1) internal mining: brainstorming, business requirements, operational feedback, product manager.
2) External mining: user research (usability test, focus group, questionnaire, A/B test, etc. )
1.2 demand classification
1) universal four-quadrant method
Applicable scenario: When interaction designers receive many requirements,
Important and urgent needs: get it right away.
② Important but not urgent requirements: scheduling implementation.
3 unimportant but urgent needs: need to be considered.
(4) It is not important or urgent: it does not need to be realized.
2) Carnot model
Applicable scenario: Among the collected requirements, which requirements can significantly improve user satisfaction?
KANO model is a useful tool invented by Noriaki Kano, a professor in tokyo institute of technology, to classify and prioritize users' needs. Based on the analysis of the influence of user demand on user satisfaction, the nonlinear relationship between product performance and user satisfaction is reflected.
(1) must have (Must-have)
(2) Expected (linear)
(3) Exceeding expectations (exciter)
3) Maslow's hierarchy of needs theory
Applicable scenario: What is the value of requirement realization?
This theory was put forward by abraham maslow, an American psychologist, in his paper The Theory of Human Motivation 1943. Like a ladder, people's needs are divided into five categories from low to high, namely, physiological needs, security needs, social needs, respect needs and self-realization needs.
① Physiological needs
② Safety requirements
③ Social/emotional needs
4 respect the needs.
(5) the need for self-realization.
Note: the demand at the top of the pyramid can maximize profits.
2. 1 Five elements of user experience
Applicable scenario: use the five-element method to guide the framework design of products from different levels.
Strategic level: product goals and their target users (what to do and for whom? What do operators and users want from the website respectively?
Scope layer: the integration of functions and their content requirements (what needs to be done? )
Structure layer: interaction design and its information architecture (how to do it? )
Frame layer: interface design, navigation design and content (information) design (what should I do? )
Presentation layer: the visual presentation of functions and content (what is it like? )
2.2 Magic number 7 2
During the period of 1956, george miller made a quantitative study on short-term memory ability. He found that the human brain can remember 7 (2) pieces of information at its best, and after remembering 5-9 pieces of information, the human brain began to make mistakes. Similar to Schick's law, the magic number 7 2 rule is often applied to the interactive design of mobile applications, such as no more than five tabs.
2.3 Hick's Law
Regular content: The more choices a person faces (n), the longer it takes to make a decision (t). Expressed by mathematical formula as reaction time T=a+b log2(n). Widely used in the design of menus and submenus in software/website interfaces, and also suitable for mobile devices.
2.4 Occam razor principle (simple and effective principle)
This principle is called "Don't add entities unless necessary", that is, if there are two designs with equivalent functions, then choose the simplest one.
2.5 card classification
Applicable scenario: Help us design navigation, menu and classification. For example, are the two functions of bank APP transfer and balance inquiry put together? What about fund collection?
Card classification is a method to plan and design the information architecture of Internet products or software products. Which belongs to a method in user research. Simply put, it is a way for users to classify information cards (or menu cards) so as to obtain information relevance. Finally, we put more related menus together to form a more scientific information grouping.
3. 1 Gestalt Psychology
Applicable scenario: When designing the interface, choose shapes that are easy to understand and organize related elements together.
3.2 four strategies of interaction design
Applicable scenario: organization of interface design elements
1) Delete-Remove unnecessary buttons until they can't be reduced any more.
2) Organization-grouping buttons according to meaningful criteria.
3) Hide-Hide those unimportant functions to avoid distracting users.
4) Transfer-Keep only the most basic functions in the main interface/device, and transfer other controls to other interfaces/devices/users.
3.3 Nielsen usability ten principles
Applicable scenario: an important reference index for product design and user experience design.
1) system state visibility system visibility principle
2) Matching between the system and the real world (appropriate environment)
3) User control and free user control and freedom (undo redo principle)
4) Consistency and standardization (consistency principle)
5) Error-proofing principle
6) Recognition is better than memory (accessibility principle).
7) Flexibility and efficiency (principle of flexibility and efficiency)
8) Beautiful and simple design Beautiful and simple design (easy scanning principle)
9) Help users identify, diagnose and recover from mistakes (fault tolerance principle).
10) Help and documentation? Help Document (Humanized Help Principle)
3.4 Fitz's Law Fitz's Law
Applicable scenario: menu design, click on object size design.
The content of the law: the time required to move from a starting position to a final target is determined by two parameters, the distance to the target and the size of the target (D and W in the above figure), which are expressed by mathematical formula as time T = a+b log2(D/W+ 1).