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Before yesterdayCode & Tech

探索 JPG 和 PNG 图片的压缩表现、算法与应用

By: 李瑞东
10 December 2024 at 10:02

前段时间做了些展示页,工作时需要给到切图给前端。以我的习惯,每次都会导出 PNG 并压缩后才交付给前端。有一天我突然想到:

为什么我每次切图时下意识都是会提供 PNG 格式给开发,而不是使用 JPG 格式的图片?这是什么时候开始的习惯?

回想起来应该是我刚刚进职场的时候,在一些设计文章里听过的说法:

  1. PNG 图片支持透明通道,适用场景比 JPG 要更加宽广,无脑 PNG 即可;
  2. PNG 图片支持 “无损压缩”,所以图像质量会比 JPG 好一些。

第一点毋庸置疑,但对于第二点我是有点怀疑的:PNG 图片的质量真的在任何时候都比 JPG 要高吗?并且更想知道所谓的 “无损压缩” 是什么,真有这么厉害的技术?所以我打算花点时间做下研究,顺便将研究结果分享给其他团队的设计师们。

这篇文章是一篇在团队月度分享会的记录,分享会内容主要是在回答这个问题:

JPG 和 PNG 分别适合储存什么类型的图片?

回答完这个问题后,我会简单介绍下 JPG 和 PNG 图片压缩机制。正是因为 JPG 和 PNG 这两种图片格式的压缩机制的不同才导致适合储存不同类型的图片。

以及扩展一下思路,会介绍一个我已经实际工作用过的方法:通过 CSS 的混合模式节省网页图片资源

一、图片压缩分析

分析方法

这次我用了三种类型的图片进行分析,都是我在实际设计工作中有可能导出成位图交付给前端开发的图片类型:

  1. 颜色丰富的 Banner 图:测试压缩算法在细节保持方面的表现
  2. 过渡柔和的背景图:测试压缩算法在处理低色彩复杂度时的表现
  3. 界面设计图:测试压缩对大色块、文字和边缘清晰度的影响

具体的分析过程:拿三个在设计工作中常用到的图片类型(相同尺寸、均无透明通道)进行压缩,以对比 JPG & PNG 图片在压缩前后的表现。分两个维度进行对比:图片体积图像质量

分析结果

一、图片体积对比

由上图对比可以比较直观的看到,前两个类型(颜色丰富的 Banner 图、过渡柔和的背景图)在图片体积上,JPG 格式图片的体积要比 PNG 格式的图片体积小得多。

通过这一轮对比,我们可以得出结论:

  1. 画面颜色丰富、颜色过渡比较细腻柔和的图片,JPG 图片的体积比 PNG 的更小;
  2. 画面颜色越丰富,JPG 图片越能节省空间;
  3. 颜色数量较少时,PNG 图片的体积比 JPG 图片的更小;
  4. PNG 图片在压缩后,色块、文字的边缘的质量会比 JPG 图片要好得多。

二、图像质量对比

对比一:颜色丰富的 Banner 图

这一轮我们会放大图片的局部,对比 JPG 和 PNG 图片在经过压缩后,图像质量的区别。

在颜色丰富的图像中,JPG 图片的颜色过渡质量比 PNG 好得多,即便是压缩过后也能保持柔和的过渡。反观 PNG 图片,则是出现了明显的色块。

在文字、边缘的展示方面,PNG 图片则比 JPG 图片好一些。PNG 图片保持了原本清晰、锐利的边缘,而 JPG 图片则在处理边缘时有些许杂色。

对比二:过渡柔和的背景图

这是一个令人意外的结果,在图像内容比较简单,仅仅只有一些色彩过渡的时候,JPG 和 PNG 图片的质量都很接近。只有在放大很多倍的时候才能看到 PNG 的图片过渡效果比 JPG 要差一些,还是出现了和前一种类型类似的色块现象。

为了探究得更深入些,我在这里用了一张暗色系且过渡柔和的背景图进行同样的压缩测试,这次的测试结果对比会明显很多。

在深色系且有柔和过渡的图片当中,JPG 图像的质量明显比 PNG 要高。如上图所示,PNG 图片的色块和噪点已经比较明显了,而 JPG 仍然保持较柔和的过渡。

对比三:界面设计图

在对比界面设计图时可以看到,PNG 格式的图片在处理色块边缘、文字边缘时都比 JPG 图片要好得多,边缘很清晰锐利,甚至和压缩前的原图没有什么分别。

三、总结

经过上述对三种不同类型图片的图片体积、画面质量对比后,我这里总结出了以下规律:

  1. JPG 格式适用于颜色丰富,过渡柔和,有丰富的颜色渐变和复杂的视觉元素的图片。比如网站 Banner、大场景、3D 渲染图、摄影图片等,此时用 JPG 图片可以得到体积小且颜色漂亮的图片;
  2. PNG 格式适用于颜色数量少,色块切割明显的图片。比如界面、扁平插画、Logo,带有文字的图片等,此时用 PNG 图片可以得到体积小,色彩准确且边缘清晰的图片。

二、图片压缩过程

这一章会探索 JPG & PNG 图片的压缩过程,这也是导致上文提到 JPG 和 PNG 压缩后图像差异的原因。

JPG 图片压缩过程

JPG 图片压缩过程主要有以下几步:

  1. 色彩空间转换(预处理)
  2. 下采样(有损压缩)
  3. 分块和离散余弦变换(预处理)
  4. 量化(有损压缩)
  5. 编码
  6. 存储

在整个压缩过程中会进行两次预处理和有损压缩,分别是第 1、2 步和第 3、4 步。其他步骤与图像质量之间的关系不大,所以我这里就只介绍这两次的预处理和压缩。

第一次预处理和压缩(色彩空间转换和下采样)

我们设计师平常接触到的 “RGB” 或 “CMYK” 色彩空间,一个字母代表一种颜色,比如 “RGB” 意味着 “红绿蓝”,“RGB” 的色值代表红色、蓝色、绿色分别占多少。

而压缩工具拿到 JPG 图片后,会先将图片转换为一个叫 “YCbCr” 的色彩空间。其中 “Y” 代表了这张图片的亮度信息,而 “Cb/Cr” 分别代表图片中蓝色和红色与亮度 “Y” 的差值。经过这种转换,可以针对性地保留更多的亮度信息,而减少色度信息。简单来说就是能够让人眼难以感知到的方式来减少图像中的色彩信息,减少图片文件体积。

色彩空间转换之后,会进行一个叫 “下采样” 的压缩动作。维持亮度信息的同时,统一处理每个 2x2 的像素区块的色度信息(比如在一个 2x2 区块内 4 个像素在色彩上会被统一处理,看起来拥有相同的色度,但明度是不同的)

第二次预处理和压缩(分块、离散余弦变换和量化)

分块、离散余弦变换指的是会将图像分成多个 8*8 像素的色块,然后将其从像素域转换成频率。转换成频率域的意思是能够让电脑分辨图像中的:

  1. 高频成分。颜色变化剧烈的部份,如色块、文字的边缘;
  2. 低频成分。颜色变化平缓的部份,如下图所示的黄色渐变。

而量化则是利用了人类视觉对于图像中的高频变化不是很敏感这一点,通过减少高频区域的数据量,同时在低频区域保持一定精度,让人感觉到图片仍然很清晰。

简单来说,就是压缩算法知道图像里哪些部分的色彩过渡比较缓和,哪些部分的色彩过渡是强烈的,然后对色彩过渡比较强烈的部份使用较高的压缩率。

结论

所以正如前面对比分析时看到的结果那样,JPG 图片对于色彩丰富的图片的压缩效果比较好,因为 JPG 的压缩算法会根据人眼的特点来优化图片的不同区域。

PNG 图片压缩过程

PNG 图片的的压缩过程主要有以下几步,其中只有前三步对图像画质有影响,这里只介绍前三步:

  1. 量化(有损压缩)
  2. 过滤器选择(预处理)
  3. DEFLATE 压缩(无损压缩)
  4. 合成输出

量化

第一步的量化是根据图像的需求选择合适的颜色类型和位深度,简单来说就是直接减少图片的颜色数量。这是最直接有效的压缩方式,同时也对图像质量损耗较大。

下图可以看到一个图像从 24 位(能储存 1677 万种颜色,又称真彩色)减少到 8 位色(能储存 256 种颜色,又称索引色)时,会出现色带现象 (Color Banding)

过滤器选择和 DEFLATE 压缩

这一步才是 PNG 图片的无损压缩。首先会先扫描 PNG 图片的每一行像素,然后以一种新的方式计算每个像素格子的颜色值。比如一个叫 “Sub” 的过滤器,每个像素值是通过当前像素值减去该像素左边像素值得到的;一个叫 “Average” 的过滤器,每个像素值是通过当前像素值减去当前像素左边和上方像素值的平均值得到的。

而 DEFLATE 压缩,这里会用到的方式有很多,比如 LZ77 编码和哈夫曼编码,这里不展开说明了,简单来说就是对过滤过的数据以更优的方式编码,达到减少文件大小的目的。

结论

基于上文提到的过滤器,不难想象到这种无损压缩的方式对于颜色分明的图片 — 比如纯色图标,App 界面截图,扁平插画等 — 很有用,因为像素之间存在细微差异的地方不多,画面上都是大色块居多。

三、其他解决方案

前面提到了很多跟图像压缩相关的事情,这些都是与网页加载优化息息相关的。正好我前段时间做了一个需求,我让前端帮忙做了一件事来节省了大量的图片素材,也算是一次网页加载优化的小案例。

我的设计方案里需要用到八种主题色来作为对卡片的区分,然后我会给这八种主题色的卡片提供一个有简单渐变图像的背景图用以装饰画面,让其过渡不太生硬。设计稿如下图:

如果按常规的做法和给予上文的调研,我将要提供八张代表不同颜色主题且经过压缩的 JPG 图片给到前端。但是在实际工作中,我只提供了一张灰色的背景图,然后让前端帮忙用 CSS 的颜色叠加 “Screen” 方式来给这张灰色图片上色,达到的效果是与设计稿一模一样的。

下面这张图或许能直接地解释其原理,我先提供一个灰色的素材图,里面只有黑和白之间的明度变化,然后前端会写一个颜色块在这个图片上面,最后使用 CSS 属性 background-blend-mode: screen; 将这张灰色的图片和色块进行叠加,得到了与主题色对应的背景图。

最终我仅用一张素材图实现了原本需要八张素材图才能实现的效果,成就感满满!

总结

这次做的调研确实打破了我从业以来多年的错误观念,现在我清晰地知道了:

  1. JPG 和 PNG 适合储存的图像是不一样的;
  2. JPG 和 PNG 的压缩算法导致了图片在压缩后的表现不一样。

虽然这些跟设计技能无关,但也算是一种视野的开拓吧。

这次的分享会是从一个 UI 设计师的角度去探索的,实际上我在 SHEIN 的工作更多是以交互设计师的角色去完成的,我已经有计划在之后的文章中分享更多交互设计的案例,读者们敬请期待吧。

解决 Tailscale 上 Hysteria 和其他 QUIC 数据流传输问题

27 October 2024 at 07:40
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解决 Tailscale 上 Hysteria 和其他 QUIC 数据流传输问题

在使用 Tailscale 网络进行 Hysteria 或其他基于 quic-go 的 QUIC 数据流传输时,您可能会遇到连接不稳定甚至无法传输的问题。这种情况与 Tailscale 的 MTU(最大传输单元)设置密切相关。本文将讨论如何通过调整 MTU 来解决这些问题。

背景分析

Tailscale 默认使用 1280 字节的 MTU,这是一个适用于 IPv6 最小开销和隧道场景的保守选择。QUIC 协议对 MTU 也有一定的要求,其中最低未分片 MTU 为 1200 字节,这意味着 QUIC 必须至少能够支持 1200 字节的传输才可以正常工作。然而,由于 Tailscale 默认的 MTU 与 QUIC 最小未分片的 MTU 相差无几,这可能会导致一些基于 QUIC 的应用在传输过程中出现问题。
在 GitHub issue #8219 中,有用户提到,通过调整 Tailscale 的 MTU 可以改善这种不稳定情况。而在另一则讨论 #2633 中,也有人解释了 Tailscale 默认的 MTU 与 QUIC 最小要求之间的关系。

解决方法

为了确保 QUIC 数据流能够顺利地在 Tailscale 网络中传输,您可以尝试将 Tailscale 的 MTU 适度调大。例如,将 MTU 设置为 1350,在实际操作中已经证明可以正常工作。
具体步骤如下:
  1. 编辑 /etc/default/tailscaled 文件,新增以下行以将 MTU 设置为 1350:
    1. 重新启动 Tailscale 以应用新配置:
      1. 通过以下命令确认是否生效:

        注意事项

        在调整 MTU 时,请根据您具体的网络环境进行测试,因为不同网络设备和链路可能对 MTU 的支持情况有所不同。过大的 MTU 可能导致数据包分片,反而降低传输效率。因此,找到适合自己网络的 MTU 数值至关重要。

        结论

        Tailscale 默认的 1280 MTU 值在某些基于 QUIC 协议的数据流传输中可能表现不佳。通过适度增加 MTU,如设置为 1350,可以有效地解决传输不稳定的问题。希望这篇简短的技术博客能帮助您解决在 Tailscale 网络下使用 QUIC 的困扰。
        如果您有类似的情况,建议参考以上方法进行尝试,并根据您的具体环境调试最合适的 MTU 值。
        Roy Li © 2024

        Sharing: 3D modeling & rendering flow on Figma

        By: 李瑞东
        5 October 2024 at 16:38

        Sharing: 3D modeling & rendering flow in Figma

        Background

        Current situation

        I have been working for the current company for half a year. I have a clear picture of the working pattern: We are a small design team, but each member has to be responsible for both the UI and UX design for many internal systems.

        Some of the design requirements are not complex at all, but the stakeholders want to make the interface aesthetically beautiful and different from other internal systems. In contrast, other demand sides hope designers can provide a clear and understandable solution to tackle the complex interaction flow.

        The previous one was much more difficult for me since I was interviewed for the senior UX designer position, and I had not expected to address these design requirements, which may have occurred considerable times.

        So it is time-consuming to design a portal website or refine a running internal system since I have to try multiple design solutions to ensure it will be aesthetically beautiful and outstanding.

        Ideation

        I wonder if 3D pictures could be a great approach to suit this type of design requirements. So I researched external products from large firms, trying to know how they use 3D pictures in their SaaS products.

        Screenshots of four different B-end products are shown, focusing on the application of 3D assets within these product interfaces. Each webpage design incorporates 3D elements of various styles to enhance visual appeal and user experience.

        After collecting and investing in multiple products, I found the patterns:

        1. 3D pictures are most likely used in landing pages, login pages, portal pages, and the like;
        2. Admin panels and dashboards do not use 3D pictures frequently, but they would appear in entries, feedback, and background decoration.

        Conclusion

        Based on the pattern above, real working conditions, and small-sized tries, I summarized the first conclusion:

        1. 3D pictures are not frequently used on dashboard pages and system admin. However, using 3D pictures could improve the variety of pages. So it is not worth it to spend so much time on it.
        2. 3D pictures can effectively meet the expectations of demand sides when they want to make their dashboard and admin pages distinguish from other similar sites.

        Difficulties

        Since I don’t have skills in 3D design, and my working strength is too high to spend much time learning, modeling, and rendering delicate 3D pictures, I just simply searched 3D visual elements on the Internet and then applied them to my deliverable.

        Initially, this approach was workable and can help me complete my work quickly. However, drawbacks are uncovered after multiple uses:

        1. Difficulties of matching business contexts. 3D pictures on the Internet support common scenarios well but can’t always precisely describe certain business scenarios.
        2. Lack of series of an element. Although we finally found a perfect 3D picture, it is hard to reach other similar elements from the same series, resulting in poor scalability.
        3. Risks of infringement. Using 3D pictures on the Internet might cause infringement, so applying it directly consists of potential risks.
        4. Inconsistent quality. Free elements are not guaranteed quality and sometimes fail to meet the standards of our design team.

        Here, I draw the second conclusion:

        Searching for 3D pictures on the Internet has limited effectiveness, so we can’t fully rely on this approach.

        After drawing this conclusion, I feel horrible: does it mean that I should strive to learn skills in 3D design? My work strength doesn’t allow me to learn professional 3D software like Cinema 4D or Blender.

        The logos of two professional 3D design software are displayed, with CINEMA 4D on the left and Blender on the right, emphasizing their importance in the 3D design field.

        After thorough consideration, I think the core demand for me is not to learn 3D software, rather, I should have the ability to gain 3D pictures. Apart from that, the whole process should consist of these features that suit my workflow well:

        1. Quick render. Since it is not worth it to spend much time on it during my work time.
        2. Consistent style. Ensuring our design has great scalability.
        3. Great customizability. It means that I can fully control elements on 3D pictures, ensuring outputs highly represent the business requirements and contexts.

        By chance, I know there is a plugin in Figma called “Vector to 3D”. By learning outputs published in the community, it seems that this plugin could meet the features above well, improving my work effectiveness and quality. So I asked my team leader if I could spend some time discovering this plugin and sharing my experiences with team members, and she approved.

        Therefore, this post is to record my internal sharing: My experience of how to build 3D modeling & rendering flow in Figma that improves our design effectiveness and quality.

        Work with Vector to 3D

        Introducing the plugin

        This is a paid plugin, we can search for and install it in the Figma community.

        A screenshot of the Figma plugin ‘Vector to 3D’ interface shows how to search for and open the plugin page in the Figma community, with the right side displaying the plugin interface during the 3D conversion process.

        The control panel is comprised of three parts: Global, Object, and Animation settings. Here I will simply introduce the interface of the first two parts, ensuring all readers learn what this plugin can make.

        For the Global setting, we can adjust the cameras, and background on the “General” panel; apart from that, we can set the render quality and details on the following panel called “Render”; and then we can control lights on the next panel named “Light and Shadow”, this panel supports varies functions of lights, like the number, size, position, strength, color and so forth.

        A layout settings screenshot of the Figma plugin ‘Vector to 3D’ shows global configuration options for the 3D scene, including modules for rendering quality, shadows, and lighting editor.

        For the Object setting, we can make a 3D model by extruding, inflating, or revolving, and then increase the detail of the model by setting “Mesh Quality”. Moreover, this plugin also supports material settings, like roughness, metallic, transmission, and the like.

        These features are more than sufficient to handle nearly all of my design tasks.

        A screenshot of the configuration interface for individual objects within the Figma plugin ‘Vector to 3D’ displays options for adjusting specific parameters of the 3D object, such as material, color, and refractive index, along with material preset selection.

        Make a template

        In this part, I will introduce two functions of this plugin: Save Preset and Template Preset.

        Saving preset allows us to memorize the current view, modeling, and material settings of the frame. We can reload all the settings by the next open, even sharing with friends.

        A screenshot of the configuration saving and loading interface of the Figma plugin ‘Vector to 3D’ shows how to save the current configuration to a Figma layer and how to load preset configurations onto 3D objects.

        Templating Preset is not only the masterpiece of connecting the plugin with Figma but also a key factor in effectively generating 3D pictures.

        Once we built a template, the plugin would memorize all the raw object preset, next step, we can replace the raw object with anything else, and succeed the raw object preset to it.

        This approach is highly convenient for us when producing 3D elements. We just have to create a template, and then we replace various shapes, finally, we can produce endless 3D elements that fit our actual needs well.

        How it works: First, we need to set the frame as a component and make the replaceable element that we want to replace with a new one a child component. (In the following example, I set the square bottom as a replaceable element.)

        A screenshot of converting elements into components in Figma shows a semi-circular element and a blue rectangle being converted into sub-components.

        Second, we duplicate the whole component and tune settings in the plugin, then save it. (In the following example, I make a glass ball and a square bottom base with a metallic surface)

        A screenshot of saving 3D configurations in Figma, with the left side showing a blue rectangle component with a pink semi-circle, and the right side showing a 3D sphere and rectangular base generated using the ‘Vector to 3D’ plugin.

        Third, we need to create a bunch of shapes that are to replace the replaceable element, making them an individual component and ensuring their layer number, order, and name are the same as the replaceable element.

        A screenshot of creating interchangeable elements in Figma displays multiple shapes (square, circle, star) as components.

        Last, we can hold the keys “cmd” + “option”, drag a new shape component to replace the replaceable element, and then reload the model again. Now we can see the new shape is applied to the same presets.

        A screenshot in Figma shows replacing component elements and reloading the model using Cmd + Option, with the left side showing the process of replacing a circular base with a rectangular base, and the right side displaying the circular base adopting the rectangular base’s style after the replacement.

        Now we successfully made a template, we can produce endless 3D elements by creating and inserting new shapes.

        Actual practice

        Here, I will share a case that is already used multiple times in my daily workflow.

        A screenshot shows a blue 3D glass-style icon library, including symbols such as code, star, trash can, like, share, chat bubble, download, dollar sign, lightning, heart, plus sign, and quotation marks.

        In this template, the shape of icons and background are replaceable, generating endless pictures and fitting nearly all of my design tasks. So it can be a resource library, empowering other team members.

        Meanwhile, I created a color pattern, which not only can be used to represent states like success, fail, warning, and the like but also can be applied to the system with different color themes, ensuring our outputs are highly scalability.

        A screenshot shows a color palette icon library with 3D-style icons in red, green, and orange, including symbols such as an exclamation mark, bell, cross, t-shirt, star, directional arrow, checkmark, music note, heart, and play button.

        Benefits

        In the post above, we learned the interface of Vector to 3D, how to make a template, and how I use this flow in actual workflow.

        We are familiar with the 3D design workflow in Figma. To conclude this post, I’d like to summarize the key advantages of this process.

        1. Low learning costs

        We can simply recognize that the plugin “Vector to 3D” is a lite version of 3D software, simplifying complex functions from traditional 3D software and keeping essential functions.

        2. Full design process within Figma

        This workflow allows us to produce great 3D elements that don’t have to leave Figma. Apart from that, we can simply tune colors in Figma, which doesn’t like the traditional workflow that always switches from software to software.

        3. High scalability

        One of the core features of Vector to 3D is that makes up models from vector shapes, by taking advantage of this, we can efficiently produce 3D pictures that effectively meet our needs and align well with business contexts.

        4. Consistent styles

        The plugin Vector to 3D can coordinate with the components of Figma, not only remembering global presets like lights and cameras; but also allowing replacements to succeed presets like materials and position from previous elements. By templating these presets, we can endlessly produce 3D pictures with the same style.

        This workflow is not only successfully used in my daily work but also influences my colleagues. After this sharing, 50% of my team members purchased and used this plugin in their design tasks.

        Solution for non-Figma users

        If you or your team are not using Figma for work currently, or you are not a designer but just simply want to try the flow from SVG shapes to 3D models, you can visit the online version of Vector to 3D: https://www.meimu.design/vector-to-3d/


        Sharing: 3D modeling & rendering flow on Figma was originally published in Bootcamp on Medium, where people are continuing the conversation by highlighting and responding to this story.

        分享会文稿:Figma 3D 设计流程分享

        By: 李瑞东
        1 September 2024 at 17:18
        分享会文稿封面,标题为 “Figma 3D 设计流程分享”,背景为渐变深色,中心位置展示了两个带有闪电标志的六边形图标,其中左侧图标是平面设计,右侧图标是3D效果设计,表明了从2D到3D的设计转换。

        一、背景

        现状

        在新公司工作快半年了,我对这里的工作模式已经有清晰的了解了。这里的设计师不多,但每个人要负责多个内部系统的 UI 和交互设计。

        有些需求方的系统本身业务不复杂,都是简单的增删查改,但希望自己的系统能够与众不同,让人产生眼前一亮的感觉;而有些系统里的功能交互逻辑比较复杂,不同状态、不同情况比较多,希望设计师出一个交互方案能够让功能简单易用。

        按这几个月的工作情况来看,第一种情况对我来说比较棘手。因为我当时面试的岗位是交互设计师,所以心理上和能力上都没有预期是要接触这样的需求的,而现实是这种需求的占比还不少。

        所以我在遇到这种要为某个系统进行门户网站的设计,或者将内部系统打造得光鲜亮丽的需求的时候,我会耗费比较多时间,以及进行很多的尝试。

        想法

        于是我就在想:需求方们都希望自己的系统能在一众的高度规范化和模版化的系统中脱颖而出,那么使用 3D 素材会不会是一个比较好的解决方案?

        有了这个想法之后,我调研了下网上其他大公司的对外产品,看看他们在 B 端产品中的 3D 素材使用情况。

        展示了四个不同 B 端产品的网页截图,聚焦于 3D 素材在这些产品界面中的应用。每个网页设计中都包含了不同风格的3D元素,用以提升界面的视觉效果和用户体验。

        看了一圈下来,我得出了这样的规律:

        1. 3D 视觉素材在展示型页面用的较多。如官网首页,门户首页,登陆页等页面;
        2. 在后台界面中使用较少。但也会用在功能入口、状态反馈、背景装饰等场景。

        结论

        基于这个规律、现实工作中的情况以及小范围的尝试之后,我得出了这样的结论:

        1. 3D 素材在 B 端后台的场景使用的频率不高。恰当使用可以提升画面的丰富程度。但不必在此花太多时间。
        2. 如果遇到需求方要求该项目需要与那种高度模版化的后台有明显区别的时候,使用 3D 素材确实是能满足需求方期待的。

        二、难点

        由于我没有 3D 设计的能力,同时公司的需求密集程度也似乎不允许我们专门花时间为一些日常需求来渲染 3D 视觉图,所以在最开始我是通过在素材网站上面搜寻 3D 素材,然后直接应用在工作当中。

        这个方法最开始很好用,我可以快速地完成需求,但用久了之后发现短板也很明显。

        1. 难以贴近公司业务。网络素材难以贴合公司内部的业务场景。大部份情况下只能找到通用素材,无法满足具体需求。
        2. 缺乏系列素材。即使找到一个合适的素材,但要找到同系列的其他类型素材犹如大海捞针。
        3. 侵权风险。网上找到的素材可能涉及版权问题,直接使用存在风险。
        4. 质量参差不齐。高质量的素材通常需要付费,免费的素材质量参差不齐,难以满足设计内部标准。

        所以我得出了一个结论:

        仅靠找素材的方式对我们帮助有限,不能完全依靠这种方法。

        如果不能仅依靠找素材的话,这意味着我需要有 3D 设计的能力?

        当初我得出这个结论的时候,心里感到一丝的恐慌:现在的工作强度,还哪有时间学习复杂的 Cinema 4D 或者 Blender 之类的专业 3D 设计软件啊!

        展示了两款专业 3D 设计软件的标志,左侧为 CINEMA 4D 的标志,右侧为 Blender 的标志,表明了这两款软件在 3D 设计领域中的重要性。

        然后我再往深处想了想,其实我需要的不是 3D 设计的能力,而是需要有获得 3D 素材的能力!意思是我不一定得会用这种专业的 3D 软件,但我要有办法获得想要的 3D 视觉素材,并且这个过程必须具备以下特点才能满足我的实际工作情境:

        1. 出图耗时短。因为实际工作中就是不值得在这方面投入过多时间。
        2. 风格高度统一。才能保证扩展性,以及系统风格的统一性,而这正正是通过找素材的方式没法做到的。
        3. 可定制程度高。指的是我要有办法定制 3D 素材里面的图像和元素,这样做才能确保产出物贴近实际业务,那用起来才有意义。

        在想到这些东西的时候,刚好我了解到有一个叫做 Vector to 3D 的插件,似乎能够满足到以上三点需求,来提升我的工作效率和质量。于是我向领导提出这个设想,她也支持我去探索这个新工具。

        这篇文章是公司内部分享会的文稿,记录着我当时探索出来的经验:如何利用 Vector to 3D 插件在 Figma 建立 3D 设计流程来提升我们的设计效率和质量。

        三、通过 Vector to 3D 进行工作

        插件介绍

        这是一款付费插件,可以在 Figma 社区搜索并安装。

        Figma 插件 “Vector to 3D” 的界面截图,展示了如何在 Figma 社区中搜索并打开该插件的页面,右侧为插件的操作界面,正在进行 3D 转换操作。

        这款插件的 3D 能力分为两部分,全局配置项和当前物体配置项。接下来我将通过介绍这个插件的界面来简单介绍下这款插件。

        对于全局配置项,我们可以在 “常规” 面板里配置视角和背景等参数、“渲染” 面板可以配置渲染质量、“光影” 面板可以配置灯光相关参数,如灯光数量 / 大小 / 位置 / 强度和颜色等。

        Figma 插件 “Vector to 3D” 的界面布局设置截图,展示了 3D 场景的全局配置选项,包括渲染质量、光影和灯光编辑器等功能模块。

        对于单个物体配置项,我们可以通过 “厚度” 或 “旋转” 等的方式建立模型,并使用 “细分品质” 提升模型的质量。值得注意的是,这个软件是通过将矢量图形挤压或旋转生成出 3D 模型的,不能像传统 3D 软件那样有多种建模方式(比如克隆、布尔运算或雕刻等)。

        除此之外,该插件还支持配置材质参数,如粗糙度、金属度、折射率等。这些简单材质足以应对绝大部分的 B 端场景了。

        Figma 插件 “Vector to 3D” 中单个物体配置的界面截图,展示了对 3D 对象进行具体参数调整的选项,包括材质、颜色、折射率等设置,并显示了材质预设的选择。

        制作模版

        这一小节会介绍两个该插件的功能,保存配置模版化

        保存配置允许我们将当前画框内的视角参数、建模参数和材质参数等记录到该画框当中。下次打开编辑,或者分享给其他人打开的时候可以读取之前的配置,一键将矢量图形变成之前保存好参数的 3D 场景。

        Figma 插件 “Vector to 3D” 的配置保存和读取界面截图,展示了如何保存当前配置到 Figma 图层中,以及如何读取预设配置应用到 3D 对象上。

        模版化则是该插件与 Figma 原生功能联动的完美范例,也是高效产出 3D 素材的关键因素。

        先说效果:插件会将当前物体的配置项(如厚度、位置、材质等)记录,然后用户可以将任意元素与该物体替换,并继承该物体的配置项。

        这个能力极大便利了模版化生产素材。我们只要做好一个模版,然后无限替换元素,就可以生产出适用于各种业务场景的素材了。

        方法很也简单,我们需要将画框设为组件,想要替换的元素也要作为这个画框组件内的子组件。(下面的例子中,我将圆球的底座作为可替换元素)

        在 Figma 中将元素转换为组件的界面截图,显示一个半圆形元素和蓝色矩形被转换为子组件。

        将这个画框组件拖一个出来,在插件中设定好 3D 配置并保存。

        在 Figma 中保存 3D 配置的界面截图,左侧是一个带有粉色半圆的蓝色矩形组件,右侧展示了使用插件 “Vector to 3D” 后生成的3D圆球和矩形底座。

        然后做出其他可供替换的元素,确保图层的数量、排序、命名与画框内的替换元素一致

        在 Figma 中创建可替换元素的界面截图,展示了多个形状(正方形、圆形、星形)的组件。

        最后我们在左侧面板中按住 Cmd + Option 将其他替换元素与画框内的替换元素进行替换,然后在插件中重新加载一遍模型,我们能看到新的形状也应用上原有替换素材的参数。

        在 Figma 中通过 Cmd + Option 替换组件元素并重新加载模型的界面截图,左侧显示将圆形底座与矩形底座替换的操作过程,右侧为替换后继承了矩形底座样式的圆形底座。

        这时,我们的模版已经制作成功了,后续只要无限制作替换素材,就可以获得无限的视觉素材。

        实际应用

        这里分享一个我在工作中实际应用的例子。我制作了一个生成蓝色 3D 玻璃风格图标的模版。

        展示了一个蓝色 3D 玻璃风格的图标库,图标包括代码、星星、垃圾桶、点赞、分享、聊天气泡、下载、美元符号、闪电、心形、加号和引号等不同的图形符号。

        这个模版中,图标和背景面板的形状均可以替换,由此可以生产出很多种变化,适应不同的业务场景。所以也可以积累成为素材库,供团队的其他成员使用。

        同时,我也建立了一个色板,可以用于表达一些状态(成功、失败、警告等),或者用在不同颜色主题风格的系统内。这样我们的模版能产生更多的变化,适用到更多的场景中。

        展示了一个色板图标库,图标包括红色、绿色和橙色的3D风格图标,符号包括感叹号、铃铛、叉号、T恤、星星、方向箭头、勾选、音乐符号、心形和播放按钮等不同的图形符号。

        四、总结

        上文介绍了 Vector to 3D 的界面使用、如何制作模版以及分享了我在实际工作中应用的例子,我们现在已经掌握了在 Figma 中进行 3D 设计的流程。文章的最后总结一下做这件事的优点。

        1.学习成本低

        可以将 Vector to 3D 理解为是一个简化版的 3D 软件,移除了像传统 3D 软件比如 Cinema 4D、Blender 里面的很多复杂功能,仅保留基础能力。

        2.Figma 内完成全流程

        用这套工作流程可以使设计师不离开 Figma 工作环境就能生产出不错的 3D 素材,并且出图后也能在 Figma 内进行简单调色。不需要像传统 3D 工作流程那样在不同软件里的来回导出导入。

        3.可定制程度高

        Vector to 3D 的特点是基于矢量图形生成 3D 模型,所以我们能轻松生产出业务相关的元素,使得视觉素材能高度贴近业务场景。

        4.风格高度统一

        Vector to 3D 能够与 Figma 组件能力联动。可以将灯光、摄像机等全局参数记忆在组件中,替换子组件也能继承原本的材质、位置参数。同时能够将这些参数模版化,无限产出相同风格的视觉素材。

        这套工作流除了在我自己的实际工作中有成功应用,也成功影响到了团队中的其他设计师。在这次分享会过后,团队中有50%成员已经用在需求中使用该插件来生成视觉素材了。

        五、非 Figma 工作流

        最后看到这里的朋友如果当前团队没有在用 Figma 作为工作软件,或者并非 UI/UX 设计师也想试试通过 SVG 图形制作 3D 模型的过程,这里我贴 Vector to 3D 的网页版连接:https://www.meimu.design/vector-to-3d/

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        Uplifting your design details with the Case-Sensitive Forms feature

        By: 李瑞东
        10 June 2024 at 17:30
        The image features a graphic with a light blue and white gradient background. It includes the text “Uplifting your design details with Case-Sensitive Forms” in bold blue letters and the website “LRD.IM” in smaller text. A 3D letter ‘A’ in a blue, bubble-like design is positioned on the right side of the image.

        A curious discovery

        When my workflow had fully transformed from Sketch to Figma, I found there was an option “Case-Sensitive Forms” placed in several typeface setting panels. The appearance of the font might change slightly and occasionally when I enable this setting.

        I was interested in this setting option, then I tried to find out concepts and related knowledge about the term “Case-Sensitive Forms.

        In this post, I will explain what Case-Sensitive Forms are, when should we implement this feature to uplift our design with several practices, and how to use it in our workflow.

        The image shows a settings panel in Figma focusing on typography settings. It highlights the “Case-Sensitive Forms” option, which is clearly marked in a dropdown menu under the “Details” tab. The “Case-Sensitive Forms” setting is encircled in red to emphasize its importance in the typography setup.

        Features

        The “Case-Sensitive Forms” is a feature of OpenType features, which are like hidden compartments in fonts that allow us to change how fonts look and behave. When we use this feature, the font will:

        1. Shift some punctuation marks up to a higher position;
        2. Change oldstyle figures to modern figures.

        Feature 1: Shifting some punctuation marks up to a higher position

        In general, punctuation marks are vertically centered with lowercase characters, which is known as “x-height.”

        However, when using the Case-Sensitive Forms feature, some punctuation marks are aligned with the height of uppercase characters, which we call “Cap height.”

        Comparative display of text alignment with and without Case-Sensitive Forms in Figma, showing punctuation marks adjusted to a higher position.

        Feature 2: Changing oldstyle figures to modern figures

        Some fonts use oldstyle figures by default to add visual attraction. It is often used in traditional publications like books and newspapers since this font has a rhythmic beauty with varied heights.

        When using the Case-Sensitive Forms feature, fonts will be directly changed to modern figures, also known as “lining figures.”

        Visual comparison in Figma of oldstyle figures versus modern figures using Case-Sensitive Forms feature.

        Realistic practices

        Inspiring by the feature 1, shifting some punctuation marks up to a higher position, it is well-suited for compositions that mix uppercase characters, figures, and CJK characters.

        Here is a list of compositions that might be visually improved by using the Case-Sensitive Forms feature.

        1. International phone number

        Because figure glyphs are as high as uppercase characters, the use of Case-Sensitive Forms is ideal for displaying phone numbers that include area codes.

        Graphic displaying an international phone number ‘+1(425) 555–0100’ with normal and Case-Sensitive Forms formatting in Figma.

        2. Date and time

        Similarly, date and time is also well-suited for using the Case-Sensitive Forms feature since they are typically consisted of figures and marks.

        Graphic displaying the date ‘2024–06–10 9:39 PM (GMT+8)’ with normal and Case-Sensitive Forms formatting in Figma.

        3. All caps text

        To make titles or other important information visually prominent, we often capitalize the text, which is also ideal for using the Case-Sensitive Forms feature.

        Graphic displaying the text ‘SIGN-UP NOW’ in all caps, with normal and Case-Sensitive Forms formatting in Figma.

        4. East Asian typography

        East Asian typography looks like a square, meaning the visual height of Chinese, Japanese, Korean, and Vietnamese characters is similar to the “X” letter’s cap height.

        Therefore, the Case-Sensitive Forms feature are also fitting for the East Asian typography scenario, ensuring marks are vertically aligned with the characters.

        Graphic displaying East Asian typography ‘50条/页’ and ‘NHK | 日本放送协会’ with normal and Case-Sensitive Forms formatting in Figma.

        5. Sensitive information

        When displaying sensitive information on digital interfaces, such as Social Security Number(SSNs), bank account numbers, and phone numbers, we often use asterisks (*) or dots (•) to partially obscure it. In that case, the Case-Sensitive Forms feature is highly suitable.

        Graphic displaying masked sensitive information ‘***-**-1234’ with normal and Case-Sensitive Forms formatting in Figma.

        6. Text face

        A rare scenario that may be ideal for using the Case-Sensitive Forms feature is text faces, such as “:D” and “:-)”

        Graphic displaying text faces ‘:D’ and ‘:-)’ with normal and Case-Sensitive Forms formatting in Figma.

        How to use

        1. Supported typefaces

        Only typefaces that support the OpenType feature of Case-Sensitive Forms can enable this feature.

        It means that not ALL typefaces support this feature, even if we implement this setting in design tools or through coding. I’ve simply made a list to clarify which typefaces support it and which not.

        Typefaces that support the Case-Sensitive Forms feature:

        1. DIN Pro;
        2. Inter;
        3. San Francisco (fonts for Apple platforms);
        4. Inria Sans;
        5. Warnock Pro…

        Typefaces that DO NOT support the Case-Sensitive Forms feature:

        1. Arial;
        2. Helvetica;
        3. Noto Sans;
        4. Roboto;
        5. Source Sans;
        6. Segoe UI…

        In other words, the Case-Sensitive Forms feature only works on Apple devices if we use the system default font on our website.

        2. Figma

        Follow these steps to implement the Case-Sensitive Forms feature in Figma. Select a text layer, then:

        1. Open the “Type settings” panel;
        2. Switch to the “Details” tab;
        3. Check the “Case-sensitive forms” option.
        Screenshot of the Figma interface highlighting the Case-Sensitive Forms setting in the type settings panel. Step 1: Select the text layer indicated by a three dots icon. Step 2: Click on the ‘Details’ tab. Step 3: Enable the Case-Sensitive Forms option from a dropdown menu.

        3. CSS

        To use the Case-Sensitive Forms feature on the website, we just need to simply add font-feature-settings: ‘case’; to the element that we want to implement this feature.

        Code snippet displayed in a dark theme editor with CSS properties: font-feature-settings: ‘case’; This is used to implement Case-Sensitive Forms for displaying a phone number.

        The CSS Compatibility of this style is quite good. Again, we need to ensure the typefaces support the Case-Sensitive Forms feature; otherwise there will be no changes.

        Chart displaying high browser compatibility for CSS font-feature-settings, with most modern browsers showing extensive support for advanced typographic features.

        Set as default?

        We’ve discussed many scenarios and advantages of using the Case-Sensitive Forms feature. So should we set it as the default style?

        My answer is NO.

        Although it can uplift visual details with numbers and capital text, it is quite awful when used with lowercase letters, which are more commonly used on our website.

        Graphic displaying the sentence ‘I bought apples (and oranges).’ in two styles: normal and with Case-Sensitive Forms in Figma.

        However, we can safely implement the Case-Sensitive Forms feature in some components that always consist of numbers, marks, and capital letters. Here is the list of UI components:

        1. Avatar;
        2. Badge;
        3. Pagination (Image viewer, Swiper and the likes);
        4. Letter counter.
        Display of various UI components using Case-Sensitive Forms in Figma, including Avatar icons with notification counts, Badge icons with user images, a pagination interface, and a letter counter showing ‘My website is LRD.IM’.

        For comparison, let’s see the most common solution in which the Case-Sensitive Forms feature is not implemented on digital interfaces.

        Display of various UI components in Figma without Case-Sensitive Forms: Avatar icons with notification counts, Badge icons with user images, a pagination interface, and a letter counter showing ‘My website is LRD.IM’.

        Recently, my team has been redesigning our mobile component library. I’ve suggested using the Case-Sensitive Forms feature on the components listed above. Let’s see the outcomes in the future.

        References

        1. Feature: case — Case sensitive Forms
        2. 高级排版功能:Case-Sensitive Forms 是什么?

        Uplifting your design details with the Case-Sensitive Forms feature was originally published in Bootcamp on Medium, where people are continuing the conversation by highlighting and responding to this story.

        让 Tailscale MagicDNS 和 Surge 共存

        1 June 2024 at 17:30
        home

        🧭让 Tailscale MagicDNS 和 Surge 共存

        Surge 和 Tailscale 因为同为网络工具存在互相冲突的情况,一直以来我都不得不关闭 Tailscale 的某些功能使其工作。这篇文章试图使用一些特殊方法绕过限制,让 Tailscale MagicDNS 和 Surge 共存。
        💡
        @Blankwonder 审阅这篇文章后更新了 Surge for Mac,现在已经能够正常使用 <machine name>.<tailnet name>.ts.net 域名,如果你想省略 <tailnet name> 可以继续往下读。

        什么是 Tailscale MagicDNS

        Tailscale can automatically assign DNS names for devices in your network when you use the MagicDNS feature.
        Tailnet 内的设备会被分配一个唯一的 100.64.0.0/10 地址。你可以直接访问这个 IP 地址,但是正如直接使用 IP 网上冲浪是个坏主意,直接使用 IP 也不是个好主意。所以 Tailscale 会为每个 IP 也分配一个 ts.net 的地址。
        这个域名并非公网 DNS 能够解析,而是由 Tailnet 内 100.100.100.100 这个 DNS 服务器解析的。这一 DNS 服务名叫 MagicDNS。
        notion image
        如图,你只需要记得 machine name,并且开启 Tailscale MagicDNS,你只需要在浏览器中输入 https://monitoring 就相当于访问 https://onitoring.yak-bebop.ts.net:443

        问题

        当 Tailscale 启动时它会在路由表中写入下面的内容,告诉系统遇到这些 IP 的请求就交给 Tailscale 的 utun 接口。
        然而当 Surge 的高级模式开启时,Surge 处于某种原因无法将 DNS 查询的数据包发往 utun9,即便你在规则中写了这样的规则。
        这个限制似乎并不发生在 TCP 请求,因为后面的解决方案无需加入这些的规则。
        💡
        这个问题在新版的 Surge for Mac 中已经得到解决

        解决

        我在浏览 Tailscale 文档时发现,他们提供了 API 接口来获取所有的实例名称和地址,这样就能自己实现一个 DNS 解析。下面是脚本内容。
        ⚠️
        如果你加入了多个 Tailnet,这个脚本并不适用!
        使用脚本之前,你需要准备三个字段:
        • TENANT_ID
          • notion image
        • TAILNET_NAME - 你可以在 这里 找到,填入包含 ts.net 的名称
        • ACCESS_KEY - 你可以在 这里 申请 API access tokens,有效期最长 90 天

        使用

        接下来你便可以使用 <machine name>.ts.net 来连接对应的主机实例。
        这个方案无法实现 search domains 所以你至少需要写上 ts.net。由于我不考虑多个 Tailnet 的情况,也不需要记住你 Tailnet 的名称。

        注意

        1. 脚本的 Key 只有 90 天有效期,你需要定期更新
        1. 每次访问 *.ts.net 只要域名解析未过期都会发起一次请求,通常这不是问题,如果你遇到了问题可以在评论中告诉我
        Roy Li © 2024

        更加高效的 Surge Ponte 网络分流

        31 May 2024 at 08:00
        home

        🏃‍♂️更加高效的 Surge Ponte 网络分流

        背景

        自从 Ponte 上线以来,我就一直用它来实现外网访问内网的隧道。这个方案稳定,适应不同类型的宽带网络,无论是 NAT 网络还是公网 IP 都能无感回家。最近无意发现一直以来使用的配置有一个微小的缺陷所以用这篇文章来记录优化的过程。

        起因

        我家的网段是 192.168.114.0/24 ,Surge 的配置中有这样一段:
        这样即便身处内网连接也会通过设备 PYCELLE 转发。我家的大部分网络服务都位于这台设备上,但同时也有 NAS 和路由器。一般情况下这么写都没问题,但如果遇到 Mac mini 升级我的 Surge 就完全无法访问内网,电脑使用 NAS 备份也会先经过一次 PYCELLE 再去到 NAS,略显低效。

        解决

        解决的思路很简单,在家时直连 192.168.114.0/24 ,在外面时先隧道连接 PYCELLE 再去到目标的地址。Surge 提供 Rule 类型的脚本,能够很容易解决这个问题。
        是的,我家所有联网的设备都以 GOT 角色或者城市命名了。
        这个脚本主要的判断依据有三点:
        1. 是否连接了家里的 WiFi 热点
        1. 有线连接的设备是否使用 192.168.114.1 作为网关
        1. 连接的目的地是否位于 192.168.114.0/24
        另外为了使这个脚本生效,你还要在配置中引入它:
        因为我家的内网网段比较简单,所以使用了 String.prototype.includes ,假设你家的内网有多个网段可能需要下面的函数来判断子网。
         
        Roy Li © 2024

        Lessons I learned after completing the Google UX Design Professional Certificate

        The image is a presentation slide with a dark green background and white text. The text reads “Lessons I learned after completing the Google UX Design Professional Certificate.” The logo “LRD.IM” is also displayed.

        Recently, I heard that Coursera has a UX design course developed by Google’s design team. This course covers the entire design process and teaches us how to present our portfolio, prepare interviews, and the like.

        It is necessary to enroll in this course even though it is designed primarily for beginners and fresh graduates. It would enhance my English skills on one hand, and deepen my understanding of Western design practices and culture on the other. Since the term “UX design” is called out by Western designers and I am eager to compare Western design cultures with those I’ve experienced in China.

        So I enrolled in this online course, trying to spare my time on it. Such as during lunch and dinner breaks on weekdays, or parts of the weekend. I completed the whole certificate within two months. And now I’d like to write down what I learned from this course:

        The image shows a dark green presentation slide with four text boxes labeled “New concepts,” “Listening and Reading Proficiency,” “Accessibility and equity,” and “Guidance for Job Hunting.” The text is in white and each box has a rounded edge.
        1. Introducing concepts I had never heard of. Despite my 5+ yoe in a wide range of companies, from startups to large corporations in China, those new concepts opened up a lot of room for me to explore.
        2. Enhancing my listening and reading skills. The course covers plenty of video and reading materials that include industry jargon that translators cannot provide. Moreover, certain phrases and sentence structures are repeatedly used throughout the course. I think my reading skills and speed are slightly improved.
        3. Pointing out concepts like accessibility and equity early throughout the course. I used to think only seasoned designers or well-developed products consider these aspects, however, they are mentioned early on and repeatedly. These concepts resonated with me and will truly influence my work.
        4. Elaborating comprehensive and detailed guidance for designers to prepare their portfolios, resumes, and interviews. They not only tell us what content should be included in our portfolios, but also how to prepare for interviews at different stages. I resonated with these instructions as well, since I did think those details over when looking for a new job.

        Table of content

        This is a wide banner-like image with a dark green background and the words “New concepts” in large, white text centered across the slide.

        New concepts

        I have consistently tried to think about and expand design boundaries through different aspects, which requires a breadth of knowledge. Here, I will share several new concepts along with my personal understanding.

        Affinity diagram

        This is a method of synthesizing that organizes data into groups with common themes or relationships. It can be used in different stages of the design process, such as during brainstorming or after collecting users feedback. The example below focuses on the latter.

        After collecting a batch of user feedback, the design team condense each piece of feedback into a single sentence and write it on sticky notes. Then we post them up on a whiteboard or digital tools like Figma. Then the design team look for sticky notes that reference similar ideas, issues, or functionality and collaboratively organizes them into clusters representing different themes.

        When I first learned about this approach in the course, I realized that this approach is similar to another method called “Card sorting” that was included in an article I translated earlier named [English to Chinese Translation] How we rebuilt Shopify’s developer docs. Both methods involve clustering sticky notes, naming these groups and summarizing the themes or relationships.

        However, card sorting is implemented by external participants and aims to uncover users’ mental models to improve information architecture; Whereas affinity diagramming organizes a large amount of raw data to show the team which problems users are most concerned about and consider high priority.

        * This concept is mentioned in Module 3 of Course 4 (Conduct UX Research and Test Early Concepts — Module 3 — Gather, organize, and reflect on data)

        Digital literacy

        This concept refers to an individual’s ability to gather, communicate, and create content using digital products and the internet. For example, senior adults or those living in areas with poor internet infrastructure may find it difficult to understand interfaces and functionalities, they are considered to have lower digital literacy.

        In contrast, young people, especially those working in the information technology industries, are typically familiar with new software and concepts, and can quickly adapt to them.

        This course does not dig deeply into this concept, rather, it emphasizes the importance of understanding our users. If our product targets a broad range of users, it is good to consider the needs of users with lower digital literacy. Moreover, this factor should also be considered when recruiting participants for usability tests.

        * This concept is mentioned in Module 2 of Course 1 (Foundations of User Experience (UX) Design — Module 2 — Get to know the user)

        Deceptive pattern

        This concept refers to a group of UX methods that trick users into doing or buying something they wouldn’t otherwise have done or bought.

        In the course, instructors clearly point out that this is an unethical and not a good practice. Businesses may lose their clients’ respect and trust once clients realize that they have fallen into deceptive patterns. I will share a few interesting examples that the course provided.

        1. Confirmshaming: Making users feel ashamed of their decision. For example, a subscribe button on a news website usually reads “Subscribe now / No thanks”. BBut if the service provider wants to manipulate readers’ emotions, the text might be changed to: “Subscribe now / No, I don’t care about things around me.”
        2. Urgency: Pushing users to make a decision within a limited time. For example, an e-commerce website might give you a coupon that is only available for 24 hours, prompting you to purchase items without a thoughtful consideration. The course doesn’t judge these marketing strategies or promotions; instead, it suggests that we should avoid putting pressure on users. As designers, we should try our best to balance business promotions and avoid manipulating users’ emotions.
        3. Scarcity: Making users very aware of the limited number of items. For example, a popup or attractive advertisement stating “Only 5 items left in stock.” The course suggests that designers should concentrate on helping users to understand products better, rather than using designs to encourage impulsive buying.

        It is really interesting that these deceptive patterns are so common in the Chinese e-commerce industry that it might seem unusual if those strategies were to disappear.

        This seems to reflect cultural differences between China and the West. In China, core team members, such as designers, product managers, and operators, collaboratively discuss how to induce and prompt users to make a hasty decision. Also, we regularly hold reflections to discuss and share insights on how to deeply incite users’ motivation.

        In 2018, I landed my first job as a UI designer at an e-commerce company. One of my main tasks is designing promotions, such as “claim your vouchers”, “flash sales ending in N hours”, and creating illustrations of red pockets and flying coins, and the like. I didn’t really like these approaches at that time, so I eventually turned to the B2B and SaaS industry, focusing more on UX design.

        Although I am not fond of these types of designs, these seem to really help companies grow and generate income. We could stabilize our employment only if our company were earning profits. Perhaps that is an inextricable cycle: obviously, deceptive patterns are unethical and bad as they are inducing and annoying our users, but we must continuously implement these approaches and think about how to make them more effective.

        * This concept is mentioned in Module 3 of Course 3 (Build Wireframes and Low-Fidelity Prototypes — Module 3 — Understand ethical and inclusive design)

        Biases

        The course thoroughly explains a concept called “implicit bias”. It refers to the collection of attitudes and stereotypes associated, influencing our understanding of and decisions for a specific group of people.

        For example, imagine you’re designing an app to help parents buy childcare. To personalize your onboarding process, you start by displaying bold text saying, “Welcome, moms. We’re here to help you…”

        This is an example of implicit bias, since it excludes every other type of caregiver, like grandparents, guardians, dads and others.

        In addition, here are some interesting biases the course introduced:

        1. Confirmation bias. Refers to the tendency to find evidence that supports people’s assumptions when gathering and analyzing information.
        2. Friendliness bias. Refers to the tendency to give more desirable answers or positive comments in order to please interviewers. This usually occurs in usability tests, where participants may not share their honest feedback because they are afraid that real answers or negative comments might offend interviewers and be considered unfriendly.
        3. False-consensus bias. Refers to the tendency that people tend to believe that their personal views or behaviors are more widely accepted than they actually are, and consider others’ opinions to be minor or marginal. For example, an optimist might think that most people around the world are optimistic; or designers can easily understand iconographies and illustrations they created, they might assume other users might easily to understand too.

        I was shocked when I was learning this part. I strongly resonated with these biases which I had never perceived before. After all, the course lets us be aware of these biases and provides approaches to help us avoid falling into these pitfalls.

        * This concept is mentioned in Module 3 of Course 3 (Build Wireframes and Low-Fidelity Prototypes — Module 3 — Understand ethical and inclusive design)

        I listed some concepts above that I had barely encountered in my workspace. Becoming a UX designer appears to require a broad range of knowledge, such as design, the humanities, psychology, and sociology. I am now interested in psychology after completing this course.

        This is a wide banner-like image with a dark green background and the words “Listening and Reading Proficiency” in large, white text centered across the slide.

        Listening and Reading Proficiency

        There are plenty of listening and reading materials involved in the course. Typically, each video lesson is accompanied by an article. If there are additional knowledge points, a single video might be accompanied by two or three articles.

        Most instructors in the course speak with American accents. They also speak slowly and clearly, which makes me comfortable and usually allows me to understand without opening closed caption. Sometimes, I need to rewind a few seconds when they are speaking long sentences with many clauses or introducing new concepts, and I will open closed captions if I am still confused.

        It is worth pointing out that the course contains lots of industry jargon, and I resonated with this because I used similar approaches or processes in my workspace by using Chinese. As a learner, I created a spreadsheet to record expressions that might be useful, such as:

        1. Above the fold, the content on a web page that doesn’t require scrolling to experience;
        2. Deliverable, final products like mockups or documents that can be handed over to clients or developers to bring designs to life.
        3. Digital real estate, space within the digital interface where designers can arrange visual elements;
        4. Firm parameters, refer to rigid design boundaries or limitations like time, project resources, and budget.

        I think it is valuable to collect this industry jargon because it is authentically expressed, which can’t be translated by common translation tools. This will be helpful for me to read design articles and write blogs in English.

        This is a wide banner-like image with a dark green background and the words “Accessibility and Equity” in large, white text centered across the slide.

        Accessibility and Equity

        Accessibility

        The course introduces several assistive technologies, such as color modification, voice control, switch devices, and screen readers, which can help people with different types of disabilities to use our products easily.

        Instructors also point out that even people who don’t have disabilities, or who do not perceive themselves as having disabilities might benefit from these assistive technologies. The course suggests that we think these factors over throughout the entire design process. For instance:

        1. Supporting color modification. Features that increase the contrast of colors on a screen, like high-contrast mode or dark mode;
        2. Supporting voice control. Allows users to navigate and interact with the elements on their devices using only their voice. They also mention a concept called “Voice User Interface (VUI)”;
        3. Supporting switch devices. This is a one-button device that functions as an alternative to conventional input methods such as the keyboard, mouse, and touch, allowing users to complete common tasks like browsing webpages and typing text;
        4. Supporting screen readers. Allows users with vision impairment to perceive the content. The course suggests that we write alternative text to images, add appropriate aria labels to interactive elements like buttons, and consider the focus order of elements.

        Here is a website that demonstrates the color modification feature: HubSpot.com

        On the top navigation of this website, it provides a switch for us to toggle a high-contrast mode. Moreover, it also supports reduced motion effects — if I enable the reduced motion setting on my device, this website will minimize motion effects as much as possible.

        Equity

        The course also introduces a concept called “equity-focused design.”

        Instructors clearly define the difference between “equality” and “equity”:

        1. Equality: Providing the same amount of opportunity and support, everyone receives the same thing;
        2. Equity: Providing different amount of opportunity and support according to individual circumstances, ensuring everyone can achieve the same outcomes.

        The course also points out that equity-focused design means considering all races, genders, and abilities, especially focusing on groups that have been historically underrepresented or ignored when building products.

        They use a survey question as an example: when gathering participants’ demographic information like gender, it is not enough to provide three options: “Male”, “Female” and “Other”. To make our design more inclusive and equitable, we should offer additional choices, including “Male”, “Female”, “Gender-nonconforming”, “nonbinary” and a blank field. The latter provides non-conventional gender options, uplifting those who might be marginalized in conventional surveys. This approach also aims to balance the opportunities for all groups to express themselves, ensuring their voices are treated fairly and heard.

        In this lesson, I clearly faced a culture gap from the West. In fact, I don’t really like to dig into this concept deeply, mainly because I can’t determine whether this approach is right. Sometimes I think it is unnecessarily complicated, but at other times, I recognize that there are people with non-traditional genders around us who may truly be eager to be treated fairly.

        When I was learning this lesson, I realized that there was an opportunity to incorporate accessibility features into the project I was recently working on. I will write a new post if this project lands successfully.

        * This concept is mentioned in Module 2 of Course 1 (Foundations of User Experience (UX) Design — Module 2 — Get to know the user)

        This is a wide banner-like image with a dark green background and the words “Guidance for Job Hunting” in large, white text centered across the slide.

        Guidance for Job Hunting

        In the final course, instructors teach us how to lay out a portfolio and what content should be included. They also inform us the process of interviews and how to thoroughly prepare for interviews.

        The guidance they mentioned is for the Western workplace, which may not seamlessly fit in the Chinese workplace. For example:

        1. They point out that designers should have a personal website and case studies regularly. However, Chinese designers prefer to publish their case studies on public platforms like ZCOOL and UI.CN;
        2. They also teach us how to build our digital presence and network through LinkedIn. However, these approaches are not common in the Chinese job market, where the most popular methods are directly submitting resumes and getting recommendations through acquaintances.
        3. They inform us how to handle panel interviews. I have interviewed with a wide range of companies, from startups to corporations, and never encountered panel interviews, which means that the panel interview is not popular in this industry.

        I was deeply impressed by how they elaborated on the preparation and important considerations during the interview process. For example:

        1. Research the main business of the company you interview for beforehand, and clearly understand why you are a good fit for the company;
        2. Prepare answers to common interview questions beforehand, such as a personal introduction, your strengths, and descriptions of your case studies;
        3. We should learn how to answer difficult questions using the STAR method, and prepare well before starting an interview;
        4. Adapt the focus and questions according to the interviewer’s role to show you are a professional;
        5. During the interview process, you might be asked to complete a task. Therefore, we should practice the ability to think aloud and clearly define questions, since interviewers might pose vague questions on purpose.

        I resonated with the approaches and tricks mentioned in the course that I had previously used, which gave me a strong feeling that I was on the right track.

        Additionally, the course also provides detailed instructions on how to pursue freelance design work. For instance:

        1. Clearly identify your target audience and understand why they should choose your service;
        2. Know your competitors, identifying what they can’t provide but you can;
        3. Promote your service and build word-of-mouth by attending online and in-person events, and getting recommended through acquaintances;
        4. Calculate the business expenses, set fair prices for your services, and make financial projections — estimate what your finances will look like in the first month, the first 6 months, and the first year.

        * This concept is mentioned in Module 3 of Course 7 (Design a User Experience for Social Good & Prepare for Jobs — Module 3)

        To sum it up

        Well, above are lessons I’ve learned from the Google UX Design Professional Certificate on Coursera over the past two months. I think that this is an interesting course, although not all content can be applied in my daily work, I’ve also learned the thinking processes and workplace cultures of designers in another part of the world.

        I strongly recommend designers reading this post consider to enrolling in the Google UX Design Professional Certificate, by doing this, you might probably gain new insights. The course costs $49 monthly, which is not expensive. It is likely to complete the entire course over two or three months if you have a full-time job.

        Things worked as I expected, and I will start my next project in the second half of the year.


        Lessons I learned after completing the Google UX Design Professional Certificate was originally published in Bootcamp on Medium, where people are continuing the conversation by highlighting and responding to this story.

        完成了 Google UX Design Professional Certificate 后的收获

        最近了解到 Coursera 这个平台里面有一个 Google 设计团队出品的的 UX 设计课程,课程里会介绍完整的 UX 设计过程,并且教我们怎么写作品集和准备面试之类的。

        即便这是一门面向初学者或应届生的课程,我觉得也有必要参加这个课程看看。一方面能锻炼下自己刚闭关修炼出来的的英语能力,更重要的是还能了解下西方职场的设计流程和设计文化(毕竟 “UX 设计” 这个概念是西方人创造出来的),我一直想对比看看老外的设计文化和自己这几年在国内职场的感受有没有什么异同。

        于是就报名参加了这个网课,都是抽时间来学习的。比如工作日吃午饭和吃晚饭那段时间,或者周末的部份时间等等。总共花了 2 个月完成了所有课程。写这篇文章的目的也是记录下结课之后的感受:

        图片中央展示四个方框,每个方框内部都用白色中文文字标识了不同的概念:“新的概念”,“听力、阅读能力”,“无障碍和公平”,“求职指引”。
        1. 里面提到的一些概念我没有听说过。即便我工作了 5 年,在小公司和大集团都呆过,里面有些概念仍然给了我很大的探索空间;
        2. 英文听力、阅读能力锻炼。里面有大量的视频和阅读材料,用词应该就是比较地道的行业术语,这些是翻译软件不能提供的。而且里面的材料都会不断重复一些短语或句型。我觉得我的阅读能力和速度是有所提升的;
        3. “无障碍” 和 “公平” 的概念被很早提及并贯穿全课程。我一直以为只有比较成熟的设计师或产品才会考虑到这些,但这些概念在课程中很早就被提及了,而且是反复提及。这触动了我,并真正地影响到了我的工作;
        4. 提供了全面且周到的指引帮助设计师准备作品集/简历/面试。这方面内容他们写得很细,告诉我们作品集里应该包含哪些,针对不同面试阶段所做的准备等。里面写到的东西我很有共鸣,因为我在找工作的时候也会去思考这些细节。
        深绿色背景的宽幅 Banner,中间白色大字“新的概念”。

        新的概念

        工作这几年,我一直会尝试从更多不同的维度来思考和扩展原有的设计边界,做到这点需要有比较宽广的知识面。这里分享下我在课程里了解到的一些新概念,以及我的理解。

        Affinity diagram 亲和图

        这是一种组织数据的方法。从不同的反馈和数据中整理出他们的相似之处和关系。亲和图可以用在不同的设计阶段,比如在头脑风暴中,或者收集到用户反馈后,这里以后者为例子。

        具体做法是在收集好一批用户反馈后,将每一个原始反馈浓缩成一句话,写在便利贴上并将它们都贴在白板上(当然,也可以用在线工具如 Figma 完成)。然后团队成员一起看这些内容,将提到相似概念/问题/需求的便利贴放在一起,并给这一堆便利贴起个名字概括他们的共同点。

        根据分组结果,我们可以总结出一些趋势、痛点,了解到我们需要解决的问题也为后续的洞察报告提供了依据。

        最开始在课程里了解到这个方法的时候,我突然想起来这与我两年前翻译的文章:【译文】我们如何重建 Shopify 的开发者文档 里提到的 “卡片分类法” 很像,都是将相似的卡片堆成一组,给该组命名,然后得出结论。

        但卡片分类法里面 “分类” 的动作是由团队外部的人参与的,并且用于揭示用户的心智模型并为解决网站信息架构问题提供指引;而亲和图则是通过组织大量原始数据,告诉团队有哪些问题是用户关心的,亟待解决的问题。

        *该概念在第四门课程的第三个模块中提及 (Conduct UX Research and Test Early Concepts — Module 3 — Gather, organize, and reflect on data)

        Digital literacy 数字素养

        这个概念大意是指人们对于数字产品、网络来获取信息、交流和创造内容的能力。比如一些年长的人、生活在网络没那么普及的环境中的人,他们对于使用电子设备和互联网就会有些障碍,理解功能和界面也会感到困难。而年轻人,特别是互联网行业的从业者则对这些就比较熟悉,各种新软件、新概念都能很快上手。

        课程中对这个概念并没有展开太多,主要是提醒我们作为设计师,要了解到我们的用户是谁。如果是一个面向较宽广的用户群体,最好考虑也到对电子设备和互联网没那么熟悉的人。包括在做可用性测试时,招募的参与者最好也考虑到这个因素。

        *该概念在第一门课程的第二个模块中提及 (Foundations of User Experience (UX) Design — Module 2 — Get to know the user)

        Deceptive pattern 欺诈性设计模式

        指的是一种设计方法:通过设计去诱导用户去做一些本来不想做的事情,或购买本来不想买的东西。

        在课程中,明确指出这是不道德的事情,不是好的做法。一旦用户认为自己陷入了欺诈性设计模式当中,公司将会失去用户的尊重和信任。课程中列举了一些例子,我可以拿几个有意思的的分享出来。

        1. Confirmshaming (羞辱性确认): 让用户对自己作出的决定感到愧疚。比如一个新闻网站的订阅按钮,文案里原本可以写 “立即订阅 / 不了,谢谢”,但为了操纵用户的情绪,文案写上 “立即订阅 / 不了,我不关心身边的事情”。
        2. Urgency (急迫性): 引诱用户在 “有限的时间内” 作出决定。比如电商网站里给你送了一张仅限当天使用的优惠券,促使你赶紧付钱消费。课程里指出并重点不是限时促销这件事情,而是在这过程中给用户增加了消费的压力。作为设计师,我们应该在曝光公司的促销活动的情况下,尽量避免操纵用户情绪。
        3. Scarcity (稀缺性): 使用户感受到这件商品非常稀缺。比如一个弹窗推送或明显的广告写着 “商品仅剩 5 件”。课程中建议设计师聚焦于怎么帮助用户更好地了解该产品,而不是利用设计促使他们进行冲动型消费。

        有意思的是这几种 “欺诈性设计模式” 在咱们国内电商环境中太常见了,以至于没有这些反而感觉不正常。

        看起来这是国内外文化的差异的一种体现。在国内的环境中丝毫不会避讳这些东西,反而设计、产品、运营都会一起构思怎么做才能更好地 “诱导” 用户做某些事情。甚至还会在内部复盘、分享,看看过程中有哪些地方可以继续改进。

        2018 年,我的第一份工作是在面向消费者的电商公司里做 UI 设计师,经常要在界面上做出 “领取优惠券”、“秒杀价剩余 N 小时” 和礼包、金币满天飞的插画等设计,正正是因为自己不喜欢做这种设计,之后才转向了更注重 UX设计的做 B 端、SaaS 行业。

        虽然自己本身是一点都不喜欢这种设计方式,但这似乎能实打实地帮助到公司获取收入。公司有一份好的收入,大家的工作才能稳定。似乎陷入了一个无法走出的循环 —— 明知道这种设计方式是不对的,是有诱导性质且给用户带来烦扰的,但又不得不继续做,并想办法做得更好。

        *该概念在第三门课程的第三个模块中提及 (Build Wireframes and Low-Fidelity Prototypes — Module 3 — Understand ethical and inclusive design)

        Biases 偏见

        课程里着重介绍了一个叫做 “隐性偏见 (implicit bias)” 的概念。“隐性偏见” 指的是我们潜意识里有一种态度或偏见,影响了我们对某一群体的理解或决定。

        比如一个餐厅老板收到两份简历,求职者 A 是一个二十多岁的毕业生,没有餐饮行业经验;而求职者 B 则是一个 50 多岁的人,有 30 多年餐饮行业经验。但最终老板选择了求职者 A,因为他认为年轻人的体力更好,做事情会比 50 多岁的人要快。这就是一个 “隐性偏见” 的例子。

        课程中还介绍了其他几种偏见,这里也分享一些我觉得有意思的:

        1. Confirmation bias (确认偏见)。指的是人们在收集信息和分析信息的过程中,倾向于寻找支持自己想法的证据。甚至尝试以更贴近自己预想结果的方式来解释数据;
        2. Friendliness bias (友善偏见)。指的是为了令其他人满意,受访者更倾向于做出访问者希望得到的答案或者做出积极评价。通常发生在可用性测试当中,受访者觉得说出真实答案或负面情绪的答案会被认为冒犯和不友善,不将自己的真正想法说出来;
        3. False-consensus bias (错误共识偏见)。指的是人们倾向于认为自己的观点或行为比实际情况更广泛地被认同,并且觉得其他人的观点或意见是被少数人接受的。比如一个人很乐观主义,就会认为世界上大多数人都是乐观主义;设计师能够很轻松地理解自己设计出来的图标、图像含义,就会认为其他用户也能轻易理解。

        学到这里的时候我似乎被当头一棒,我似乎对里面提到的不少偏见都有共鸣,并且自己从来没意识到有这么一回事。总的来说,课程希望我们认识这些偏见,然后提供方法教我们怎么避免这些偏见。

        以上列举了几个我在课程里了解到在日常工作中不怎么接触到的概念。可以看出来做一名 UX 设计师似乎得有宽广的知识背景,比如设计、人文、心理、社会学等等。通过这门课程,我觉得我对心理学产生了一些兴趣。

        * 该概念在第三门课程的第三个模块中提及 (Build Wireframes and Low-Fidelity Prototypes — Module 3 — Understand ethical and inclusive design)

        深绿色背景的宽幅 Banner,中间白色大字”听力、阅读能力”。

        听力、阅读能力

        课程里面的听力和阅读材料实在是太多了,基本上是一节视频课程,搭配一篇的阅读,如果有其他可以衍生出来的知识点,甚至会多篇阅读。

        里面绝大多数老师都是美式口音,语速有刻意地减慢,我听着很舒适,绝大部分情况下不用看字幕。只是到了一些包含大量从句的长句子或新概念时可能会需要倒退一下多听几遍,再听不懂就会开字幕来看。

        值得一提的是,里面有大量的行业术语,有很多我在国内日常工作中的用到的设计方法/流程等,这里都有出现到。作为学习者,我自己有做一个表格,把值得记录下来的表达方式都记下来,比如:

        1. Above the fold 指的是在首屏(不用滚动)就能看到的内容;
        2. Deliverable 设计的交付物;
        3. Digital real estate 大概是指视窗范围或可供设计师发挥的空间尺寸;
        4. Firm parameters 指一些设计过程中的限制,如时间,项目资源和预算等…

        我觉得积累这种行业词汇有一个宝贵之处是,它的表达很地道,用通用的翻译软件是做不到的。这对我阅读设计经验文章,或者自己用英文写设计博客很有帮助。

        深绿色背景的宽幅 Banner,中间白色大字”无障碍和公平”。

        无障碍和公平

        无障碍

        课程中介绍了几种辅助技术 (Assistive Technology),如颜色模式、语音控制、Switch 设备和屏幕阅读器等帮助身体有障碍的人们更好地使用我们的产品。课程强调即便是健全人,或者认为自己是健全人的群体,也有可能会用到这些辅助技术。课程建议我们在设计的全流程都考虑这些因素。具体的做法,比如:

        1. 支持多种色彩模式。如亮色/暗色模式,支持增强对比度和减弱透明度等效果;
        2. 提供语音控制支持。允许用户通过声音来导航和与界面上的元素交互。另外,里面提到有个概念叫做 “VUI”;
        3. 支持一种叫做 “Switch” 的设备。这是一种代替键盘、鼠标或手指等常见输入方式的设备,通常只有一个按钮。用户就是通过一个按钮来实现浏览网页、输入文字等日常操作的;
        4. 支持屏幕阅读器。确保人们可以在看不见屏幕的情况下也能获取到主要内容。课程建议我们给图片添加替代文字,或者给按钮等控件加上合适的标签,并且留意元素的聚焦顺序。

        这里分享一个在这方面有所体现的网站:HubSpot.com

        这个网站提供了强对比的色彩模式,在顶部导航栏里有开关可以切换。同时也支持减弱动画的效果,如果我的设备在系统设置里设置了减弱动画,这个网站的大部份动效都会被移除。

        公平

        课程中介绍了一个概念叫做 “以公平为中心的设计” (equity-focused design),并厘清了 “平等” 和 “公平” 这两个概念:

        • 平等是每个人都有相同的机会和支持,即每个人都拿到了同样的东西;
        • 公平是根据每个人不同的情况而提供不同的机会和支持,最终大家都能有相同的结果。

        课程中指明,面向 “公平” 的设计,需要考虑到所有种族、性别、能力,特别是一些曾经被忽视和排除的群体

        他们以一个问卷问题作为例子:在收集受试者的性别信息时,如果只提供三个选项:“男”、“女” 和 “其他” 是不够的。如果想要更包容和公平我们应该提供:“男”、“女”、“非常规性别”、“非二元性别” 和 “请填写”。后者通过提供非传统性别选项和自定义选项,关注到了那些可能在传统问卷调查中被边缘化的群体。试图平衡不同群体间的表达机会,确保他们的声音被平等对待和听见。

        从这门课程里我正面感受到了来自西方文化差异。实际上我不是很想太深入学这里面的门道,主要是我没法判断他们这种做法到底是对还是错,我有时候会认为这是在闲着没事干,有时候又认为我们身边确实也会有这种非传统性别的人,他们或许真的需要被 “平等对待”。

        学到这里时,刚好公司的工作中有机会可以让我在设计中加入对无障碍的考量,我便抓紧机会在公司实施了一番。如果我的计划落地成功,我也会在这里分享出来的。

        *该概念在第一门课程的第二个模块中提及 (Foundations of User Experience (UX) Design — Module 2 — Get to know the user)

        深绿色背景的宽幅 Banner,中间白色大字”求职指引”。

        求职指引

        最后一课老师教授了我们怎么做作品集、一份作品集里要包含哪些东西、面试的流程、怎么准备面试等。

        课程里讲述的都是西方世界的职场规则,有些未必在国内职场适用,比如:

        1. 比如他会提到设计师应该有一个自己的个人网站,里面需要及时更新自己的作品。但在国内大家似乎更喜欢将作品传上平台提高曝光度,比如站酷UI 中国
        2. 他会教我们怎么建立自己在互联网上的形象并通过 LinkedIn 去做 Networking。但似乎在国内的职场上没有这一步,身边的人多数都是直接在网站上投简历,或者有少量的人是熟人内推进去的;
        3. 里面有教我们怎么应对小组面试。我这几年在国内面试了大大小小公司,没试过有小组面试的情况,说明小组面试在我们的行业内不是特别流行。

        印象比较深的是在课程里他提到了对于面试的准备,以及面试过程中的注意事项。课程里说得真的挺细的,比如:

        1. 面试前要了解好公司所做的业务,清楚自己为什么适合去那家公司;
        2. 提前准备好一些常用的问题,比如个人介绍、个人优势以及介绍设计案例等;
        3. 学会用 STAR 法则回答困难的问题,在面试前提前练习好;
        4. 根据面试官身份来改变面试的侧重点和要提问的问题,需要体现出自身的专业性;
        5. 面试时可能会有现场测试题。所以我们要练习好将自己的想法说出来的能力,也要有界定清楚问题的能力(因为有时候面试官特意给出很模糊的问题)

        有时候刚看看到课程里提到的方法和技巧,正好是我有用过的,我会感到有共鸣,觉得自己的方向是对的。

        另外,课程里还有教我们如果想走自由职业,要遵循怎么样的步骤。写得还比较详细,我这里列举几点:

        1. 明确目标用户是哪些群体,他们为什么要选择自己的服务;
        2. 了解自己的竞争对手,看看有没有东西是他们提供不了而自己是可以的;
        3. 通过参加线上推广、线下活动、熟人推荐等方式推销自己的服务和建立口碑;
        4. 计算开支,合理定价,并且制定财务计划 —— 构思第一个月、第六个月或第一年自己的财物状况是怎样的。

        *该内容在第七门课程的第三个模块中提及 (Design a User Experience for Social Good & Prepare for Jobs — Module 3)

        总结

        以上就是我这两个月以来在 Coursera 平台里学习 Google UX 课程的一些收获。我觉得还是挺有意思的一门课程,即便不是所有内容都能在日常工作中应用,但至少知道在地球里的另一个世界,那边的设计师他们的思考习惯、职场文化是怎样的。

        我很推荐看到这里的设计师们去这门课程 Google UX Design Professional Certificate 里瞧瞧,相信大部份人都是有收获的。收费不是很贵,是按月来收费。每个月 49 美刀,工作党每天抽点时间来看,一般 2~3 个月都能完成了。

        事情按照预期发展,五一假期结束了这门课程,下半年又可以开始捣鼓另一件事情了。

        探讨如何为开源项目提交 issue

        By: Ryan Wang
        22 March 2024 at 10:51

        此文来自于我在公司内部 Wiki 上的文章,现将其整理并转载到我的博客。

        Co-Authors:OD、wan92hen

        什么是 GitHub Issue

        GitHub 官方文档(https://docs.github.com/en/issues/tracking-your-work-with-issues/about-issues )给出的解释是 Use GitHub Issues to track ideas, feedback, tasks, or bugs for work on GitHub.,即通过 GitHub Issues 来跟踪 GitHub 项目相关的想法、反馈、任务及缺陷。从这段描述当中我们可以发现 Issue 不仅代表了 Bug、缺陷,它可以是任何跟项目有关且需要项目维护者知晓的内容,如果将其直译为问题可能会引起歧义,所以接下来我们直接使用 Issue 这个单词来表示它。

        另一个值得注意的地方是 GitHub Issues 是一种异步沟通体系。所谓异步,即我提交了一个 Issue 以后,并不意味着立即就能够收到反馈。异步沟通虽然不像同步沟通那样来得直接,但并不代表它不高效。因为不期望能立即收到反馈来进行进一步地沟通,双方都需要尽可能地将信息一次性传达到位,在一定程度上反而可以提高沟通效率。

        为什么要提交 Issue

        上文中提到了 Issue 所代表的含义,它可能是关于项目的一个新想法,也可能是对于某个特定功能的使用反馈,还有可能是使用过程中碰到的各种各样的 Bug。提交 Issue 的目的自然是让项目维护者知道有这样的一个 Issue 存在。这看起来是一句废话,但实际上不同的 Issue 内容,能够达成这个目的的效果可能千差万别。一个好的 Issue 能够清晰、准确地表达出自己希望传达的信息,项目维护者跟提交者之间不需要再次进行额外的沟通就能够顺利地处理掉这个 Issue。反之一个不好的 Issue 不仅起不到这样的效果,反而可能在你来我往的交互中逐渐跑偏甚至变得火药味十足。

        如何提交一个 GitHub Issue

        提交一个 Issue 很简单,打开 GitHub 登录下自己的账号,点几下鼠标敲几下键盘就可以提交一个 Issue。但是要提交一个好的 Issue 还是需要一定技巧的。在此之前,建议先阅读下 提问的智慧 这篇文章,虽然是来自英文版的直白翻译,其文化背景、用词风格以及社会环境跟国内有所差异,描绘的场景跟 GitHub Issues 的使用场景也略有区别,但是其中关于提问相关的注意事项还是很值得参考的。这里也借鉴下这篇文章的格式,尝试总结下如何提交一个好的 GitHub Issue。

        提交之前

        首先,提交一个 Issue 不仅仅是为了请求帮助或者报告问题,也有可能会帮助后续遇到此问题的使用者。从某种意义上来说,这也是对整个开源生态非常具有价值的贡献。所以,不要抱着把问题抛出去等待解决的心理,需要认真对待提交 Issue 这件事,因为你也是一个贡献者。在提交 Issue 前,建议先做以下几件事:

        1. 理清楚你遇到的问题,需要有一定的逻辑性。

        2. 查阅项目文档,搜索是否有相关功能、问题的说明。幸运的话在这个环节我们的问题就可以得到解决,也可能会发现某个功能是设计如此,当然这个情况下我们仍可以提出自己的想法,但相应的措辞就需要有所转变。

        3. 在该项目的 Issues 中搜索有没有类似问题。同样的,如果能够找到类似问题并且在回复列表中看到解决、规避方案,又可以省下我们好多等待时间。如果问题看起来类似,但又不完全一致,可以就在此 Issue 进行回复并说明你遇到的问题。

        4. 在 GitHub 项目之外进行搜索,包括但不限于搜索引擎、内部知识库、项目论坛、交流群等等任何你能想到的地方。如果该项目跟某个其他项目使用了同样的底层库或依赖,有可能类似的问题在其他项目相关资料中可以找到解决方案;如果该项目足够活跃,可能会有用户在其他论坛或博客中分享使用经验或某个问题的解决方案。

        5. Double Check 一下问题确实存在。在项目维护过程中,包括我自己的软件使用经历中,出现过很多因为自己的各种失误而引起的问题,例如某个单词拼写错误、某个功能的前置操作没有完成等等等等。如果这样的 Issue 被提交上来,不仅会浪费双方的时间,还会降低自己在项目维护者心中的可信度,使得后续真正的问题不被重视(参考狼来了的故事)。

        6. 在新版本中尝试验证。

        7. 如果是同时遇到多个不相关的问题,不要提在同一个 Issue 里,可以提交多个 Issue,方便维护者跟踪。

        当你真正准备好提交一个问题时,请再次回想下 GitHub Issues 是一个异步沟通系统,假设你只能够发一条消息给项目维护者,你要怎么做才能够让自己的问题得到解决。

        提交的内容

        一个好的 Issue 标题

        1. 尽可能使用一句话作为标题,但要求直截了当。千万不要直接把问题的详细内容直接写在标题。

        2. 给定一个范围标记,用于缩小这个问题的范围,方便维护者和后续使用者索引。

        3. 仅填写问题简述,不要添加无关内容。

        一些案例

        Bad

        Good

        Why

        表格渲染异常

        编辑器:表格语法渲染异常,在编辑器可以正常渲染,发布后无法渲染

        问题描述不够清晰

        安装报错

        安装站点异常,提示 Internal Server Error

        问题描述不够清晰

        列表无法渲染

        文章列表:后台文章列表渲染空白,可能是src/components/PostList.vue中的 xx 属性为空

        问题描述不够清晰

        数学公式问题

        文章页面:数学公式原样输出,没有经过渲染

        问题描述不够清晰

        上传附件 bug 提交,请作者看看,谢谢

        附件上传:在附件管理中上传附件提示失败,浏览器控制台提示 413 Request Entity Too Large

        问题描述不够清晰,包含无关内容

        将一个带有 “”接口用例且接口用例里面有环境配置 “” 的接口 导出来,然后 导入另外一个项目,再创建接口用例,配置环境,有时候出现新接口用例使用的是旧的环境,根本原因是 接口导出的竟然把 对应用例的环境 ID给导出来。

        接口定义导出再导入到另一个项目时,新导入接口下的用例使用了原项目中的环境

        问题描述不够简洁,将详细内容直接写在了标题里

        (没有标题)

        如果不是有责任维护项目,甚至都不想点进去看内容

        问题描述

        建议参考以下几点:

        1. 避免使用大量啰嗦的文字来描述,保证干练和逻辑性即可。如果无法描述清楚,可以通过补充复现步骤来辅助。一个好的 Issue 能够恰到好处地给出所需的信息。所谓恰到好处,是指信息不多也不少,刚刚好能够支持项目维护者解决这个问题或者了解这个需求。

        2. 内容仅针对此问题,不要包含遇到的其他问题,其他问题可以另外提交 Issue。

        3. 不要包含与问题无关的话语。

        4. 没有明显的错别字,合理使用标点符号

        提供详细的环境信息

        一般来说,目前 GitHub 上的项目中都会包含 Issue 模板,会提示让你填写一些环境信息,按照具体要求填写即可。如果没有,也建议根据软件特性提供必要的信息,比如:浏览器类型及版本、服务器版本、使用的设备、使用的数据库版本等。这往往能帮助维护者快速定位某些在特定条件下才会出现的问题。

        详细的复现步骤

        这一步主要告诉维护者出现这个问题的前因后果或者上下文,因为某些问题是必须在特定的操作下才可能复现的,甚至某些问题可能是某种意义上随机出现的,如果不提供复现步骤,维护者可能会非常难以复现。这也往往增加了来回询问的过程。另外,为了更加直观的描述问题,可以提供步骤截图,GIF 动图,甚至视频(目前 GitHub 已经支持视频)。

        提供日志

        日志对于维护者排查问题也是至关重要的,提供日志建议参考以下几点:

        1. 对一些敏感信息脱敏处理,某些软件可能会在日志中打印一些敏感信息,建议提供之前检查一遍并手动脱敏。

        2. 仅截取相关的日志,如果不知道哪部分是相关的,建议手动复现一次这个问题并快速去查阅最新打印的日志。

        3. 不仅仅是软件内提供的日志,如果这个项目是基于浏览器运行的,也可以提供一下浏览器控制台打印的日志。

        4. 提供日志的时候请务必使用 Markdown 的代码块(```)语法包裹,否则日志会非常难以查阅。

        已经尝试过的解决方式

        如果有自己尝试过解决,建议补充一下。因为维护者可能在不知道的情况下也提供出你已经尝试过的解决方式,这无疑增加了来回交流的次数,一定程度地影响效率。

        后续跟踪

        当你提交完成一个 Issue 之后,项目维护者可能并不会及时回复,这也是异步沟通的一个特点。但请耐心等待回复,不要在短时间内评论催促,有内容需要补充除外。

        当你提交的 Issue 收到回复后,GitHub 会向你的邮箱中发送通知,也可以使用 GitHub 内置的通知功能进行跟进。

        几个建议:

        1. 如果收到回复,你的邮箱可能会收到 GitHub 的提醒邮件,虽然 GitHub 支持通过邮件回复 Issue,但请千万不要使用邮件回复,因为各个邮件客户端的差异,很可能导致最终的评论混乱,如:https://github.com/halo-dev/halo/issues/1799#issuecomment-1084632899

        2. 与维护者交流的时候不要像使用 IM 即时交流工具一样交流,尽可能一次提供完整的信息。

        3. 如果问题已经解决,一定要及时在 Issue 中告知,必要的时候也可以提供后续的解决方式。

        礼仪相关

        1. 不要包含任何的抱怨、吐槽、隐晦等不舒适的话语。即便你说的都对,但可以换一种更加友好的表达方式,仅表述问题,不输出情绪。

        2. 不要要求项目或维护者做任何事。

        对于项目管理员或维护者

        提供一个贡献者文档

        详尽地描述提交 Issue 和 PR 的步骤和要求。

        提供 Issue 提交模板

        目前 GitHub 已经提供了基于 yaml 描述表单的功能,可以提供更加直观的 Issue 提交表单,并支持表单验证,这能更加规范所有 Issue 的内容。你可以针对项目的特点,列出提交 Issue 所需的信息,如:服务器环境、浏览器版本、所使用的设备等。

        相关链接:

        跟踪 Issue

        1. 及时排查问题,给 Issue 打上对应的标签。

        2. 不建议将 issue 当做工单使用。

        3. 不要回复之后立马关闭 issue,可以等待提交 issue 的作者回复。

        4. 不要在解决这个 issue 之前就关闭 issue。

        5. 在任何时候,都不建议直接删除 issue 或者 issue 回复。除非十分有必要,比如留下了敏感信息。

        6. 在 Issue 中交流的时候不要像使用 IM 即时交流工具一样交流。

        7. 如果在后续的代码提交中已经修复了此问题,建议在 PR 中关联此 Issue( 可以使用 Fixes #xxx),并在 Issue 中回复。

        ❌
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