如何为Windows Phone开发app之构思和概念篇(译)

fmms 12年前
     <blockquote>     <p>译者按:好的设计方法,不会只局限于某一平台,一定是放之四海而皆准。另外原文太长了,因而大部分比较罗嗦的文字没有翻。旨在让大家理解这个方法即可。</p>    </blockquote>    <p>        上一篇文章(<a href="/misc/goto?guid=4958332786766584364">The Design Process of a Windows Phone App</a>)中,我们讨论了为你的 Windows Phone App 定义主题的重要性。构思阶段帮助你提炼你的主题和产生创意。我们探讨过选择主题对用户体验的价值,就像吃饭、跑步、出海而不是 API、RSS 。</p>    <p>        构思和概念阶段会很好玩,尤其是和其他人一起!这个阶段可分为三个步骤:1,头脑风暴,2、探索,3、收敛。概括的讲,头脑风暴步骤产生大量的 idea,探索步骤仔细剖析并研究那些 idea 中的大部分(不是全部),在收敛步骤中你要觉得哪些 idea 会最终被设计为 App。只有极少数的 idea 最终脱颖而出。</p>    <p style="text-align:center;"><img title="clip_image002" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/810caf9eea87c2935733d40a4099ba02.jpg" width="558" height="198" /></p>    <p>        <strong>Brainstorming 头脑风暴</strong></p>    <p>        头脑风暴通常是设计一个 Windows Phone App 的第一阶段。这个阶段只在于你思想的解放。在于你要产生无数的 idea,甚至有些 idea 会非常疯狂。在于你要勇于突破条条框框,提出有创造性的解决方案。</p>    <p>        头脑风暴的最好工具是讲故事和多色的便利贴,草图和情绪板也有帮助。或者这篇 <a href="/misc/goto?guid=4958332787579407109">effective brainstorming.</a>文章也提到了 10 个好方法。</p>    <p>        总的来说,你将用头脑风暴定义两件事情,1、你 App 的大方向2、App 具体功能。</p>    <p>        头脑风暴帮助你提出很棒的方案,为用户提供独一无二的价值,与 Marketplace 中其他 App 产生差异化。</p>    <p>        一旦你决定了总体目标,头脑风暴会帮助你产生和归纳出具体功能。</p>    <p>        首先,你需要提出一个主题或者一个宽泛的用户场景。一个很典型的情况是 “为 API 或者 web 服务而开发 app”。于是我们不过是又设计了成堆的 Yelp!、推ter 又或是 foursquare。然而,试图为那些服务设计最好的客户端并没有错,真正的创新机会出现<strong>为用户体验而设计</strong>,而不是为 API 或者 web 服务。所以,不应该这样说“我将基于 Yelp!API 创造一个 app”,而是说“我将为用户用餐体验而创造 app”。你希望你的 app 有怎样的体验取决于你的业务范围,你的个人喜好,一些你发现人们真正需要的东西。</p>    <p>        在这一阶段我们看到的另一个情况是,一些人在最初的时候就限制了自己。举个例子,他们开始构思阶段就<strong>已经确信</strong>要创造一个“查看股票交易价格”的 app。所以,我们最后只能得到一个股票交易的 app,或者又一个 RSS 阅读 app。关键是<strong>要想有好的点子一定着眼于用户体验</strong>。所以,你要想说“我要发现怎样帮助用户产生好的股票交易体验”。哈,这样就好多了,给你更大的发挥空间。</p>    <p>        一个好的可借鉴的头脑风暴的方法是:主语+对象+动词。</p>    <p>        <strong>主语</strong><strong>+</strong><strong>对象</strong><strong>+</strong><strong>动词 </strong><strong>Subject + Objects + Verbs</strong></p>    <p>        主要的方法和步骤:找三种颜色不同的便利贴,分别写下用户体验相关的主语、动词和对象,并选择其中的一些词汇组合成一个场景。这样的训练激发了 你的创造力,因为它迫使你为那些不是你自己写下的文字提出解决方案——即使别人没选择你写的那些词,你自己也不能去选择。如下图所示</p>    <p style="text-align:center;"><img title="clip_image003" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/8a5373d160f57ead4b33eb4b16c9386f.jpg" width="510" height="565" /></p>    <p>        然后2-3人一组,让他们各选一个词,根据这些词组成的场景来发散出 idea。就像这样:</p>    <ul>     <li>素食女孩+叫喊+双层 Cheese 三明治</li>     <li>小孩+玩+食物</li>     <li>厨师+烹调+土豆</li>     <li>Lady Gaga+ 遇见+菜肴</li>    </ul>    <p>        即使我们不会专门针对 Lady Gaga 开发 app,我们也可以用一个更广泛的概念来替代比如“名人”。所以“名人遇见菜肴”,开发一个跟踪名人去那些地方吃饭的 app?这会像一个名人餐饮地图一样。</p>    <p>        下面的这个例子中的三个词汇的组合真的让我觉得很棒:孩子+玩+食物。我自己永远也不会想到这个场景-因为我还没有孩子。感谢 team 里面其他三个成员,我们得到了这个场景:孩子在餐厅里面玩儿食物——真的令人头疼。</p>    <p>        <a href="http://www.amazon.com/Gamestorming-Playbook-Innovators-Rulebreakers-Changemakers/dp/0596804172/ref=sr_1_1?ie=UTF8&qid=1325720903&sr=8-1">Gamestorming</a> 中讲到的技术会对此有帮助。这是 Impossible Senario 中的一个技术。记住先不要想的太远,不要想如何实现架构等等,就先享受创造力带来的乐趣,剩下的阶段中,你有的是时间去评定优先级,评估技术上的可行性,挑选概念。</p>    <p>        <strong>Impossible Scenario for Kids + Play + Food</strong></p>    <p>        一对父亲带着两三个孩子可能还是个小事,但是同时带着 100 个孩子呢?不可思议对吗?上百位孩子,你可能不知道他们的名字,他们的喜好,他们现在和谁约会,他们中谁是素食者,几岁了等等。一堆夫妻带着 100 个孩子来餐馆,但 100 个孩子同时出现的场景是存在的——真实生活中会有这样的场景,比如一家餐厅或者公共场合,博物馆,麦当劳等等。现在怎样做才能让这些孩子不玩儿食物,不把 事情变得一团糟?怎样能把你的经验传授给其他人呢?假如有个社会化媒体让有带孩子经验的父母 check in,把他们孩子的好习惯传播出来,让其他孩子来学习,这样不是很好吗?</p>    <p style="text-align:center;"><img title="clip_image005" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/3434d1c3f83beea39e79450f3e4c96d2.jpg" width="464" height="335" /></p>    <p>        另外一个技术是<strong>Alternate World</strong>(可替代的世界)。比如说在月球上的餐馆?月球上假如你的孩子抛了个小肉丸怎么办?我仿佛看到这个肉丸飞跃餐馆,打在一个上年纪男人的头上!这给了我灵感,一个让孩子可以在上面任意破坏食物的游戏。哈,水果忍者?或者 Angry bird 遇到或者忍者?</p>    <p>        另外还有一个叫做“<strong>Other’s Shoes</strong>”(别人的鞋)的技术。在用餐场景假扮是别人或者物品。当 然,你可以是扮演一个 waiter,然后从他的角度来看用餐体验。这不仅会让你开拓思路,更能让你和你的团队视角独特。现在,不扮演人,假设你是一盘意大利面,你是怎么被采购 进餐厅,你是怎么做出来的,怎么被端上餐桌,怎么被吃进去…当然这不意味着我们要设计一个意大利面 app,但你可以想想这个生态圈,在柜台、厨房背后发生的事情,我确信你能开发一个全新的 app。</p>    <p style="text-align:center;"><img title="clip_image007" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/8ad8506456f4725fb2ce6a8f54119d73.jpg" width="537" height="483" /></p>    <p>        作者还推荐了两本关于 brainstorming 的书 <a href="http://www.amazon.com/Gamestorming-Playbook-Innovators-Rulebreakers-Changemakers/dp/0596804172/ref=sr_1_1?ie=UTF8&qid=1325720903&sr=8-1">Gamestorming</a> 和 <a href="http://www.amazon.com/Thinkertoys-Handbook-Creative-Thinking-Techniques-2nd/dp/1580087736/ref=sr_1_1?s=books&ie=UTF8&qid=1325720957&sr=1-1">Thinkertoys</a>。</p>    <p>        <strong>Pecha Kucha</strong></p>    <p>        最后向你的 team 汇报你的想法。用 <a href="/misc/goto?guid=4958332790724375279">Pecha Kucha</a> (<em>Chit Chat in Japanese</em>) 的方法。20页 ppt,每页 20 个字。这个方法能强制你概况你的想法。取其精华去其糟粕。</p>    <p style="text-align:center;"><img title="clip_image008" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/4ece99dcdda0a0def76a9dee83eb85d5.jpg" width="510" height="340" /></p>    <p>        <strong>Exploration</strong></p>    <p>        这个阶段中你要探索商业上的可能性,体验是的需求性,技术上的可行性。当然这篇文章中我们还是 focus 在体验上。</p>    <p style="text-align:center;"><img title="clip_image009" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/def2c56934b3c8c76048fb751ca18a81.jpg" width="515" height="367" /></p>    <p>        要细化你在头脑风暴中产生的 idea,延伸,测试他们。下面是一些用的着的工具。</p>    <ul>     <li>Sketching</li>     <li>Storyboarding</li>     <li>Paper Prototyping</li>     <li>Storytelling</li>    </ul>    <p>        <strong>Sketching & Storyboarding</strong></p>    <p>        <a href="/misc/goto?guid=4958332791524117049">boxing glove technique</a> 是你在 sketching 中要掌握的全部技巧。当然不是说你真的要带着拳击手套去 sketch。我们推荐的方法是,用一支粗马克笔来代替拳击手套。便利贴的大小和马克笔的粗度立马限制了你在在 sketch 中增加细节的可能性。<img style="display:block;margin-left:auto;margin-right:auto;" title="clip_image010" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/581c25ca2efa6ec8000958a438701a48.jpg" width="532" height="399" /></p>    <p>        <strong>Paper Prototyping</strong></p>    <p>        纸原型从字面理解是用纸来做“交互”。我个人很喜欢用<a href="/misc/goto?guid=4958332792322457808">3″x 5″ 的便利贴</a>来绘制 Panoramas,Pivots 和 Pages。这是一种快速测试的廉价方法。另外还可把你的原型拍下来放在手机里面去模拟。只要增加一些可点击区域,这些原型就可以动起来了。15分钟用 blend 就可以做一个这样的原型。</p>    <p>        作者还推荐了以下五篇关于纸原型的文章:</p>    <p>        <a href="/misc/goto?guid=4958332793325124895">Paper Prototyping</a></p>    <p>        <a href="/misc/goto?guid=4958332794123566580">Paper Wireframing</a></p>    <p>        <a href="/misc/goto?guid=4958332794914453000">Paper Prototypes: Still Our Favorite</a></p>    <p>        <a href="/misc/goto?guid=4958332795711077011">Looking Back on 16 Years of Paper Prototyping</a></p>    <p>        <a href="/misc/goto?guid=4958332796502236534">Using Paper Prototypes to Manage Risk</a></p>    <p>        <strong>Storytelling</strong></p>    <p>        Some people (including myself) would argue this is the most important of the tools for ideation. Storytelling is indeed fundamental for the whole UX design process. Storytelling allows you to convey scenarios and describe users, problems and solutions in a way that makes sense, that engages people and helps them immerse into a future world where you app exists. Not only it helps you and your teammates and clients understand your vision for an app but it helps in digging deeper into the app and making it more interesting. Good storytelling is also what makes your app sell… selling it investors, to teammates, clients and users. Flat story telling will yield flat apps. Structured and engaging storytelling usually renders in apps that are unique.</p>    <p>        A good way to explain the value of storytelling in user experience design is with words:</p>    <p>        <em>“Storytelling traditionally begins with a “Once upon a time…” opening, and then a storyteller’s silent pause to gather his thoughts. The traditional openings, of which there are many (often with responses from the audience), were “rituals” that served as a signal that the teller was suspending “time and space” as we know it and transporting the audience to a world of imagination and play</em>.” – Barry McWilliams</p>    <p>        <em>“As experiences now span multiple media, channels & formats, we need to look to narrative, interaction, emotional elements to sustain transitions across channels and formats”</em> – Joe Lamantia, Beyond Findability Workshop at IA Summit 09</p>    <p>        <em>“To create a truly memorable and satisfying experience, a UX designer needs to understand how to create a logical and viable structure for the experiences and needs to understand the elements that are important to creating an emotional connection with the product users.”</em> – Cindy Chastain</p>    <p>        <em>“If emotion and meaning can emerge from the harmonizing of elements that make up a story, then to design for optimal experiences we need a story by which to harmonize the elements of a product, service or system.</em>“ – Cindy Chastain</p>    <p>        Storytelling is the foundation for every other way of communicating User Experience and User Interface ideas. Stories can be told with your voice, sketches, storyboards, moodboards and/or videos.</p>    <p>        Telling User Experience stories is not too different from writing movie scripts or novels. Similar elements of storytelling exist for developers and designers to craft engaging and revealing details about user experiences. Common elements of storytelling are:<strong> Theme, World , Character (s) , Props (Objects),  Story (ies)(Plot). </strong></p>    <p>        <strong>Theme</strong> is the one sentence that describes everything. Your foundation. Your mantra. The phrase you and your team will live by. Every scenario, feature, decision, you take about your app needs to pass the Theme filter – the Theme validation. <strong>World</strong> is the setting, the landscape, the room, the street or in the case of digital experiences it’s also screens (of different sizes), or platforms like phones, tablets or even 非死book, where these digital experiences occur. <strong>Characters</strong> are the Subjects or (personas) or other beings that participate in the experience.</p>    <p>        <strong>Props</strong> (Objects) are physical or digital assets that complement the user (s) in their experience. <strong>Stories</strong> define <strong>Actions</strong> are the relations between Subjects and Objects.</p>    <p>        In addition to the elements of a story, the structure is also important. You will find different story formats have somewhat different structures. <strong>A basic story structure consists of: Setup, Confrontation and Resolution</strong>. So, when defining and telling a user experience story, begin by laying out the users and their context. You can then establish their problem or goal and finally explain how this scenario is solved with the use of your app. The biggest risk of stories is for them to be flat – instead, tell stories that have spikes of revelations and aha moments, perhaps everything seems lost and then your feature solves it all.</p>    <p style="text-align:center;"><img title="clip_image012" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/c9a7cf2a1426931974f198646441d2e9.jpg" width="498" height="511" /></p>    <p>        You can express user experience stories by writing them down and by using some sort of visual media like sketches in storyboards and/or moodboards. Also note that storytelling in User Experience design is multidimensional meaning there are different levels of the experience for which you can write a story. First you might want to write the top level app end-to-end story. Then you might want to write a story to describe the top feature buckets. Finally you could write stories for specific features.</p>    <p>        A really valuable technique I learned while doing marketing is to write mini-stories called elevator pitches which is basically being able to convey a story in 30 seconds or less. If you cannot describe your app, your core feature area or a specific feature in less than 30 seconds then chances are you have not yet got a hold of the scenario or feature and you need more time to explore it.</p>    <p>        “If you can’t tell your app or specific feature story in 140 characters, chances are you need to do more exploration before continuing with the process.”</p>    <p>        An even more effective technique I’ve been using lately is to describe your app, your core feature area or specific feature in today’s world elevator pitch standards: 非死book status and Tweet. So try writing a mini story (really nano-story J) for the 420 character limit for 非死book status and then a 140 character mini story for 推ter. If you cannot express your app or feature with these limited set of characters then just as previously mentioned, chances are you might not have yet nailed down the user experience thus more exploration is required. When teams have a conflict agreeing on a Tweet long story that describes their app or features of their app then it’s good to go back and talk more about the app or feature looking for the key elements it is contributing to the user experience.</p>    <p>        Here are some good descriptions I’ve found in the Windows Phone Marketplace:</p>    <p>        <strong>CocktailFlow</strong></p>    <p>        <strong>Tweet</strong> <em>Browse, find and discover cocktails with a continuously growing collection of drinks.</em></p>    <p>        <strong>非死book</strong> <em>Browse, find and discover cocktails with a continuously growing collection of drinks. The application features beautifully presented recipes and identifies cocktails that can be made from ingredients in your bar. It also gives suggestions on what ingredients to buy next to make additional delicious cocktails.</em></p>    <p>        <strong>Seesmic</strong></p>    <p>        <strong>Tweet </strong><em>Seesmic lets you update and view multiple social networks in an efficient and powerful application.</em></p>    <p>        <strong>非死book</strong> <em>Seesmic lets you update and view multiple social networks in an efficient and powerful application. Manage multiple 推ter accounts, your 非死book account, your Salesforce Chatter account and organize all your accounts, searches, trending topics and lists in your customizable “spaces” dashboard.</em></p>    <p>        <a href="/misc/goto?guid=4958332797289605811">Experience Themes: An Element of Story Applied to Design</a> was a terrific session presented by Cyndi Chastain at the IA Summit 2009 in Memphis. She talks about storytelling for user experience designers and developers. <a href="/misc/goto?guid=4958332798091058865">Better Writing Through Design</a> by Brownwyn Jones is a good post that provide practical tips to better write user experience stories. <a href="/misc/goto?guid=4958332798876426530">Using Stories for a Better User Experience</a> by Whitney Quesenbery explains the use of personas for writing stories as well as ideas to capture stories directly from users during testing sessions. <a href="/misc/goto?guid=4958332799665809233">Here is the Whitney’s</a> presentation with notes and slides. Not directly related to user experience design but I thought this article on <a href="http://www.musik-therapie.at/PederHill/Structure&Plot.htm">Conflict and Character within Story Structure</a> was very helpful for me to understand the basic structure of stories – structure which can easily be translated to user experience storytelling.</p>    <p>        <strong>A Note of Caution with… Babies</strong></p>    <p>        During the Exploration stage you will unavoidably face conflicts of interest and people will fall in love with ideas. Ideas are like babies, and babies can be so cute that you don’t want to let them go even when they turn out to be evil. So learn how to cut the cord and let ideas go if they prove (and that’s a key word here… prove) that they are not worth pursuing. At the same time, embracing some ideas and defending them whatever it takes is just as important. Without a strong sponsor in the team, a great idea might fall off the tracks and get lost forever. What we want to find throughout our Exploration is “evidence that proves” that this idea is worth pursuing or that it is not. In the process, the idea will mature and by the end you will have learned a lot about it. Notice it’s not the time to make this idea mature 100% but to get a feel for how feasible it is. I just read <a href="/misc/goto?guid=4958332801250847750">a tweet from a quote from Ed Catmull</a>, President of Pixar: “<em>The culture of Pixar is to protect an unformed idea</em>“.</p>    <p>        <strong>Consolidation</strong></p>    <p>        如果说头脑风暴是关于自由的想象,收敛就是关于如何做决策,在 team 里面把不同的视角和想法进行评估。一个有效的技术是在用红点和绿点来强制排序。以此来定义出优先级。强制评级可能会给大家每个人 100 美元,让他们根据对 concept 的喜爱程度来分配这笔钱。可能这个概念我想投资 20,另外一个我会投 45。</p>    <p>        最终,根据结果,产生一个基准点,会有一些想法被砍掉。剩下的安装优先级把他们变成功能。done!</p>    <p style="text-align:center;"><img title="clip_image015" border="0" alt="如何为Windows Phone开发app之构思和概念篇(译)" src="https://simg.open-open.com/show/950058c0c600359e83ba39cc12783908.jpg" width="390" height="318" /><br /> </p>    <div id="come_from">     来自:     <a id="link_source2" href="/misc/goto?guid=4958332802044070710" target="_blank">blog.chenjz.com</a>    </div>    <p style="text-align:center;"></p>