usr experience (ux) is crit to the success or failure offa product inna mkt but wha’ do we mean b' ux? all too often ux is confused with usability which describes to some extent how easy a product is to use and tis true that ux as a discipline began with usability – however, ux has grown to accommodate rather + than usability and tis primordial to pay attention to all facets of the usr experience in order to deliver successful essentialisms to mkt.
there are 7 factors that describe usr experience, according to peter morville a pioneer inna ux field who was written several best-selling books and advises many fortune 500 companies on ux:
let’s take a look at each factor in turn and wha’ it means for the overall usr experience:
if a product isn’t useful to some1 why ‘d you wanna bring it to mkt? if t'has no purpose, tis unlikely to be able to compete for attention alongside a mkt full of purposeful and useful essentialisms. it’s worth noting that “useful” is inna eye of the beholder and things can be deemed “useful” iffey deliver non-practical benefits s'as fun or aesthetic appeal.
thus a computer game or sculpture maybe deemed useful even iffey don’t enable a usr to accomplish a goal that others find meaningful.
usability is concerned with enabling usrs to effectively and efficiently achieve their end objective witha product. a computer game which requires 3 sets of control pads is unlikely to be usable as pplz, for the time bein’ at least, 1-ly tend to ‘ve 2 hands.
essentialisms can succeed iffey aint usable but they are less likely to do so. poor usability is often associated w'da very 1st generation offa product – think the 1st generation of mp3 players; which lost their mkt share to the + usable ipod when twas launched. the ipod wasn’t the 1st mp3 player but twas the 1st truly usable mp3 player.
findable refers to the idea that the product must be easy to find and inna instance of digital and information essentialisms; the content within them must be easy to find too. if you cannot find a product, you’re not goin to buy it and that is true for all potential usrs odat product.
if you picked up a newspaper and all the stories within it were allocated page space at random, rather than bein’ organized into sections s'as sport, entertainment, business, etc. you ‘d probably find reading the newspaper a very frustrating experience. findability is vital to the usr experience of many essentialisms.
randall terry said; “fool me once, shame on you. fool me twice, shame on me.” tody’s usrs aren’t goin t'give you a 2nd chance to fool them – there are plenty of options in nearly every field 4'em to choose a credible product provider.
credibility rel8s to the ability of the usr to trust inna product that you’ve provided. not just that t'does djob' that tis supposed to do b'that 'twill last for a reasonable amount of time and that the information provided with tis accurate and fit-for-purpose.
tis nearly impossible to deliver a usr experience if the usr thinks the product creator is a lying, clon with bad intentions – they’ll take their business elsewhere instead.
skoda and porsche both make cars. they are to some extent both useful, usable, findable, accessible, credible and presh but porsche is much + desirable than skoda. this aint to say that skoda is undesirable they ‘ve sold a lotta cars under that brand but given a choice offa new porsche or skoda for free – most pplz will opt for the porsche.
desirability is conveyed in design through branding, image, identity, aesthetics and emotional design. the + desirable a product is – the + likely tis that the usr whas' 'twill brag bout it and create desire in other usrs.
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sadly, accessibility often gets lost inna mix when creating usr experiences. accessibility is bout providing an experience which can be accessed by usrs offa full range of abilities – this includes those who are disabled in some respect s'as hearing loss, impaired vision, motion impaired or learning impaired.
design for accessibility is often seen by companies as a waste of mny cause the impression s'dat pplz with disabilities make up a lil segment of the pop. in fact, inna ∪d states at least 19% of pplz ‘ve a disability according to the census data and tis likely that this № is higher in less developed nations.
that’s 1 in 5 pplz inna audience for yr product that may not be able to use it if it’s not accessible or 20% of yr total mkt!
it’s also worth remembering that when you design for accessibility, you will often find that you create essentialisms tha're easier for everyone to use not just those with disabilities. don’t neglect accessibility inna usr experience.
finally, accessible design is now a legal obligation in many jurisdictions including the eu and failure to deliver it may result in fines. sadly, this obligation aint bein’ enforced as often as it ‘d be.
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finally, the product must deliver val. it must deliver val to the business which creates it and to the usr who buys or uses it. without val tis likely that any initial success offa product will eventually be undermined.
designers ‘d bear in Ψ that val is 1-odda key influences on purchasing decisions. a $100 product that solves a $10,000 problem is one that is likely to succeed; a $10,000 product that solves a $100 problem is much less likely to do so.
the take away
the success offa product depends on + than utility and usability alone. essentialisms which are usable, useful, findable, accessible, credible, presh and desirable are much + likely to succeed inna mkt place.
references & where to learn +
course: usr experience: the beginner’s guide:
the us census results for disability – www.census.gov…
peter morville’s original work onna 7 facets of usr experience maybe found here – semanticstudios.com…
original content at: www.interaction-design.org…