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This is an interesting question, so let me share my opinion.
Communicate with him, analyze the part of the interaction and the visual part, you get an interactive manuscript and visual design plan, ask him ** is the determination of the frame layout interaction, which is a free design for visual design. Ask him why he did some visual design in this place. There is a humble gesture that the other person may say, "Actually, I want to be a little bland", "Actually, I want to emphasize something here".
Tactfully tell him not to do that good. As a designer, you can remind him not to shoot ** so well. If you have any suggestions and ideas, just say them, or bring some examples to look at.
You can also say that if you do it too well, you'll be a little limited to your ideas, which is not a good way to go. If you have some expectations for the visual design, you can directly say what the visual design wants to achieve in terms of feeling.
Reflecting on your own problems, there is actually a lot of visual interaction, and there are high requirements for vision. They may feel that their eyesight is not very good, so they might as well die at first so that they can perform downstream tasks. This idea is not a good idea because it can never produce a good visual design.
So, when you encounter this kind of thing, think of yourself as a bad thing or don't understand what he usually asks.
I think that's the right way to communicate. If the boss really asks someone else like the answer above: you ask ta:
Do you check the documents? Is the logic correct? Is the fault tolerant information line?
Are unusual outages considered? Do you think the situation is extreme? Are there rules for written statements?
Are all page descriptions written? Ah, okay? And then you go to the front-end, the back-end, is the operation correct?
No problem? Rest assured, there will never be a pleasant outcome and no problem will be solved.
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I just happened to have a little bit of a shallow view on this aspect, and I sent it out to throw bricks and lead the way.
1.If the distribution or project resources are sufficient, there is still no disputed contradictory work. The process of upstream and downstream requirements (product, visual) is actually a good interaction with the discussion and decision of the interaction designer. <>
2.However, for specific operations and specific specialties, this design resource is optimally allocated.
3.Interactive drafts are not yet complete, like factory assembly lines, and you can do this in any job.
As the project evolves, the needs will continue to change, from various aspects of the needs to change, strategic adjustments to the level of decision-making of the company, as small as a button for user identification or development and implementation issues.
To put it simply, simple interactions are very important work, requiring a lot of change before thinking must be corrected, such interactions will be very large, in a particular workload? Not big, actually. <>
1.Before scenario analysis, the task flow and layout, as well as the use of control keys, have to start from a new perspective, because each requirement has its own specific scenario, followed by discussion and analysis.
2.I don't think it's possible, all the design or initial idea will have problems, such as user research and various test data and conclusions, there will be a lot of problems, these problems are expected by the designer, so the qualified interaction designer more projects, after surrendering the interactive draft again and again to verify the rationality of the interactive version will not die until the product is released. <>
If the interaction designer really likes to do that, then try to cooperate with him, after all, those who can work hard. We still try to meet the needs of Party A.
That's it.
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Interaction Designer:
It is mainly to study the relationship between user needs and interface, and according to this relationship, design and plan the function of the product and the interface interaction module. For example, to make a**, the main consideration of the interaction designer is, who is the target group of this **, what needs to meet them, and what kind of operating habits the target user has.
According to the analysis of relevant demand research data, the interaction designer will establish one or several user models, and then analyze the usage habits of these users, and establish a first-class design prototype, which can be an ordinary photo frame draft, or may be a high-fidelity model, but does not need design element details and specific visual effects. Generally speaking, the interaction designer's job ends there.
UI Designer:
As the name suggests, it will focus more on the design of the user interface, and the user model and demand analysis in front of it are generally not involved in the UI designer.
The interaction designer has done all this work, and after completing a design prototype, the UI designer will design and optimize the details of the page, so the UI designer's work will be more visual.
However, there are still a lot of intersections of these two jobs, if you have UI design experience in interaction, then you will be more standardized and beautiful when you do product prototypes, if you have experience in UI design, then you will pay more attention to user needs and user experience when you design specifically, so some companies recruit interaction designers to be responsible for UI work, and some recruit UI, but they must have an interactive background.
For small companies, these two positions are actually similar in terms of job description, both of which are user interface design. However, if it is a larger company or R&D team, these two positions still have their own subdivisions.
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Because the job titles in the industry are relatively chaotic now, there are also interaction designer positions called UI designers, and some company UI designers take both visual and interactive aspects.
From the point of view of your question, it should mean moving from visual to interactive, if I understand correctly.
It's not a good question to ask me, because I haven't done visuals, and there are a lot of peers in the industry who have moved from vision to interaction, and I think you can get a better answer from them.
From my understanding, one of the advantages of visual to interactive is that you have a clearer understanding of the aesthetics of the interface, so you have a better grasp of the interface layout, and you can give full play to your visual strengths when making high-fidelity prototypes.
The disadvantage is that the core of interaction is not the layout and aesthetics of the interface, especially in terms of aesthetics, which is something that visual designers consider more, and the core of interaction is to sort out simple relationships from complex things, and present this relationship to users through the interface. There will be relatively high requirements for logical analysis ability. Visual design, on the other hand, requires more imagination and creativity.
These two kinds of thinking are one rational and the other emotional; In fact, there is a contradiction, so I have always believed that people who do well in vision are not suitable for interaction, and people who do well in interaction are not suitable for vision. Both have their own specializations.
The above is an analysis of the advantages and disadvantages of visual to interactive interaction, which is a bit off-topic.
I think it's more important to change the concept, and it is recommended to read some classic books on user experience and interaction design once or twice, there are many books on the Internet, just look them up. Master the general methods and design principles of interaction design, as well as understand what user experience does, what is the role of interaction design, how to participate in the workflow, what interaction designers do, what is the output, etc. (If you want to see the theory first, it's best to ask an interaction designer directly about the workflow.) Especially for senior interaction designers, a few exchanges are almost complete).
And then, then there's what I think is the most important step in the transformation: start working on the plan. It would be best if your company had this opportunity for you to switch directly, but if you didn't have such an opportunity, you could find it yourself. It's only from practice that you can really start exercising.
There are still a lot of things that really start to be learned after the transformation, and I won't talk about this here, not on this issue.
I forgot to mention that you can study the UI specifications of several systems first, especially for mobile devices, and it would be helpful to study the interface design guidelines of iOS andorid. These materials can also be found online.
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Interaction design is a series of user habits and a series of interactions between humans and machines hidden behind it, and the interface visual design (UI design) is presented on this basis, which you can feel. Interaction before visual.
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Interaction design.
Interaction design, also known as interaction design, is the field of design that defines and designs the behavior of man-made systems. Artifacts, i.e., artificially made objects, such as software, mobile devices, artificial environments, services, wearable devices, and the organizational structure of a system. Interaction design is about defining how man-made things behave (the"interaction", i.e., how the artifact reacts in a particular scenario).
2. How does the use of the product affect the relationship between the product and the user, as well as the user's understanding of the product.
3. Explore the dialogue between products, people and materials, culture and history.
Interaction design from"Goal-oriented"Angle of solution to product design:
1. It is necessary to form an opinion on how people want to use the product and why people want to use it.
2. Respect users and their goals.
3. For product characteristics and use attributes, there should be a complete form, not too simple.
4. Looking to the future, to see what products might look like, they don't have to be like the current ones.
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Hello, to become a qualified UI designer, you need to have the following abilities:
1. Icon design ability, 2. Graphic design ability, 3. Design and arrangement ability, 4. Design proposal ability, 5. Poster banner design ability, 6. Interface design ability, 7. Interactive thinking ability, 8. Communication and comprehension ability.
To sum up, a good UI designer needs to master not only software operation, but also good design skills, including design thinking, creative thinking, user thinking, etc.
I wish you success.
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Interaction design, as I understand it, is rooted in three main areas:
People – Psychology.
Computer – Computer Engineering.
Beauty – design.
In fact, in the past, there was no such thing as interaction design, in the past, the logic and process of the software were done by programmers, they pursued technical efficiency, no one paid attention to the user's smooth feeling, everything was organized around the needs of the machine, and the user needed a lot of learning costs to adapt to the use of software, so the previous software has been burdened with complex, chaotic, difficult to use and other notoriety. However, as software becomes more and more popular, market competition becomes increasingly fierce, and users have more and more choices, developers are gradually realizing the importance of user experience.
The work of an interaction designer is mainly to understand the user's way of thinking and behavioral habits, to explore the goals, motivations and expectations (that is, the psychological model) behind the user, to design with a goal-oriented approach, and then to design the navigation and process by reorganizing the goal and logic, to eliminate the communication barriers between the product and the user, and to make the product as close as possible to the user's psychological model rather than the implementation model, so that the product becomes more suitable for the user scenario and usage habits. It enables the user to make reasonable actions about the use of the product without thinking about it, and also gives the right feedback to the user's actions so that the user can move on to the next step (focusing on what behaviors the user is likely to do in the app, and then defining how the system will cooperate and respond to those behaviors).
It's like two people dancing, you have to know exactly which foot the other person will move next, and move your foot accordingly, so that the dance can be complete. But the steps of each dance are different, you can't dance your own and ask the user to take the initiative to learn to adapt to different dance steps, and you can't step on the user's feet, but to ** the other party's movement. If the user's behavior is ignored, the design will not be focused, and it will be superficial, and to put it bluntly, it will make the use of the product more humane.
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