軟件設計師中級 百度知道_設計師應該知道什么

軟件設計師中級 百度知道

… and no, it doesn’t have to be how to code.

……而且,不必一定要編碼。

Here are a few points that have helped me assess what technical knowledge is necessary for designers to be successful.

以下幾點幫助我評估了設計師成功所需的技術知識。

為什么設計師不必知道如何編碼 (Why it’s not necessary for designers to know how to code)

One very simple reason: division of labor.

一個很簡單的原因: 分工

I’m not saying designers won’t benefit greatly from adding code to their skill set, but in my experience, this question arises mostly when the outcome of the production team doesn’t match the design specifications.

我并不是說設計師不會因在他們的技能組合中添加代碼而受益匪淺,但是根據我的經驗,這個問題主要是在生產團隊的結果與設計規范不符時出現的。

Nonetheless, like in team sports, the worst you can do when your team is underperforming is to take over your teammates’ roles — whether or not you are actually capable of doing it. Focus on yours and trust them to do theirs.

但是,就像在團隊運動中一樣,當團隊表現不佳時,最糟糕的事情是接管隊友的角色-無論您是否真的有能力做到這一點。 專注于您的相信他們會做他們的

相反,知道你的媒介 (Instead, know your medium)

Like print designers should know how a professional printer works, digital designers should have a deep understanding of what’s possible to create in their field, whether it’s an operating system or web browsers.

就像印刷設計師應該知道專業打印機的工作原理一樣,數字設計師應該對自己領域中可以創建的內容深刻的了解 ,無論是操作系統還是Web瀏覽器。

盡可能可行地建造 (Possible as in what’s feasible to build)

Design tools and web browsers are different, and most design tools are not code-based nor rendered by a browser engine. Don’t create an image of something that is impossible to code.

設計工具和Web瀏覽器不同,大多數設計工具不是基于代碼的,也不是由瀏覽器引擎提供的。 不要創建無法編碼的圖像。

*Side note on the relative notion of possible/impossible in this context: in the tech world, almost anything is possible. It’s more a question of is it worth the time and resources, given the constraints of your project.

*在此情況下有關可能/不可能的相對概念的旁注:在技??術世界中, 幾乎所有可能都是可能的 。 考慮到項目的限制,這是否值得花費時間和資源呢?

If you take the context of the web, for example, it is fluid, dynamic, animated… Different people with different capabilities and different devices are accessing the Internet all over the world. Creating one static image is most certainly not going to be enough, because you won’t be in control of the end product that your user will experience.

例如,如果以網絡為背景,則它是動態的,動態的,充滿活力的……具有不同功能和設備的不同人正在訪問Internet。 創建一個靜態圖像肯定是不夠的,因為您將無法控制用戶將體驗到的最終產品。

可能與當前可用的一樣 (Possible as in what’s currently available)

This is the other side of the coin: almost every day new functionalities are added to the field, new ways to solve your users’ problems. Developers should learn how to implement them, and designers should know they exist, and when to use them.

這就是問題的另一面:幾乎每天都有新功能添加到該領域,這是解決用戶問題的新方法。 開發人員應該學習如何實現它們, 設計人員應該知道它們的存在以及何時使用它們

Don’t get blocked by what I call the mechanic syndrome: letting somebody else’s technical knowledge dampen your creativity by telling you that something is not possible to achieve — or too expensive. You should know and have a basic understanding of what needs to happen to execute your vision.

不要被我所說的機械綜合癥所束縛 :讓別人的技術知識告訴你不可能實現的事情或太昂貴,從而削弱了你的創造力。 您應該了解并基本了解執行愿景需要做什么。

而且不要忘記邏輯 (And don’t forget logic)

That’s another technical bit that designers should master because the digital world is also a very logical one.

這是設計師應該掌握的另一種技術位,因為數字世界也是一個非常合乎邏輯的世界。

Do you know what’s the difference between “a AND b”, and “a OR b”?

您知道“ a AND b”和“ a OR b”有什么區別嗎?

Logic will help you define all of the cases needed for your users’ flows and not forget edge cases, empty states, user and system errors…

邏輯將幫助您定義用戶流程所需的所有情況,而不會忘記邊緣情況,空狀態,用戶和系統錯誤……

結論 (In conclusion)

I think production teams in the digital space would greatly benefit from more overlapping between designers and developers, and having more people in the middle — call them UX Engineers, Creative technologists, or whatever you like.

我認為,數字空間生產團隊將從設計師和開發人員之間的更多重疊中受益 ,并將更多的人引入中間,他們將被稱為UX工程師,創意技術人員或您喜歡的任何人。

Understanding the roles, responsibilities, and concerns of each side doesn’t mean that everybody needs to know how to do everything, but it helps to understand where everyone is coming from and what they need in order to achieve optimal collaboration.

理解雙方的角色,責任和關注并不意味著每個人都需要知道如何做所有事情,而是有助于了解每個人來自何處以及他們需要什么以實現最佳協作。

Now that I’ve outlined what’s on a designer’s plate, next I’ll tackle the opposite direction of this two-way street, from the perspective of the developer.

現在,我已經概述了設計師板上的內容,接下來,我將從開發人員的角度來處理這條雙向路的相反方向。

翻譯自: https://medium.com/ccoutzoukis/what-designers-should-know-7e643dd25a93

軟件設計師中級 百度知道

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