软件设计师中级 百度知道_设计师应该知道什么
軟件設(shè)計(jì)師中級(jí) 百度知道
… and no, it doesn’t have to be how to code.
……而且,不必一定要編碼。
Here are a few points that have helped me assess what technical knowledge is necessary for designers to be successful.
以下幾點(diǎn)幫助我評(píng)估了設(shè)計(jì)師成功所需的技術(shù)知識(shí)。
為什么設(shè)計(jì)師不必知道如何編碼 (Why it’s not necessary for designers to know how to code)
One very simple reason: division of labor.
一個(gè)很簡(jiǎn)單的原因: 分工 。
I’m not saying designers won’t benefit greatly from adding code to their skill set, but in my experience, this question arises mostly when the outcome of the production team doesn’t match the design specifications.
我并不是說(shuō)設(shè)計(jì)師不會(huì)因在他們的技能組合中添加代碼而受益匪淺,但是根據(jù)我的經(jīng)驗(yàn),這個(gè)問(wèn)題主要是在生產(chǎn)團(tuán)隊(duì)的結(jié)果與設(shè)計(jì)規(guī)范不符時(shí)出現(xiàn)的。
Nonetheless, like in team sports, the worst you can do when your team is underperforming is to take over your teammates’ roles — whether or not you are actually capable of doing it. Focus on yours and trust them to do theirs.
但是,就像在團(tuán)隊(duì)運(yùn)動(dòng)中一樣,當(dāng)團(tuán)隊(duì)表現(xiàn)不佳時(shí),最糟糕的事情是接管隊(duì)友的角色-無(wú)論您是否真的有能力做到這一點(diǎn)。 專注于您的并相信他們會(huì)做他們的 。
相反,知道你的媒介 (Instead, know your medium)
Like print designers should know how a professional printer works, digital designers should have a deep understanding of what’s possible to create in their field, whether it’s an operating system or web browsers.
就像印刷設(shè)計(jì)師應(yīng)該知道專業(yè)打印機(jī)的工作原理一樣,數(shù)字設(shè)計(jì)師應(yīng)該對(duì)自己領(lǐng)域中可以創(chuàng)建的內(nèi)容有深刻的了解 ,無(wú)論是操作系統(tǒng)還是Web瀏覽器。
盡可能可行地建造 (Possible as in what’s feasible to build)
Design tools and web browsers are different, and most design tools are not code-based nor rendered by a browser engine. Don’t create an image of something that is impossible to code.
設(shè)計(jì)工具和Web瀏覽器不同,大多數(shù)設(shè)計(jì)工具不是基于代碼的,也不是由瀏覽器引擎提供的。 不要?jiǎng)?chuàng)建無(wú)法編碼的圖像。
*Side note on the relative notion of possible/impossible in this context: in the tech world, almost anything is possible. It’s more a question of is it worth the time and resources, given the constraints of your project.
*在此情況下有關(guān)可能/不可能的相對(duì)概念的旁注:在技??術(shù)世界中, 幾乎所有可能都是可能的 。 考慮到項(xiàng)目的限制,這是否值得花費(fèi)時(shí)間和資源呢?
If you take the context of the web, for example, it is fluid, dynamic, animated… Different people with different capabilities and different devices are accessing the Internet all over the world. Creating one static image is most certainly not going to be enough, because you won’t be in control of the end product that your user will experience.
例如,如果以網(wǎng)絡(luò)為背景,則它是動(dòng)態(tài)的,動(dòng)態(tài)的,充滿活力的……具有不同功能和設(shè)備的不同人正在訪問(wèn)Internet。 創(chuàng)建一個(gè)靜態(tài)圖像肯定是不夠的,因?yàn)槟鷮o(wú)法控制用戶將體驗(yàn)到的最終產(chǎn)品。
可能與當(dāng)前可用的一樣 (Possible as in what’s currently available)
This is the other side of the coin: almost every day new functionalities are added to the field, new ways to solve your users’ problems. Developers should learn how to implement them, and designers should know they exist, and when to use them.
這就是問(wèn)題的另一面:幾乎每天都有新功能添加到該領(lǐng)域,這是解決用戶問(wèn)題的新方法。 開發(fā)人員應(yīng)該學(xué)習(xí)如何實(shí)現(xiàn)它們, 設(shè)計(jì)人員應(yīng)該知道它們的存在以及何時(shí)使用它們 。
Don’t get blocked by what I call the mechanic syndrome: letting somebody else’s technical knowledge dampen your creativity by telling you that something is not possible to achieve — or too expensive. You should know and have a basic understanding of what needs to happen to execute your vision.
不要被我所說(shuō)的機(jī)械綜合癥所束縛 :讓別人的技術(shù)知識(shí)告訴你不可能實(shí)現(xiàn)的事情或太昂貴,從而削弱了你的創(chuàng)造力。 您應(yīng)該了解并基本了解執(zhí)行愿景需要做什么。
而且不要忘記邏輯 (And don’t forget logic)
That’s another technical bit that designers should master because the digital world is also a very logical one.
這是設(shè)計(jì)師應(yīng)該掌握的另一種技術(shù)位,因?yàn)閿?shù)字世界也是一個(gè)非常合乎邏輯的世界。
Do you know what’s the difference between “a AND b”, and “a OR b”?
您知道“ a AND b”和“ a OR b”有什么區(qū)別嗎?
Logic will help you define all of the cases needed for your users’ flows and not forget edge cases, empty states, user and system errors…
邏輯將幫助您定義用戶流程所需的所有情況,而不會(huì)忘記邊緣情況,空狀態(tài),用戶和系統(tǒng)錯(cuò)誤……
結(jié)論 (In conclusion)
I think production teams in the digital space would greatly benefit from more overlapping between designers and developers, and having more people in the middle — call them UX Engineers, Creative technologists, or whatever you like.
我認(rèn)為,數(shù)字空間中的生產(chǎn)團(tuán)隊(duì)將從設(shè)計(jì)師和開發(fā)人員之間的更多重疊中受益 ,并將更多的人引入中間,他們將被稱為UX工程師,創(chuàng)意技術(shù)人員或您喜歡的任何人。
Understanding the roles, responsibilities, and concerns of each side doesn’t mean that everybody needs to know how to do everything, but it helps to understand where everyone is coming from and what they need in order to achieve optimal collaboration.
理解雙方的角色,責(zé)任和關(guān)注并不意味著每個(gè)人都需要知道如何做所有事情,而是有助于了解每個(gè)人來(lái)自何處以及他們需要什么以實(shí)現(xiàn)最佳協(xié)作。
Now that I’ve outlined what’s on a designer’s plate, next I’ll tackle the opposite direction of this two-way street, from the perspective of the developer.
現(xiàn)在,我已經(jīng)概述了設(shè)計(jì)師板上的內(nèi)容,接下來(lái),我將從開發(fā)人員的角度來(lái)處理這條雙向路的相反方向。
翻譯自: https://medium.com/ccoutzoukis/what-designers-should-know-7e643dd25a93
軟件設(shè)計(jì)師中級(jí) 百度知道
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