Product design

Designing a product takes far more than simply adding new features. It entails comprehending two key concepts: user needs and market expectations. Every UX publication emphasizes user interviews, which are vital but challenging to do well. Poor user interviews, in my experience, can lead to poor decisions. Few people discuss what we've all known for a long time: the necessity to benchmark, independently examine your product, and accept responsibility as a designer for creating a fantastic product.


Benchmark

Your application looks so complicated

It is feasible to determine different scenarios of a flow noticed with direct or indirect competitors using the benchmarking method. It gives some design and functional trends as well as make long-term decisions as a result of this practice. It's best to conduct it on a frequent basis in order to examine the data and improve the user experience based on past benchmarks.

This can be done if you accept, in fact, that a complex application need an aesthetic and minimalist design. And it is about keeping the content and visual design focused on what’s essential for users. Every items in an interface — every label, icon, button, and data point — is competing for attention and straining users’ cognition. Especially where lots of competing information and controls are inherent, noncritical elements make visual-search tasks more difficult.


Guidelines

Kill the devil who are in all of us

We define guidelines for the same reason we define rules in society, because if there is no rules, it is the opened door to chaos and dictatorship.

Guidelines-based interfaces are easy to use. Users can reduce cognitive strain by (subliminally) applying current mental models. Because of its placement, appearance, and action, they know a button is a button. For them, the experience becomes natural and easy. It helps you to develop your ideas faster and improve consumer satisfaction. When ease of use is combined with utility, higher adoption rates can be achieved.

  • They are the references to follow when creating any new UI Patterns to standardize your approach to achieving common goals.
  • They work in large scales, there has usually been extensive testing.
  • They improve implementation times, it’s safe to say that following the standards will result in a faster native front-end implementation.
  • Not available buttons

    Display and behavior

    Read
    Form's buttons

    Position, order and aspect

    Read

    Patterns library

    Group your organisms in a file

    For a variety of reasons, it's possible that designers aren't aware of existing patterns (new in a company, absence of online guidelines). As a result, additional time and effort is expended in developing a solution that may or may not be consistent with the rest of the program. Worse yet, those involved (PM, PDA, Devs) may pick up on a bad interaction from the designer and be encouraged to use it for another feature, resulting in even more inconsistency.

    It is critical to start from an atomic approach to create atoms and molecules, but you also must group all your organisms into a single file in order to get a real overview of how your application works and looks like.


    Our job as designers is to take complexity and simplify it, consequently our work is inevitably complex.