Ah, the previous "experience measurement" divergent thinking notes out of the sun, is a backup, hoping to stir up a little ripple ....
Metric Dimensions:
Reliable, unique, easy to understand, trustworthy and satisfying
User Experience
More than usability, detail emotional feedback (visual + operation)
Usability is not necessarily the biggest problem if the user's motivation is strong – The function is above the form;
How to do it?
Unique Features – small interaction
Broaden the scope of the interaction design (all the design presents to the user) – Big interaction
Experience goals
Easy to use (easy to learn, consistent) + pleasure (visual elegance, quick operation, effective mapping (effective association of actions and results), waiting time in line with low tolerance (fast feedback), accurate and concise information, etc.)
Product target
What users can do (in the past: what computers can Do)
Preach Taoist
The user experience is the consensus that everyone needs to consider, not the designer to do everything, the designer should focus on the experience of the promotion of detail;
Three stages of experience
Instinct Layer Response: First impressions (within 10 seconds);
Easy to learn and start with, and bring achievement and pleasure with encouragement – behavioral response;
Reflection (product to their own mapping and reflection), social
Mobile Interaction Design Tips
If your design does not include at least 2 users who feel it is not necessary to carry the device, then reconsider;
Give yourself a design team to work in proportion to expectations
50% Innovative Design (information, experimentation, prototypes, competitor comparisons)
25% User Research (participation or leadership, understanding of people's daily lives or something that enriches people's lives and makes people interested)
20% Knowledge Base Maintenance (wikis, specifications, controls, pattern)
5% product maintenance;