There are many articles on the Internet about how to identify a good user experience designer.

My article is not the same. On the contrary, I want to discuss how to identify a bad designer here.

Here are 10 sentences that only a bad designer can say, which will help you pull them out.

1. I am a user experience designer, so I know what is best for users.

Many designers have this idea that they know them better than other stakeholders or teams, or even users themselves. When a designer is always able to insist on his own views but seldom questioned, his ideas are exacerbated.

It must be clear: no matter how long you work in an industry, all your ideas are just assumed before you have been verified, and you have to confirm these assumptions. If you don’t do validation, your plan will lack a foothold. That’s why it’s often said that good designers are focused on solving users’problems, and a bad designer is only working on solutions that satisfy him.

2. Last time it worked, let’s do it this time.

Heraclitus, a Greek philosopher, has a famous saying: man can not enter the same river for the two time. In user experience design, a useful scenario in a scenario is not necessarily useful after changing a scenario. Each product is different. You need to cut through the actual project to find the most suitable tools and methods.

3. this scheme looks a bit overloaded from the user experience point of view, and we need a heuristic evaluation to determine whether our initial hypothesis is set up.

Although the above is just an example, it is enough to see how annoying the “professional terms” are in the daily conversation. These words are often discussed in the design team, and often share doubts when sharing ideas with other cooperative teams. Although the above sentence is quite good, too much “professional” expression is like a Book of heaven for those who are not familiar with design terms. They may be confused by terms and do not understand what you want to say.

Although many professional terms make you look “unaware,” but when you organize a meeting or address your design, it is not to show your own, the ultimate goal or the valuable feedback.

As an user experience designer, an important skill is to understand complex problems in a concise way. When you put the user experience program in a simple and clear way, it is not far away from everyone’s approval.

4. no time to do the prototype, first let the product on-line, while watching and changing it.

Skipping prototype production and directly using large amounts of resources to develop actual products is a common and dangerous mistake in the design team. When we spend a lot of resources to create a good product we think we think, and when we live on the line, we find that the product solutions are not working at all.

Prototyping allows you to test your assumptions before the development team really launches development work. It is better to detect problems and repair them in the early stage of the program. Otherwise, when the products are on-line, the cost of repairing the same problems will be greater. David Kelly, founder of IDEO, said: “early fall can lead to early success.

Building a prototype does not necessarily take much time. Designers can use various design methods to prototype verification. There is a useful method called “rapid prototyping”, which is very hot, by quickly establishing an Iterable product, such as a website or App, and looking for a group of real users to do the test.

5. this product has been designed, and I can make the next product.

Some designers think that once the products live on the line and can survive in the market, their work ends, but in fact, the process of product design is far from ending. In most cases, your work may be more important than before. A designer must verify the product by analyzing the user’s data: focusing on how the user is interacting with the product, and finding the point of opportunity to adjust the design plan to make the product experience better.

The above paragraph also reflects a more serious problem, lacking the “master spirit”. If a designer says the above sentence, he does not want to be responsible for his own design plan.

6. I am a creative person. Don’t talk to me about technology.

Some designers think that development and marketing are necessary to design a product, but they rarely take time to learn the knowledge in these areas, or stop in the comfort zone.

In fact, breaking the boundaries of knowledge is a good way for user experience designers to improve their skills. Talk to developers and mix with the marketing team. Try to look at the product from their perspective. It also enables you to identify which partners are good. Willing to learn new knowledge, and look at the cooperation team with empathy, in order to make better products.

7. what products our leaders want to make.

Following the leader’s advice is a common phenomenon in the design industry. After all, we all know that it will be easier to make a product that a leader wants.

However, there is a great risk to do this. No one can think that every word he says is right because of his high weight. The user experience designer is responsible for the product. Once the product is out of order, the designer is probably the first person to be criticized. This is why a good designer must also be a good communicator. We need to make everyone’s opinions in the range of design thinking, not just the opinions of leaders.

8. either I will follow my design or I will quit.

Imagine: you have done research and found a lot of usability problems. You want the product team to solve all the problems. You are very sure that you are right and not willing to accept a compromise. You tell the other person that if you don’t solve these problems, the product will have a bad test.

Of course, on the other hand, designers need to be aware of the actual situation and learn to accept that not one team’s resources are unlimited, so it is impossible to use limited resources to solve all the experience problems before the product is on line. This is why teamwork requires a certain degree of compromise. In order to get things to go further, you need to prioritize your needs, let the collaboration team prioritize the most critical needs (such as those that have the greatest harm to the experience), and at the same time fix a solution to a minor problem (such as building a list of product questions).

9. Amazon and Google did the same thing, so do we.

It is obvious that a big company can be used as an example to help your design decisions, but the methods used by other companies or other people’s projects are not necessarily effective for your products. When designing, the premise of following big companies or Daniel designers is that you can confirm that the way they use can also enhance your product experience. After that, you also need to find a real user to test, in order to know whether your plan is good.

10., we must strictly follow the design flow discussed at the beginning.

Whether the experience of design process is good or not is a matter of opinion in the design industry.

Without it, a designer may only be fumbling in the dark, and having it will make you more likely to produce an amazing experience.

Many designers believe that there is a common design process or method to ensure that the product is successful and can be applied to various projects.

Unfortunately, I can tell you that this kind of policy is nonexistent.

What you can do is to define each phase of each project, and to select the right design method accurately, you should analyze the needs of each project – each project has its own characteristics and therefore has its unique needs.

Similarly, the design method is not dead, you need to act according to the actual data information. For example, you can choose to use a usability test or a A/B test to determine which part of the product needs to be optimized and rethink the original process based on the test results and find an iterative solution.

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