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Landlord: You said that the landlord can go to the Internet to see that there is information in this regard.
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The purpose is the same, just to think and do things from different angles. The purpose of unity is to do a good job in a service, whether it is a product or a product, the purpose is to provide convenience for the target group. From the perspective of product design, it is to serve whom, what kind of service to provide, and how to serve, and to formulate the core purpose, method and service goal of service.
In addition, what is the position of the product in the competition and the industrial chain in the industry, how to connect with the upper and lower lines, and the required costs and profits. All of them are issues that need to be considered for an excellent product design. Perhaps, it may even be listed here.
The perspective of interaction design is to study whether users encounter barriers to using the product. The idea enables users to achieve the purpose quickly, easily and happily in the process of use. This may be related to the UI, it may be related to the operation mode, and it may even be related to the copywriting, in short, it is to try to improve the user's feelings in the process of use.
This may bring benefits such as a decrease in customer service**, a decrease in user complaints, an increase in users, and so on. In addition, in the competition of similar products, improving the quality of core services is the foundation of competition, so interaction designers are also very important in a non-monopoly service product. UX design is a very generic term that aims to improve the user's experience when using the product.
In fact, it is difficult to draw a line of "who should do it" from all aspects. Because it's hard for both interaction designers and product designers to get things done by themselves. It all requires engineers, front-end development, visual design, and other positions of children's shoes.
The main thing is the initiative and perspective of thinking about the problem. If they can all be triggered from the perspective of better service for users, and can understand the importance weighted ranking according to some simple theories of interaction design, I think all positions can be said to be doing user experience design.
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Even if your product works well 90 times a year. But if users ignore it when they need help, they won't forget it. - Getting Real" Sometimes we can't help but face the time when the product goes wrong.
No matter how well it is designed, no matter how much testing is done, users will still encounter bugs and problems. Since mistakes are inevitable, how to design for fault tolerance is the key. Fault-tolerant design is the interface that people see when an error occurs.
Just like dealing with mistakes that shouldn't happen, the key to designing for fault tolerance is to "defend yourself." Product designers must constantly look for what can go wrong that can cause confusion and frustration for users. Good defensive design determines a good user experience.
For example: Has anyone ever noticed how many ways to swipe a card to enter a bank ATM? The answer is eight!
And there is only one way to enter correctly. Limitations are a very necessary way to avoid user error by design. Restricting certain user interactions with the SIM card if made into a chamfer avoids the error of multiple insertion methods brought about by the rectangle.
The matching of the three sockets and the corresponding jacks avoids the possibility of the user using two or other sockets incorrectly. Graying out is a good way to restrict certain operations on the interface. Flickr's Upload Wizard prevents users from skipping the first step and directly entering the later operations, using graying out.
On the one hand, it tells the user that this can be done now, and on the other hand, it indicates what will happen next. Second, it is also important to reduce cognitive confusion. Reduce user cognitive confusion According to the difference between subscribed and unsubscribed, the subscription button and unsubscribe are visually distinct to avoid incorrect operations.
Make good use of system feedback If an error is unavoidable, appropriate prompting can reduce user frustration. 1. Prompting some operations in advance may cause errors. When entering a password that needs to be case-sensitive, the caps lock key is opened to prompt you to avoid errors.
2. Prevent user errors, and prompt confirmation after operation. After the user clicks send, no subject information is entered, preventing the user from sending emails without a subject directly. 3. Not only to feedback the error, but also to give the user an answer.
It's best to be able to tell me that the reason for the specific error is **, and it is the problem with that sentence and word. 4. Give users appropriate guidance and suggestions. When the user searches for people without results, guide the user to continue to find or invite friends.
When the user's search results are unsuccessful, it intelligently guesses the reason for the user's error or gives other guidance. To err is human. The user is the god of the product, how to reduce the frustration of the user after the mistake through design.
Mistakes are always productive, tolerate the mistakes of users, and do not tolerate the mistakes of products.
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Interact with users more, understand their use needs, operating habits, so as to further improve the ease of use in the general common-sense user interaction behavior, which requires not only understanding of users, and working with them, but also need to have certain creative ideas, so that they realize that the value of user experience personnel is not only in the microphone.
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When data is applied to economic research, people are often keen to pursue numerical accuracy in order to ensure the "precise guidance" of economic projects, forgetting that data can also be used to design and improve user experience. So how can data be used to design and improve the user experience? Whether it is a narrow pure interface design or a broader product design, the use of data in design can be viewed from such a dimension, there are not only a very small amount of data at the expert level, but also a slightly larger amount of qualitative data, as well as a large amount of quantitative data.
1.Expert perspective - the so-called expert perspective is an analysis of what kind of functions users will need when using their own products and what kind of performance the product will produce when making products, or in the process of making products.
2.Qualitative data – Qualitative data usually refers to taking a certain sample size, not too much, but it's not like one or two so-called expert data, it's usually dozens of orders of magnitude, getting some validation of the idea of the product, thus helping you figure out the direction of your product as early as possible.
3。Quantitative data - quantitative data is actually a luxury only after entering the Internet era, when entering the era of Internet products, Internet products with its data are real-time connectivity, developers can get fast, large, real user data.
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To be precise, user experience is not done by a single company in the company, but by the whole company.
Here's a simple example:
When customers go to a snack store to buy snacks but find that it tastes bad, they will generally call ** to the customer service to complain and give feedback. At this point, the customer service can only calm my emotions and promise to make improvements, but the customer service cannot optimize the product. At this time, the customer service will report the problem to the product department, and the product department will discuss how to improve it based on my feedback.
If it is found that this is a problem caused by improper operation of the assembly line during actual production, then this needs to be solved by the production department; If the product department finds that this is caused by the quality of the raw materials, then the purchasing department is responsible for finding a more suitable source.
Through this example, we can see that the success of a product involves many aspects, and it is difficult to use a single department to coordinate and improve the experience of a product as a whole.
We can cooperate with specialized user experience management companies, ask them to design questionnaires to investigate and evaluate user satisfaction and experience, and then analyze the data, put forward strategic suggestions, improve brand customer stickiness, and help product upgrades. The author checked the user experience management companies on the market and found that this product is more in line with this research process. They can professionally study user portraits, consumer behaviors and attitudes, so as to accurately deliver questionnaires, and analyze ** data through a variety of models to provide customers with customized research solutions for nucleo-derived research.
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There are 233 days left before the licensed pharmacist exam, if you want to pass the exam at one time, it is best to have a professional teacher to guide you, and help you come up with a reasonable review plan, which is conducive to your learning direction and key difficult learning. It is best to go to Wendu to find a professional person with experience in preparing for the exam. There will also be ** and past question resources.
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