注意力机制的提出者

Being able to successfully communicate your message is as important (if not more) as the message itself.

能够成功传达您的消息与消息本身一样重要(如果不是更多的话)。

Designers frequently overlook the importance of presenting designs. And for some of us who do, treat it as a transaction instead of being mindful about it. There is nothing easy about presenting one’s designs and requires a lot of confidence and practice.

设计师经常忽略提出设计的重要性。 对于我们中的某些人,将其视为一项交易,而不是专心于此。 介绍一个人的设计绝非易事,需要大量的信心和实践。

Over the years, having presented countless designs (of every possible readiness), one of my most important learnings has been to be intentional about putting up my designs for review and getting the stakeholders on board.

多年以来,提出了无数的设计(每一种可能的准备情况),我最重要的学习之一就是刻意提出我的设计以供审核,并让利益相关者参与其中。

The following are 4 questions that have enabled me to be a more thoughtful presenter and get stakeholders on board.

以下是4个问题,这些问题使我成为了更具思想的演讲者,并吸引了利益相关者加入。

1.我是否提出或收到有关我的设计的反馈? (1. Am I presenting or getting feedback on my designs?)

Set an appropriate context at the beginning of the meeting. One of my favorite slides in a presentation deck is often the “Asks” slide. It helps the presenters to be clear in the input they require from their audience and it reminds the audience why they are in the room while keeping the discussion focused. At the very beginning, explain to the audience the type of feedback you are and are not looking for.

在会议开始时设置适当的上下文。 在演示平台中,我最喜欢的幻灯片之一通常是“ Asks”幻灯片。 它可以帮助演示者弄清楚他们需要从听众那里得到的信息,并且可以提醒听众为什么他们在会议室的同时保持讨论的重点。 在开始时,向听众解释您正在寻找和不希望寻找的反馈类型。

Presentations are generally structured and one-way communication. Use this type of conversation when you want to present completed work for approval or as a show and tell to share your learnings and work. Presentations follow a strict structure of the problem you are trying to solve, who is the problem about and how did you solve it. I feel most comfortable in presenting the design solution that I am most confident about (or worked out the best) instead of discussing the entire step by step design process or the n number of explorations. It makes the audience give focused feedback instead of getting confused.

演示通常是结构化的和单向通信。 当您要展示已完成的工作以供批准或作为表演并告诉分享您的学习和工作时,请使用这种类型的对话。 演示文稿遵循您要解决的问题的严格结构,问题的源头和解决方式。 我感觉最舒适的呈现设计解决方案,我最有信心(或制定出最好的),而不是在讨论由步设计过程中,整个阶梯或探索的n个。 它使听众给出集中的反馈而不是感到困惑。

Critique or reviews, on the other hand, are intended to get focused feedback on your in-progress designs. Use these when you need clarity/constructive inputs from your team to validate design choices or overcome one or more specific obstacles. Kick off a critique by stating the problem at hand, followed by design(and/or business) goals and user scenarios. Critiques work best when unfinished work is discussed. This encourages the audience to give honest feedback as the work doesn’t come across as final and finished. The intent is not to just show designs but tell the rationale/thinking behind them as well. Another important information to be shared during these sessions are the project constraints and learnings from previous critiques (if any). Discuss the timelines/priorities and business limitations of the project at hand to give your audience the context of the project.

另一方面, 评论或评论旨在针对您正在进行的设计获得重点反馈。 当您需要团队提供清晰/有建设性的意见来验证设计选择或克服一个或多个特定障碍时,请使用这些。 通过陈述眼前的问题,然后提出设计(和/或业务)目标和用户场景,开始进行批评。 当讨论未完成的工作时,批判最有效。 这鼓励了听众给出诚实的反馈,因为工作并没有最终完成。 目的不仅是展示设计,而且还告诉他们背后的原理/想法。 在这些会议期间要共享的另一个重要信息是项目约束和以前的批评(如果有)的经验教训。 讨论手头项目的时间表/优先级和业务限制,以便为您的听众提供项目背景。

2.我想向谁传达信息? (2. Whom am I trying to convey my message to?)

Knowing your audience is primal. As designers, we are taught to understand our users before we start solving problems for them. Extend this practice outside the domain of “problem-solving” to understand your users (audience) for your product (presentation/designs) and make it relevant for them. Take time to understand what success looks like to them and tailor your message accordingly.

了解您的听众是最原始的。 作为设计师,我们被教导要在为用户解决问题之前先了解他们的用户。 将此实践扩展到“问题解决”领域之外,以了解您的用户(受众)对您的产品(演示/设计)的了解并使其与他们相关。 花些时间了解他们的成功模样,并相应地调整您的信息。

If you are presenting to an audience who is equally invested in your users and solving their problems, walk through your design solutions and explain your rationale. Talk about your approach and its benefits. However, if the success of your audience lies in the efficient use of time and resources of the company, it would help to spend more effort on how your designs solve the (project/business) goals instead of deep-diving into the rationale behind each of your solution.

如果您要展示给同样投入用户并解决用户问题的受众,请遍历您的设计解决方案并解释您的理由。 谈论您的方法及其好处。 但是,如果听众的成功在于有效利用公司的时间和资源,那将有助于在设计如何解决(项目/业务)目标上花费更多的精力,而不是深入探讨每个目标的原理。您的解决方案。

3.我的文物能否准确传达我的信息? (3. Do my artifacts accurately convey my message?)

What and how you communicate should be in line with your intent. For example, If the intent is to convey what your design does, get rid of the embellishments and visual elements so that your audience does not focus on the visuals.

您的沟通方式和方式应符合您的意图。 例如,如果要传达您的设计意图,请摆脱装饰和视觉元素,使您的听众不再关注视觉效果。

A helpful question to ask yourself here would be: “Am I using the right fidelity of mock-ups?”. There are various fidelities in which you would want to convey your message:

在这里问自己一个有用的问题是:“我使用的是正确的逼真模型吗?”。 您可以通过多种逼真度传达您的信息:

  • Rough, hand-drawn sketches and concept maps

    粗略的手绘草图和概念图

    Use this to convey that you are in the ideation phase. Loose hand-drawn sketches will help you understand and explore the problem space better while allowing you to quickly synthesize your understanding.

    使用它来传达您处于构思阶段。 宽松的手绘草图将帮助您更好地理解和探索问题空间,同时使您能够快速综合理解。

  • Low/Medium-fidelity wireframes

    低/中保真线框

    Move to low/medium-fidelity wireframes when you have started to turn your ideas into artifacts and are ready to get some early feedback. Depending on your needs and time at hand, these could either be hand-drawn (paper sketches) or digital.

    当您开始将想法变成工件并准备好获得一些早期反馈时,请移至低/中保真线框。 根据您的需求和手头的时间,这些可以是手绘的(纸质草图)或数字的。

    The benefits of using low/medium-fidelity includes:

    使用低/中保真度的好处包括:

    1. Apt for concept validation. Focus on getting feedback on workflows and conveying “how the design works” before you start focusing on the visual details.

    1.用于概念验证的公寓。 在您开始关注视觉细节之前,请集中精力获取工作流程的反馈并传达“设计的工作原理”。

    2. Including non-designer stakeholders in your ideation process and quickly explore many ideas.

    2.在构思过程中包括非设计师的利益相关者,并快速探索许多想法。

    3. Users respond much better to this fidelity during user testing. It makes your designs look like a work in progress, but concrete enough to convey your message.

    3.在用户测试期间,用户对此保真度的响应要好得多。 它使您的设计看起来像是进行中的工作,但具体到足以传达您的信息。

  • High-fidelity mockups

    高保真模型

    High fidelity mocks communicate the final designs and are closest to reality. Use them in the refinement stage of your design process to get feedback on the final visual cues (graphics, layouts, etc.) in addition to the workflows. These are especially useful in getting pointed feedback on particular aspects of the product. These, however, might give the impression that your designs are fairly finalized and hence invite very few opportunities for radical feedback on workflows.

    高保真模拟传达最终设计,并且最接近现实。 在设计流程的优化阶段使用它们,以获取有关工作流程之外的最终视觉线索(图形,布局等)的反馈。 这些对于获得有关产品特定方面的明确反馈特别有用。 但是,这些可能给人的印象是您的设计已经相当确定,因此很少有机会获得有关工作流的根本性反馈。

  • Interactive prototypes

    互动原型

    Interactive prototypes are very useful for user testing and validation, wherein you want the users to self drive the session. It’s a great way to test the finer details like micro-interactions and expose a potential design flaw before one starts investing in the real code.

    交互式原型对于用户测试和验证非常有用,其中您希望用户自行驱动会话。 这是一种很好的测试微交互等细节并暴露潜在的设计缺陷,然后再开始对真实代码进行投资的好方法。

Adam Wilson on 亚当·威尔逊 ( Unsplash Undersplash)摄

“UX Prototypes: Low Fidelity vs. High Fidelity” is a thorough read about deciding which fidelity of prototype is the best for you.

“ UX原型:低保真与高保真”是有关确定哪种原型保真度最适合您的详尽阅读。

4.我的信息值得纪念吗? (4. Is my message memorable?)

The story is the key. When your audience leaves the room, they might forget how your designs looked like but they will always remember your story. Instead of jumping around art-boards, showing disconnected/random UI screens, walk through the flow of your designs as an actual use-case. Tell the story of a day in the life of your users, their pain points and how you saved their day.

故事是关键 。 当您的观众离开房间时,他们可能会忘记您的设计外观,但他们将永远记住您的故事。 代替在美术面板上跳动,显示断开/随机的UI屏幕,而是作为实际用例遍历设计流程。 讲述用户生活中一天的故事,他们的痛点以及如何挽救他们的一天。

Choosing an apt metaphor or a persona will help you convey your message through something that your audience already knows and cares about. These could be already established user personas in your teams/organizations. For example, within the Photoshop Express team, we have a shared understanding of our user aka hobbyist or a social sharer, and all our discussions revolve around them.

选择一个合适的隐喻或一个角色,将帮助您通过受众已经知道和关心的东西传达您的信息。 这些可能是您的团队/组织中已经建立的用户角色。 例如,在Photoshop Express团队中,我们对用户(又称业余爱好者)或社交共享者有共同的理解,并且所有讨论都围绕他们进行。

Although, it’s very easy to go overboard. Make sure the metaphor doesn’t overpower your message.

虽然,这样做很容易。 确保隐喻不会压倒您的信息。

Narrate a story by choosing an apt actor that the audience understands and cares about. Screenshots from one of my early presentation decks.
通过选择观众可以理解和关心的合适演员来讲述一个故事。 我早期演示文稿之一的屏幕截图。

翻译自: https://uxdesign/4-things-to-be-mindful-of-before-presenting-designs-c72a53f42745

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