Apuntes
3/7
Contenido del apunte (1)
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Goal statement: one or two sentences that describe a product and its benefits for the user, focus on who the product will serve, what the product will do and why the product solves the user's need
Storyboard: a series of panels or frames that visually describe and explore a user's experience with a product
Character: user in your story
Scene: helps us imagine the user's environment
Plot: the benefit or solution of the design
Narrative: the user's need or problem and how the design will solve the problem
Scenario: a short sentence that h us understand the user and their problem we're solving
Visual guides: the place where sketch
Captions: combine the visuals and scenario by describing how the user interacts with the product, describes each frame of the story
Big picture storyboard: focuses on the user experience
Close-up storyboard: focuses on the product
Wireframe: a basic outline of a digital experience, like an app or website
Low fidelity: how closely a design matches the look-and-feel of the final product
Lower amount of complexity
Less refined or polished
Called "lo-fi" for short
Establish the basic structure of a page
Highlight the intend function of the product
Save time and resources
Elements: building blocks for creating a design, squares, circles, lines and text
Industry standards: common ways to indicate page elements
Benefits: inform the elements to be included in your design, catch problems early, get stakeholders to focus on structure, save time and effort, iterate quickly
Benefits of paper wireframes: fast, inexpensive, explore lots of ideas, narrow out focus
Benefits of digital wireframes: pay more attention to the details, easier to share
Escolher os melhores elementos entre as telas de wireframes criadas pra passar pra versão de baixa fidelidade
Moving from paper to digital wireframes:
Is my paper wireframe complete?
Have i received feedback on my paper wireframe?
Am i ready to consider basic visual cues?
Use actual content for important pieces of text
Hold back on adding expressive content (colors, icons)
Information architecture (IA): organizes content to help users understand where they are in a product and where the information they want is
Organizes and defines the overall structure for the app or site
Provides a high-level view of a product
Helps stakeholders review your designs
Helps engineers understand how to organize the data
Allows your ideas to grow and iterate with the design
Gestalt principles: how humans group similar elements, recognize patterns, and simplify complex images when we perceive objects
Similarity: elements that look similar are perceived to have the same function
Proximity: elements that are close together appear to be more related than things that are spaced farther apart
Common region: elements located within the same area are perceived to be grouped together
more...
Prototype: an early model of a product that demonstrates functionality
Low fidelity prototype: a simple, interactive model that provides a basic idea of what the product would look like
Benefits of paper prototypes: inexpensive, rapid iteration, low commitment, encourage honest feedback, collaborative activity
Drawbacks of paper prototypes: hard to interpret, tested in person, difficult to create with a remote team
Implicit bias: the collection of attitudes and stereotypes we associate to people without our conscious knowledge
Deceptive patterns: UX methods that trick users into doing or buying something they wouldn't otherwise have done or bought, are ethically wrong and not a good business practice
Roach motel (inscrições pagas quase impossíveis de cancelar ou sem o suporte técnico pra ajudar a cancelar), is easy to sign in but hard to sign up
Forced to continue (não notificar que o free trial está acabando)
Sneak into basket (produtos não adicionados ao carrinho, por exemplo seguro de celular ao comprar apenas o celular, ou seguro de viagem ao reservar apenas o hotel)
Hidden costs
Confirmshaming (alertas como "Não, não quero contribuir com o meio ambiente" ao invés de ser apenas "Aceito talheres"), user feels bad and guilty
Urgency (compras limitadas ou com contadores)
Scarcity (faz o usuário se sentir ucuado sobre comprar algo, seja pela quantidade de itens no estoque ou quantas pessoas adicionaram aquele item ao carrinho, fazendo o usuário comprar ás pressas, sendo manipulado e normalmente os números são fake)
As pessoas são sedentas por notificações, por isso muitas redes sociais enviam notificações as ou antigas, pro usuário sentir a dopamina e a urgencia de ir ver o que é, e assim ficar mais feliz ou intrigado, pois sem notificação a pessoa se sente frustrada e triste, atualizando a página ou o app pra notificações recentes.
Información
- Descripción
- Designer Instrucional UX Google Apunte sobre 3/7, creado por Tayssa Antoniasse el 22/12/2023.
- Creado por
- Tayssa Antoniasse · dic 2023
- Actualizado
- 22 dic 2023
- Visitas
- 0
- Valoración