User experience road long product design common 5 errors

often feels that he has to rely on WeChat’s circle of friends to learn about the outside world, but that’s more than just a timeline for everyone to eat and drink. Happen to others on the passions, like the world scenic lands endemic culture, what is the significance to me." What, the, hell, I, m, doing, here,

weekend evening, pulled the curtains open the dim lamp in the room, almost lost the perception of time. Listening to a 27 minute song from Neil Young, the song is ranked second on the Psychedelic Pill, 10 minutes shorter than the first.

often feels that he has to rely on WeChat’s circle of friends to learn about the outside world, but that’s more than just a timeline for everyone to eat and drink. Happen to others on the passions, like the world scenic lands endemic culture, what is the significance to me." What, the, hell, I, m, doing, here,

in this quiet down state of mind, to the text is to show, I want to let others see what, so you resonate with what kind of identity? "But I m" a creep.

"The

show is still going on. Let’s see the translation this week. Original title to see I feel very boring (and I long words is my own more boring added), read carefully think higher level than the title Station Express, so is love. The original author, Julie Zhuo, Facebook product design director, seems to have read several of her writing on Medium. Let’s begin.

does not make mistakes in the course of learning. The errors in the design flow of these products mentioned in this article, I have committed many times, and have seen a lot of people committing the same mistakes. Fortunately, there is something called the Internet. There is a medium called an article. We can discuss these mistakes and the causes behind them. We will avoid them as much as possible in the future.

1. excessive restrictions on Design Exploration

 

in practical work, there are usually two factors that restrict our exploration of design.

time,

"quick iteration" is a great temptation for a product team. With three months to make some minor adjustments, or spend six months to throw a major improvement, I believe most teams will choose the first time in the vast majority of the time, and so do I personally. What can you do with existing products in three months? Usually only minor iterations can be made. In certain product stages, this is understandable, especially if your product is basically stable

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