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I would like to open with a problem.

我想開一個問題。

Why are so many designer going straight to pixels?

為什么這么多設計師直接使用像素?

Over the past few years i’ve witnessed this in my team, my clients and others throughout the industry. Our people are seemingly reluctant to draw.

在過去的幾年中,我在團隊,客戶以及整個行業中的其他人中見證了這一點。 我們的人民似乎不愿抽簽。

We’ve all been beaten over the head with the benefits of failing early and often, but the quickest way to create something is certainly not by putting it on screen. What I what to talk about today, is getting ideas out of your head & onto paper. Design thinking tells us that exploring many ideas at low fidelity is the best way to navigate towards an optimal solution, it also tells us that we’re less likely to become tied to our designs and therefore more willing to let them go and move forward. So why do so many of us, outside of workshop and training, differ to our MacBooks and open up a sketch file when posed with a design challenge?

我們所有人都因盡早失敗而經常遭受失敗而屢屢遭受挫折,但是創建某些事物的最快方法當然不是將其放到屏幕上。 我今天要談論的是,將想法浮出水面,寫在紙上。 設計思想告訴我們,以低保真度探索許多想法是尋求最佳解決方案的最佳方法,它還告訴我們,我們不太可能與我們的設計聯系在一起,因此更愿意讓它們繼續前進。 那么,為什么我們中的許多人(在車間和培訓之外)與MacBook不同,并在面臨設計挑戰時打開草圖文件?

“The key is to be quick and dirty — exploring a range of ideas without becoming too invested in only one.” — Tom Kelly, IDEO

“關鍵是快速而骯臟-探索一系列想法,而不必太投入于一個。” — IDEO的Tom Kelly

Investing less time in our early concepts minimises anchoring and confirmation biases. And, solving problems with pixels limits our full capacity for exploration. Yes, this means you too low-fi Axure prototype.

在我們的早期概念中投入更少的時間可以最大程度地減少定位和確認偏差。 并且,解決像素問題限制了我們的全部探索能力。 是的,這意味著您的低保真Axure原型。

By nature this medium brings with it more freedom to think outside your art-board and is also far more open to collaboration. Sketching is also wonderful for use in testing. I’ve said it and I’m sure you have too?—?by testing at low-fidelity our users are far more likely to provide honest feedback. I’ve had wonderful results testing with sketches on sheets of A4 paper.

從本質上講,這種媒體為您帶來了更大的自由,可以在您的畫板之外進行思考,并且對合作更加開放。 草繪對于在測試中使用也非常有用。 我已經說過了,而且我敢肯定, 通過 低保真度 測試, 我們的用戶也更有可能提供誠實的反饋。 使用A4紙上的草圖進行測試時,我獲得了出色的結果。

We have access to an endless supply of digital templates and kits, yet we seem to be failing to arm ourselves with the simple power of pen & paper. People come to UX from all walks of life and our industry is the better for it – Industrial design, Psychology, Sociology, Marketing, Graphic Design & even Law. We are not all then readily equiped with wonderful sketching skills, but we can be trained and it doesn’t need to be sophisticated.

我們可以使用無窮無盡的數字模板和套件,但是似乎無法用筆和紙的簡單功能武裝自己。 人們來自各行各業的UX,而我們的行業對它更有利-工業設計,心理學,社會學,市場營銷,圖形設計甚至法律。 那時我們還不具備出色的素描技巧,但是我們可以接受培訓,不需要太復雜。

One of the things I am most grateful for from my time at industrial design school is what ‘POP modelling’ taught me. POP simply stands for Proof of Principle. That is, what is the quickest way one can demonstrate the principle of a thing. The look, feel and it’s function. In design school this took on many mediums–card & paper, blue insulation foam (my favourite), vacuum formed plastics, balsa wood, plumbing parts & lots of hot glue. What this teaches us is that when you want to understand how a person interacts with an object, make it real. Using these basic materials we can convey geometry, texture & even weight. Digital too has these greater relationships with geometry, more than what you see on screen at any one-time, especially in the case mobile apps. Depth, motion, tactility and the storing of this geometry when it is off-screen, out of sight.

自從在工業設計學校學習以來,我最感激的一件事就是“ POP建模”教給我的東西。 POP僅僅代表原理證明。 也就是說,最簡單的方法可以證明事物的原理。 外觀,感覺及其功能。 在設計學校,它采用了多種介質,包括卡片和紙,藍色絕緣泡沫(我最喜歡的),真空成型塑料,輕木,水暖零件和大量熱膠。 這告訴我們的是,當您想了解人與物體的交互方式時,請使其真實。 使用這些基本材料,我們可以傳達幾何形狀,質地甚至重量。 數字技術與幾何的關系也更緊密,比您一次在屏幕上看到的更為重要,尤其是在移動應用程序中。 在屏幕外看不見時,此幾何的深度,運動,觸覺和存儲。

We as humans relate digital experiences to those we have come to know from non-digital mediums, and so the mental model is passed over. Herein lies the opportunity.

作為人類,我們將數字體驗與我們從非數字媒體中了解到的體驗聯系起來,因此思維模型被傳遞了。 這就是機會。

How might we encourage designers to think about digital, physically and use basic sketching to expedite a fuller exploration of its function.

我們如何鼓勵設計人員從物理角度考慮數字,并使用基本草圖來加快對其功能的更全面的探索。

Here are some simple steps you can follow to bring this to bear.

您可以按照以下一些簡單步驟進行操作。

第1步-建立共同的愿景 (STEP 1— Create a shared vision)

Get on-board as to why this is important and how this will benefit both creativity and problem solving, resulting in more rounded solutions & designers.

了解為什么這很重要,以及這將如何使創造力和解決問題的能力受益,從而使解決方案和設計師更加全面。

第2步-建立“素描語言系統” (STEP 2— Build a ‘sketching language system')

If you’ve come across Design Language Systems, such as the Global Experience Language (GEL) by the BBC, then you’ll know the amazing power these tools have. If you haven’t, I strongly encourage you to look around or checkout this article by Karri Saarinen about how Airbnb are doing it.

如果您遇到過設計語言系統,例如BBC的Global Experience Language(GEL),那么您將了解這些工具的強大功能。 如果您還沒有,我強烈建議您瀏覽或查看Karri Saarinen的這篇文章,了解Airbnb的工作方式。

For us though I propose a new library of icons, styles, principles & assets, solely made for sketching. This way, anyone can use it. Like sketching ‘on-rails’.

盡管對我們來說,我提議一個專門用于素描的新圖標,樣式,原理和資產庫。 這樣,任何人都可以使用它。 就像在軌道上繪制草圖一樣。

步驟3 –進行培訓 (STEP 3— Conduct training)

This starts with sketching fundamentals & the basic theory alongside the introduction of our new sketching kit. Some simple tips include;

首先從草繪基礎知識和基本理論開始,再引入新的草繪套件。 一些簡單的技巧包括:

  • Markers not pencils — Make it bold and easy to see from a distance. This tends to keep the sketches simple.

    標記而不是鉛筆 -使它大膽且易于從遠處看到。 這傾向于使草圖保持簡單。

  • Use single clean strokes — No artistry here. Try not to over think it and simply commit.

    使用簡單的筆觸 -這里沒有技巧。 盡量不要過度考慮它,而只是承諾。

  • Start with basic shapes — We all know how to draw a line, square, circle and triangle. It’s amazing what we can made with these simple shapes.

    從基本形狀開始 -我們都知道如何繪制直線,正方形,圓形和三角形。 我們可以用這些簡單的形狀制作出令人驚奇的東西。

  • Stick to conventions — A crossed-box denotes a picture. There is no need to overcomplicate things.

    遵守約定 —劃線框表示圖片。 無需過于復雜。

Image for post
Img source: Fritz Frizzante (Dribble)
圖來源:Fritz Frizzante(運球)

Next, we start storyboarding. This enables use to bring an idea to life with annotation, taking the observer on a journey. Linear stories work best. Again, keep it simple and a tell the story of the users interactions.

接下來,我們開始情節提要。 這使人們能夠通過注釋將想法變為現實,從而使觀察者踏上旅途。 線性故事效果最好。 同樣,請保持簡單,并講述用戶交互的故事。

Finally we introduce POP prototyping. Here, alongside our new found sketching powers, we teach how to use the physical, such as paper and card to demonstrate layers, motion & location to bring it all together. Put a special emphasis on where you’re elements live off-screen, how they animate on screen and from what direction.

最后,我們介紹POP原型。 在這里,除了我們新發現的草圖繪制功能外,我們還將教您如何使用物理(例如紙和卡片)來演示圖層,運動和位置,以將它們整合在一起。 特別強調元素在屏幕外的位置,它們在屏幕上的動畫方式以及從哪個方向。

Image for post
Img source: prototypinginteractionmooc.tumblr.com
圖源:prototypinginteractionmooc.tumblr.com

It’s important here to solidify how the use of this physicality allows us to better consider product design principles. Ensure you tie your learning back to Gestalt principles, hierarchy & affordance. In our studio I have created a set of 12 in-house design principle cards, based on a wide range of known principles, heuristics and behavioural biases. Here they are in their simplest form, in no particular order;

在這里重要的是要鞏固使用這種物理方法使我們能夠更好地考慮產品設計原則。 確保您將學習與格式塔的原則,等級和負擔能力聯系起來。 在我們的工作室中,我基于廣泛的已知原理,啟發式方法和行為偏見創建了一套12張內部設計原理卡。 在這里,它們是最簡單的形式,沒有特定的順序。

  1. Keep it simple

    把事情簡單化
  2. Always accessible

    始終可用
  3. Be transparent

    透明
  4. Be consistent

    始終如一
  5. Provide hierarchy

    提供層次結構
  6. Don’t make me read (too much)

    不要讓我讀太多
  7. Don’t expect me to think

    不要期望我會想
  8. Be contextually aware

    注意上下文
  9. Tell stories

    講故事
  10. Make it actionable

    使其可行
  11. Make it smart

    讓它變得聰明
  12. Don’t break conventions

    不要違反約定

第4步-使用它! (STEP 4— Use it!)

The best way to make sure this bright new thing you’ve birthed into the world last the test of time, is to ask everyone to use it in their work. And, when the team creates new assets, review them and add them to your library. This collaboration makes it theirs to own and creates endowment.

確保您在世間歷經時間考驗而誕生的這個嶄新事物的最好方法是要求每個人都在工作中使用它。 并且,當團隊創建新資產時,請對其進行審核并將其添加到您的圖書館中。 這種合作使他們擁有并創造了捐贈。

So now equiped with these new skills, you’re ready to dive in. But, When should I be doing this? you may ask. This is not just a skill for ideation or early concept development. It doesn’t matter how far along you are, whether it be annotating suggestions for improvements, redesigning elements of an existing UI or creating assets for usability testing, you should always go back to the basics and draw.

因此,現在掌握了這些新技能,您就可以開始學習了。但是, 我什么時候應該這樣做? 你可能會問。 這不僅僅是構思或早期概念發展的技能。 無論您走了多遠,無論是對改進的注釋,重新設計現有UI的元素還是為可用性測試創建資產,都應始終回到基礎并進行繪圖。

So go out and fill that paper, those post-its, your whiteboard, chalkboard & whatever else you have, with beautiful sketches. If you’ve found this to be something of use, great!

因此,出去用漂亮的草圖填充紙,那些紙,白板,黑板以及其他任何東西。 如果您發現這很有用,那就太好了!

Remember, when you’re trying to solve a problem, a pen is your friend. Happy designing.

請記住,當您嘗試解決問題時,筆是您的朋友。 設計愉快。

Here are some great resources to refer back to

這里有一些很棒的資源可供參考

翻譯自: https://uxdesign.cc/paper-beats-pixels-2d71c1560f62

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