How to correctly and completely disassemble an App

How to correctly and completely disassemble an App
We all know that Internet workers, especially those in product, interaction, and UI fields, are considered unprofessional if they don’t have a hundred apps on their phones. Don't think I'm exaggerating. Some of the people I know who are quite good are like this. Since I entered the industry, I have been regularly analyzing an App and writing down the key points, such as what conclusions I can draw from it, what new interaction logic I have learned, how to better layout the page, how to handle certain prompts, etc. Because of doing these jobs, my logical ability has also improved significantly. Sometimes when discussing a problem, I can quickly think of similar solutions, and then optimize the solution based on my product positioning. While solving the problem well, it also improved the team's work efficiency. Therefore, it is still very useful to analyze and disassemble the App. So today I will talk about how to disassemble an App from the following four points: Smooth Efficient feelings Creativity Smooth Generally, when you get an App, you don’t explore the details first, but observe the overall picture first. First operate this product completely to familiarize yourself with its general functions, page flow and framework structure. Being familiar with the functions is to let yourself know “who this product is for” and “what it is used for”. (The concept of "where to use" is not involved here) 

 Who is it for? You can analyze who the target group of the product is and record it down. Because before you analyze any product in depth, you must know clearly who it is for. This way you can infer whether the design of this product meets the requirements of this group of people based on subsequent functions, processes, page logic and other information. Then, based on the number of users of this product (including daily active users and other information), we can judge whether the product design is reasonable. In fact, this step is quite difficult, because we do not have a single standard, so we can only rely on more training to improve our observation and judgment abilities. What it is used for. After we know who this product is for, we also need to know what this product is used for. That is to analyze the core function of this product and whether this function is suitable for this group of people. From the combination of these two points, we can draw a conclusion: whether the product design is standardized and reasonable. Then we started to repeat the operation, that is, whether there were any unreasonable situations in the process of using the function, whether the whole process was smooth, and whether there were any obstacles. In this step, we don’t look at efficiency, but only whether it can be completed successfully. Let’s take an extreme example: we let users buy something, they have placed the order and are ready to pay, and then a “Payment Issues Notice” pops up on the page. Isn't this a bit of a bummer? Therefore, in this process, we must be good at discovering unreasonable places to ensure that the operation of the entire page is smooth. If we do this step more often, we can easily find the unreasonable operations of various products. As long as you observe carefully, you will find them. After completing the "smooth" operation, which is the first step of learning, the points you should record should be: Product Positioning Core functional points Operation steps and problem solving Learnable information wait. Every step taken here is crucial. Efficient So what is efficiency? It means completing what you want to do quickly and well. 

 This is already the part of details. "Smoothness" is to observe the overall situation, and "efficiency" is to explore the details. Some people may misunderstand and think that fluency means efficiency. That’s not right. Smoothness only means completing the operation of a function smoothly without any problems occurring in between. Efficiency means completing functions faster and better. "Efficiency" is mainly used to determine whether the product has any operational redundancy, such as any unnecessary steps or ambiguous questions. From this step on, we will focus more on discovering problems and solving them. For example, if I want to search for a product, how many times will I jump from the search to the content page, whether the product the user wants is found, how the results are displayed, etc. Each step is recorded and summarized in detail. The advantage of doing this step is that we can slowly discover that many steps are actually redundant; at the same time, when we are making products ourselves, we will also find that many things are done excessively. Repeating this operation and then discovering problems can greatly improve your judgment ability. For example: when we pay with a credit card, we need to enter various information, such as name, mobile phone number, bank card number, card verification code, etc. It will be very troublesome to enter this information every time when paying for the second or third time. Therefore, some browsers will record information. As long as you enter your name (some do not require filling in, a drop-down box will appear directly), you can select the information you have filled in before, and the browser will help you complete all the information at once, and then purchase directly. (Of course, this function must be used on your own computer) This can help users complete these operations quickly and provide a good experience. Therefore, when we are working on the "efficiency" part, we need to think about what methods can improve the operating process faster, whether this app is "efficient", etc., and then learn and summarize. feelings The above is a rational analysis of the product framework and details. When it comes to feelings, it is the emotional part expressed by the combination of interaction and vision. It generally does not appear in functions, but more in the product itself or in the activities that promote the product. In fact, few apps can achieve this aspect of emotion, because it is really difficult to do. If you can find it in a product, it means it is a product with emotion. Sometimes, I am moved by the design of some apps. The transition from the overall to the details seems to touch a string in my heart. For example, when I hear An Hu's "Captain" (the theme song of Fantasy Westward Journey at that time), I will recall the scenes when we played Fantasy Westward Journey when we were young (although I don't play games , there are many people around me who play games), and I will think about what I was doing at that time, and a series of memories will come to my mind. Some products, by their very nature, are sentimental, such as Pokemon Go ; some product activities are also sentimental, such as the H5 essay contest: Our Youth. When you encounter this kind of product, what you need to do is to feel it, understand what you have learned from it, and record it and write down your feelings. If you receive a similar request, what would you do? If you are also asked to add sentiment, can you make it your own and reuse it? Think about it carefully. Creativity Speaking of creativity, this is not the first time I have mentioned the word "creativity". I also mentioned this when I wrote "On the Core Competencies of Interaction Designers" because it is really difficult to innovate a product. So if you can find new ideas in a product, you should treat it with one mindset - review. Use "smooth" and "efficient" to review the product's function to see if it meets these two definitions. If it does not meet the requirements, it means that the innovation has failed because it cannot meet the needs of users. If it does, congratulations, you have a new record point in your knowledge framework. When it comes to creativity, we need to have empathy and ask ourselves whether it is really difficult for us to be innovative. So what is the gap between you and others? It’s nothing more than daily accumulation. Summarize Seeing this, although "feelings" and "creativity" seem to be very important, in fact, the most important things are fluency and efficiency. Bring your questions to disassemble the product. Don’t blindly play with a new app, thinking you’ll understand it once you’ve played with it. In fact, it’s too early to do so. Some people say that you can see the essence through the phenomenon, and you can see the strategic layout and development direction of the product or even the company by analyzing the App. Don't be ridiculous, it's impossible. When we play with apps and analyze and disassemble them, we are actually looking at them from the perspective of interaction and UI, and then improving our capabilities in this area. As for the rest, if it is not combined with data and other information, it is pure bragging and everyone can just treat it as a joke. Another point to note is: don’t think you can become great just by analyzing products. In my opinion, analyzing apps is practical, while reading books is learning theoretical knowledge. Therefore, you must read more books and combine them with actual practice. Finally, I mentioned summarizing many times. Disassembling is practical application, reading is understanding, then summarizing is absorption. The method has been given, and how far you can achieve it depends on you. Whether or not to spend time studying hard is your own business. Also, methods are just methods. If not implemented, they are just a roll of waste paper. People often say that life has not given you anything in return. In fact, it’s not that life has not given you anything, it’s just that you haven’t done enough.

Mobile application product promotion service: APP promotion service Qinggua Media advertising

This article was compiled and published by @呆呆 (Qinggua Media). Please indicate the author information and source when reprinting!

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