
2.Understanding business, technical, and domain opportunities, requirements, and constraints
以前我曾認(rèn)為設(shè)計(jì)是一件追求極致的工作莉测,應(yīng)該把每一個(gè)體驗(yàn)細(xì)節(jié)都打磨到完美颜骤,也曾長(zhǎng)期為上線版本的各種體驗(yàn)不好的地方而苦惱自責(zé),慢慢鉆起了形式主義的牛角尖悔雹,而忘了自己在更早期的時(shí)候?qū)W到過(guò)的一條對(duì)設(shè)計(jì)的定義——設(shè)計(jì)不是藝術(shù)复哆,它需要考慮現(xiàn)實(shí)多方面的限制,平衡商業(yè)與技術(shù)等腌零,進(jìn)而取得最優(yōu)解梯找。
公司的業(yè)務(wù)是由多方面驅(qū)動(dòng)的,有產(chǎn)品益涧、有運(yùn)營(yíng)锈锤、有技術(shù)等,而設(shè)計(jì)只是其中的一個(gè)方面,商業(yè)產(chǎn)品不是藝術(shù)品久免,它的最終目的是為公司業(yè)務(wù)帶來(lái)價(jià)值浅辙,誰(shuí)能創(chuàng)造更多的業(yè)務(wù)價(jià)值,誰(shuí)就占據(jù)更大的主導(dǎo)權(quán)阎姥,設(shè)計(jì)的好看好用是表層记舆,實(shí)質(zhì)是通過(guò)好看好用來(lái)提高用戶的訪問(wèn)/留存等業(yè)務(wù)指標(biāo),完成產(chǎn)品的最終目的呼巴,設(shè)計(jì)師需要理解商業(yè)目標(biāo)并為之構(gòu)思努力泽腮。
技術(shù)也是設(shè)計(jì)師做方案時(shí)需要考慮的重要因素之一。并不是說(shuō)設(shè)計(jì)師需要懂代碼衣赶,但要了解一些技術(shù)上有限制的場(chǎng)景诊赊,不確定的點(diǎn)及時(shí)和RD溝通確認(rèn),而不是沉浸在自己天馬行空的腦洞里府瞄。主動(dòng)學(xué)習(xí)一點(diǎn)簡(jiǎn)單的代碼碧磅、做些小網(wǎng)站小APP之類(lèi)固然好,除此之外多閱讀平臺(tái)設(shè)計(jì)規(guī)范了解能實(shí)現(xiàn)的組件遵馆、多看多玩多用實(shí)際的案例鲸郊、用可以確保效果能實(shí)現(xiàn)的動(dòng)效設(shè)計(jì)工具、沒(méi)事向RD葛格多請(qǐng)教等团搞,都可以幫我們避開(kāi)一些技術(shù)限制的坑严望。
3.Using this knowledge as a foundation for plans to create products whose form, content, and behavior are useful, usable, and desirable, as well as economically viable and technically feasible
總而言之,設(shè)計(jì)有用逻恐、可用像吻、令人滿意的產(chǎn)品,并且在經(jīng)濟(jì)和技術(shù)上可行复隆。
Desirability
What’s left out is a repeatable, predictable, and analytical process for ensuring desirability: transforming an understanding of users into products that meet their professional, personal, and emotional needs.
想要讓用戶對(duì)產(chǎn)品滿意拨匆,需要理解用戶并滿足他們?cè)诼殬I(yè)、個(gè)人挽拂、情感等方面的訴求惭每。用戶群不同,訴求的側(cè)重點(diǎn)也不一樣亏栈,設(shè)計(jì)重心也需要相應(yīng)地調(diào)整台腥。例如B端的產(chǎn)品主要是幫助用戶完成工作,他們更追求功能強(qiáng)大绒北、高效便捷黎侈,玩極簡(jiǎn)主義一類(lèi)就會(huì)影響他們?cè)谶@方面的訴求,降低對(duì)產(chǎn)品的滿意度闷游。能讓用戶滿意的設(shè)計(jì)需要建立在對(duì)用戶本身特性峻汉、真實(shí)使用場(chǎng)景與訴求的理解之上贴汪。
Design of Behavior
Design of behavior is a different kind of problem that requires greater knowledge of context, not just rules of visual composition and brand. It requires an understanding of the user’s relationship with the product from before purchase to end of life. Most important is the understanding of how the user wants to use the product, in what ways, and to what ends.
交互設(shè)計(jì)也可以看做是對(duì)用戶行為的設(shè)計(jì),它貫穿在用戶使用產(chǎn)品的完整流程閉環(huán)中休吠。我們需要理解和分析用戶使用產(chǎn)品的完整路徑扳埂,從初始嘗試到結(jié)束離開(kāi),考慮完整各種可能的場(chǎng)景并設(shè)計(jì)應(yīng)對(duì)方案瘤礁,通過(guò)設(shè)計(jì)引導(dǎo)用戶行為朝理想的方向發(fā)展阳懂,而不是讓用戶感到受挫、迷惘蔚携、不知如何繼續(xù)希太、中途放棄等,比如Windows臭名昭著的Something Happened彈框酝蜒。
User Goals
Products designed and built to achieve business goals alone will eventually fail; users’ personal goals need to be addressed. When the design meets the user’s personal goals, business goals are achieved far more effectively.
商業(yè)目標(biāo)固然是產(chǎn)品設(shè)計(jì)需要考慮到的重要因素,我在前文也有提到矾湃,但僅僅為了達(dá)到商業(yè)目標(biāo)的產(chǎn)品常常會(huì)失敗亡脑,產(chǎn)品也必須滿足用戶的目標(biāo),通過(guò)滿足用戶目標(biāo)邀跃、提高用戶滿意度霉咨,進(jìn)而也會(huì)促進(jìn)商業(yè)目標(biāo)達(dá)到更明顯的提升。
某些大公司的產(chǎn)品容易在KPI的壓力下拍屑,為了用戶安裝量活躍度一類(lèi)的數(shù)據(jù)不擇手段途戒,各種全家桶,各種通知推送僵驰,將用戶體驗(yàn)拉低不少喷斋,反過(guò)來(lái)造成一部分用戶流失,這在我看來(lái)是一種殺雞取卵的行為蒜茴。設(shè)計(jì)師在面對(duì)業(yè)務(wù)方的需求壓力時(shí)星爪,也應(yīng)該有自己的原則和底限,我們是用戶體驗(yàn)設(shè)計(jì)師粉私,提升用戶體驗(yàn)是我們的責(zé)任顽腾,設(shè)計(jì)應(yīng)該能幫用戶完成他們的目標(biāo),而不是成為完成KPI的工具诺核。
Designing to meet goals in context
You simply can’t create good design by following rules disconnected from the goals and needs of the users of your product.
設(shè)計(jì)有些通用的規(guī)范原則需要遵循抄肖,但不應(yīng)過(guò)于死板,如果只是遵循規(guī)范和方法窖杀,而不思考產(chǎn)品目標(biāo)和用戶需求的話漓摩,并不能做出真正好的設(shè)計(jì)。過(guò)去我曾在這方面死心眼陈瘦,比如做什么都追求一致性幌甘,卻不考慮到兩個(gè)不一致的地方用戶群可能根本不一樣潮售;比如曾經(jīng)狂熱于最新的Android設(shè)計(jì)規(guī)范,卻不顧及國(guó)內(nèi)原生Android占有率極低锅风、一些設(shè)計(jì)在大部分人用的國(guó)產(chǎn)安卓機(jī)上效果并不好酥诽。產(chǎn)品目標(biāo)、真實(shí)場(chǎng)景皱埠、用戶訴求肮帐,這些都是比規(guī)范更加重要更值得優(yōu)先思考的東西。
The designer’s job is to look beyond the task to identify who the most important users are, and then to determine what their goals might be and why.
設(shè)計(jì)是較難做到讓所有人都滿意的边器,在用戶群體復(fù)雜的情況下训枢,需要明確最重要的用戶群體,優(yōu)先為他們的需求和目標(biāo)考慮而做設(shè)計(jì)忘巧。
Design Methods
Rather than providing information about user goals, most methods provide information at the task level. This type of information is useful for defining layout, work flow, and translation of functions into interface controls. But it’s less useful for defining the basic framework of what a product is, what it does, and how it should meet the user’s broad needs.
我在早期的作品集里很喜歡展示各種設(shè)計(jì)方法與工具恒界,但沒(méi)有從本質(zhì)上改變用研到設(shè)計(jì)脫節(jié)的問(wèn)題,設(shè)計(jì)推理的邏輯關(guān)系也不大經(jīng)得起推敲砚嘴。在設(shè)計(jì)之前十酣,需要先關(guān)注定義整體的框架(what a product is, what it does, and how it should meet the user’s broad needs),再細(xì)化到具體的布局际长、流程耸采、界面組件等細(xì)節(jié),遵循目標(biāo)導(dǎo)向的設(shè)計(jì)理念工育,而不是一開(kāi)始就陷入具體的方法細(xì)節(jié)∠河睿現(xiàn)在有些交互設(shè)計(jì)初學(xué)者覺(jué)得書(shū)籍的內(nèi)容偏PC、過(guò)時(shí)如绸,選擇從閱讀iOS/Android官方設(shè)計(jì)規(guī)范文檔入門(mén)嘱朽,我覺(jué)得這樣容易陷入一些誤區(qū),比如不顧產(chǎn)品目標(biāo)定位濫用組件(典型如Material Design里的FAB竭沫、側(cè)滑導(dǎo)航菜單等)燥翅,很多經(jīng)典設(shè)計(jì)被用在錯(cuò)誤的場(chǎng)景下,最終也無(wú)法滿足用戶真正的需求蜕提。
Goals, not features, are the key to product success
But reducing a product’s definition to a list of features and functions ignores the real opportunity—orchestrating technological capability to serve human needs and goals.?
我們?cè)O(shè)計(jì)的是滿足用戶需求與目標(biāo)的產(chǎn)品森书,而不是產(chǎn)品的功能。PM也許會(huì)給我們一個(gè)需要設(shè)計(jì)的功能清單谎势,以及通過(guò)功能要完成的業(yè)務(wù)目標(biāo)等凛膏,而設(shè)計(jì)師需要在這個(gè)基礎(chǔ)上進(jìn)一步去思考用戶目標(biāo)(用戶目標(biāo)不等于產(chǎn)品目標(biāo)),還原用戶使用產(chǎn)品的場(chǎng)景脏榆,再提煉出具體的設(shè)計(jì)目標(biāo)猖毫。我也曾為了設(shè)計(jì)一個(gè)個(gè)的功能疲于奔命,卻忘了跳出來(lái)思考全局须喂,思考這個(gè)功能是否能真正滿足用戶的需求吁断,這樣的設(shè)計(jì)做得再漂亮有趣符合規(guī)范趁蕊,最終也是意義不大的。
The successful interaction designer must maintain her focus on users’ goals amid the pressures and chaos of the product-development cycle.
成功的交互設(shè)計(jì)師需要保持聚焦在用戶目標(biāo)上仔役。在實(shí)際的項(xiàng)目開(kāi)發(fā)流程中掷伙,迫于上線時(shí)間,各種壓力和混亂的情況是很常見(jiàn)的又兵,有時(shí)業(yè)務(wù)方/PM會(huì)說(shuō)你加上這個(gè)就好了別問(wèn)太多任柜,有時(shí)RD會(huì)不太想做某處體驗(yàn)的優(yōu)化,但設(shè)計(jì)師依然需要保持對(duì)用戶目標(biāo)的堅(jiān)守沛厨,不能因?yàn)楸淮叽俚镁o就去設(shè)計(jì)對(duì)用戶來(lái)說(shuō)沒(méi)什么用處的東西宙地,不能因?yàn)镽D不太情愿就迅速放棄優(yōu)化體驗(yàn)滿足用戶目標(biāo)的想法。我理解合作伙伴們面對(duì)KPI的壓力逆皮,也曾為此過(guò)度心軟讓步宅粥,結(jié)果是功能加了產(chǎn)品按時(shí)上線了,體驗(yàn)起來(lái)卻一踏糊涂电谣,自己都不愿意說(shuō)這個(gè)產(chǎn)品是自己設(shè)計(jì)的粹胯。設(shè)計(jì)師需要為PM和RD著想,但不能過(guò)度為此著想辰企,有一些原則和底限需要守住。
Goal-Directed Design Question
Who are my users?
What are my users trying to accomplish?
How do my users think about what they’re trying to accomplish?
What kind of experiences do my users find appealing and rewarding?
How should my product behave?
What form should my product take?
How will users interact with my product?
How can my product’s functions be most effectively organized?
How will my product introduce itself to first-time users?
How can my product put an understandable, appealing, and controllable face on technology?
How can my product deal with problems that users encounter?
How will my product help infrequent and inexperienced users understand how to accomplish their goals?
How can my product provide sufficient depth and power for expert users?
這些都是我們?cè)谧鲈O(shè)計(jì)前需要溝通與思考的內(nèi)容况鸣,我現(xiàn)在也慢慢養(yǎng)成了設(shè)計(jì)前先詢問(wèn)和思考前幾個(gè)問(wèn)題的習(xí)慣牢贸,不過(guò)看到這么一長(zhǎng)串問(wèn)題,值得思考的還有更多镐捧。