On designing thinking and releasing methods — on manuscript methodology

early entry interactive design industry, in the work of the various exercises found that the design of sense is the primary designers need to improve the most aspects. In the past, I only received theoretical education in books or articles, but in practice I was experiencing the responsibilities and situations of interaction designers. Here, I would like to share my ideas with you, and I will recommend the great god.

design thinking is the core competitiveness of

and visual designers, front-end development and other occupations, design thinking can be said to be the core competitiveness of interactive designers. Truly good interaction designers should be able to meet a need in their most appropriate and effective way through their own thinking, not just the archetypal painter.

, in most cases, is natural, concise, and easy to use, and can be used as a standard for interaction programs. But in the design practice, such criteria tend to be more general, the severity of the difficult even in the plan when. At this point, the interaction designer to rely on their own design thinking to make judgments, thereby affecting the quality of the program.

The formation of

design thinking mainly comes from two ways: one is to think and reflect in practice, and two is to absorb the design thinking of others. That is, to analyze and sum up one’s own experience and other people’s experience, and establish a set of knowledge system. The gap between the great God and the rookie lies in whether or not to have their own knowledge system. For the author of this type of novice, want to progress, you need to do more design, look at other people’s design, and careful analysis.

Methodology of

manuscript release


fought all the way, I gradually produced a draft methodology. Mainly from the perspective of interaction designers, visual designers are also similar, please paizhuan.

1. communicate with each other in order to ensure that the product side is consistent with their own understanding.

so as to avoid rework and duplication in the middle and late stages.

2. should have its own judgment about the needs and help the product manager to sort out the ideas. We should have a professional understanding of requirements, define roles, scenarios, tasks, sort out information architecture and task processes.

3. distinguishes task levels and highlights major operations.

lets users know what to do in the shortest possible time".

4. compliance with the interaction specification, anklets dance.

is familiar with the use and limitations of interactive controls, and on this basis, appropriate innovation and integration, flexible response to different needs.

5. makes sixty points, then ninety points.

looks for the most cost-effective way of interaction for the requirements, and then add a different place, so that their design highlights.

6. offers multiple solutions.

provides multiple recommendations or more for the product side

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