6 Ds of Designs
Discover the 6Ds of Designing with us.
It’s a Design Process patented by ImaginXP. Get hands-on training for designing with this unique process.
In this, one has to research and investigate the background of the problem and work on ground level to find where it started. They should consider the Who, What, Where, When, Why, and How of the background. As an outcome, you’ll have a better understanding of your problem and its background.
It is about defining a problem. If you don’t know what exactly is your problem, then the rest of the Ds can’t rescue you.
This phase of the 6Ds is the creative aspect where learners are challenged individually or collaboratively to consider the problem and develop a solution.
This is the step where we start shaping our initial framework for the solution. The main focal point for this should be the audience and purpose. As a result, an attainable design for solution is achieved.
It is the actual development stage of any design. Once you have a clear plan and strategy, it is the best-suited stage where if your plan fails, still you get a learning experience.
It is the final stage of any design. Here you should reflect and learn how it was done, the skills, techniques and everything, leading to the product/process refinement.
The 6D approach is the essential part of a designer’s experience with any design.
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UX Vs UI
What happens generally is that people get confused with UX and UI as they think both are the same, but let us clear your doubts about the difference between these two.
User Experience(UX) is the interaction and experience users have with an organization’s product and services. On the other hand, User Interface(UI) is the specific asset user interact with.
UX (User Experience)
A wireframe is commonly used to squander content and functionality on a website that takes into redeeming user needs and user journeys. Wireframes are used initially in the development process to create the basic structure of a page before any graphic content is added.
It is an experimental process where thoughts and ideas are given shape digitally. Teams develop various kind of content and graphics to test on the user who works better.
It is used to test whether the design that has been created is effective for users or not.
User persona helps designers to create with less complexity. It allows designers in the process of achieving the ideal goal.
UI (User Interface)
While designing your interface, you need various elements as input elements, elements to control and many other buttons. It is not limited to set buttons.
According to design.org, “Aesthetics is a core design principle that defines a design’s pleasing qualities. In visual terms, aesthetics includes factors such as balance, colour, movement, pattern, scale, shape and visual weight”.
Patterns are the reusable component that can be used again and ah=gain as a troubleshooter.
It is a kind of interactive element. It enables us to get expected feedback from the interface.
Let’s get to mid-grounds this mid-week…
UX vs UI, the findings never stop. Comment down other elements of UX and UI that you would like to see on your posts soon.
Design Dictionary is endless. Flipping through its pages is another word- Prototype.
- Create Archetype of Design Ideas
Archetypes are an incredible tool for designers. By aligning a design with an archetypal figure, we can ensure we’re communicating the ideal traits and that our target audience will better understand the brand personality. The first step in designing with archetypes is to identify which one best fit’s your brand.
- Enable Visualization for a User
Visualization helps to tell stories by curating data into a form easier to understand. A good visualization tells-a story, removing the noise and our eyes are drawn to colours and patterns. We can quickly identify red from blue, square from a circle. Our culture is visual, which includes everything.
- Create versions Miniature Model, Paper Cutout, Storyboard, 3DModel or User Experience Arena
Changing something as fundamental as a workflow can be exciting and scary all at the same time. So, creating versions like a miniature model, storyboard, 3D model can help if the design is going to change a few times.
- Mode Low-Fidelity, High-Fidelity
Design fidelity refers to the level of details and functionality built into a prototype. There are three levels of fidelity: low, mid and high.
Low fidelity prototypes consist of sticky notes and sketches
High fidelity prototypes almost represent the finished product.
- Outcome Gain Insights in Design Thinking Process
The best products aren’t just used, they’re cared for, and they’re loved, and they bring out real emotions in their users. Designers want to understand what others think and feel and design for them, rather than being overly self-absorbed or self-interested.
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