墨刀原型制作 位置選擇
The ‘role’ of a designer has been a topic of discussion several many years now. In the past decade, the role of a Designer got split into several different roles like — Graphic Designer, User Experience Designer, Interaction Designer, etc.
設計師的“角色”多年來一直是討論的話題。 在過去的十年中,設計師的角色被劃分為多個不同的角色,例如圖形設計師,用戶體驗設計師,交互設計師等。
Similarly, design has also evolved drastically. We went from focusing solely on physical/print design to web designing, to now designing for several forms of screens. (Linking this wonderful article that talks about this evolution)
同樣,設計也發生了巨大的變化。 我們從僅專注于物理/印刷設計到網頁設計,再到現在為多種形式的屏幕設計。 (鏈接 這篇 討論這種演變的 精彩 文章 )
Let’s focus on the last one for a moment, because that is where we are right now — As designers, our focus and goal now are to create delightful experiences that work out all sorts of devices; that can also be consumed by the audience we intend to target. The designs go through their usual cycle of iterations and testing before they can be approved by the clients or stakeholders.
讓我們暫時關注最后一個,因為那是我們現在的位置。作為設計師,我們現在的重點和目標是創造可用于各種設備的令人愉悅的體驗。 也可以由我們打算定位的受眾群體吸收。 在客戶或利益相關者批準之前,設計要經歷其通常的迭代和測試周期。
Up until a few years ago (in some cases, even now), the designs we’d create with a lot of love and care would be shared with our clients in the form of PDFs. Every single design software would offer to convert the designs created into a shareable PDFs or JPGs (they still do). Once in the stakeholders’ inbox, it was up to them to view it in the order we’d send. There was absolutely no way for them to identify the touch-points or follow a user journey unless it was documented separately.
直到幾年前(有時甚至是現在),我們將以極大的愛心和關懷創造出的設計將以PDF的形式與客戶共享。 每個單獨的設計軟件都會提供將創建的設計轉換為可共享的PDF或JPG的功能(它們仍然可以使用)。 進入利益相關者的收件箱后,由他們決定以我們發送的順序查看它。 除非另行記錄,否則他們絕對沒有辦法確定接觸點或跟蹤用戶旅程。
Even though they might not be our end users, we need to make sure that the experience of the stakeholders is exceptional at all times.
即使他們可能不是我們的最終用戶,我們也需要確保利益相關者的經驗始終是卓越的。
原型已完全改變了我們的溝通方式! (Prototyping has completely changed the way we communicate!)
A prototype allows users to interact with what would have been static screens. This makes the experience feel a lot more personal and real than what it would have been. Rather than simply imagining it, users are able to access a functioning replica of the product first-hand and interact with it accordingly. Even if it is not a fancy prototype that has micro-interactions integrated, but a simple prototype that does the job, it would still be a HUGE step up in the experience for the user.
原型允許用戶與原先的靜態屏幕進行交互。 這使體驗比原本的感覺更具個性和真實感。 用戶不僅可以簡單地想象它,還可以直接訪問功能正常的產品副本并進行相應的交互。 即使不是集成了微交互功能的精美原型,而是可以完成工作的簡單原型,對于用戶來說,仍然是巨大的提升。
Design tools are empowering us designers to do the same.
設計工具使我們的設計師能夠做到這一點。
讓我們以Invision為例- (Let’s take Invision for example —)
Invision as a tool is primarily used for prototyping. In the initial versions of the software, designers would need to export every single UI screen created into an image, then upload each image. Once the upload was complete, they’d need to go into each and every screen, create a hotspot, and then link it to the subsequent screen. This process continued till all the screens in the prototype were interconnected.
Invision作為一種工具主要用于原型制作。 在軟件的初始版本中,設計人員需要將創建的每個UI屏幕導出到圖像中,然后上載每個圖像。 上傳完成后,他們需要進入每個屏幕,創建一個熱點,然后將其鏈接到后續屏幕。 這個過程一直持續到原型中的所有屏幕都相互連接為止。
When Invision figured how important prototyping was in the process of design, Craft as a plugin was introduced. Craft has completely changed the way we create prototypes. A simple click on the ‘C’ key allows the designer to quickly link their artboards to one another and export them into a prototype.
當Invision意識到原型在設計過程中的重要性時,便引入了Craft作為插件。 Craft徹底改變了我們創建原型的方式。 只需單擊“ C”鍵,設計人員就可以快速將他們的畫板相互鏈接,并將其導出到原型中。
給所有設計師的說明– (A note to all designers –)
Make prototyping a part of your process. Whoever might be the consumer of your screens — clients for approval, users for testing, engineers for development; whoever they are, DO NOT hand them static screens.
使原型制作成為您過程的一部分。 誰可能是您屏幕的使用者-要批準的客戶,要測試的用戶,要開發的工程師; 無論他們是誰,都不要將它們交給靜態屏幕。
Even if it a simple click-through prototype, put in the extra minutes or hours to create it, and then deliver your final interactive experience. Being Experience Designers, it should be our goal to offer our users the best possible experience, and static screens simply don’t cut it anymore.
即使是簡單的點擊型原型,也要花幾分鐘或幾個小時來創建它,然后提供最終的交互式體驗。 作為體驗設計師,我們的目標應該是為我們的用戶提供最佳的體驗,而靜態屏幕再也不會減少。
升級您的游戲– (Upping your game –)
If you are interested in taking the experience of your designs further up a notch, you can check out the following link to choose a prototyping weapon of choice.
如果您有興趣進一步提高設計經驗,可以查看以下鏈接,以選擇所需的原型武器。

In my very first article, I wrote about the power of micro-interactions. You will find more information about creating interactive prototypes to further improve the user experience of your product in that article. Check it out, and prototype away!
在我的第一篇文章中,我寫到了微交互的力量 。 您將在該文章中找到有關創建交互式原型以進一步改善產品的用戶體驗的更多信息。 檢查一下,然后原型化!

翻譯自: https://uxdesign.cc/prototyping-isnt-optional-anymore-6c01089682a2
墨刀原型制作 位置選擇
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