Product Design User Experience Mode: A complete and clear user experience strategy

Source: Internet
Author: User
Tags continue interface touch

Article Description: The interface design specification reflects Apple's focus on the design and development quality of iOS applications, enabling Third-party developers to work hard to meet the high expectations of users.

The interface design specification reflects Apple's focus on the design and development quality of iOS applications, enabling Third-party developers to work hard to meet the high expectations of users.

However, in some cases, can our design deviate from the requirements of the specification? If so, how far is the right way to go? One of the main purposes of this book is to help you master the "differentiated" approach to the principle of making the right design decisions, so that your application can stand out from the crowd and become a successful product for users to marvel at.

Let's make a simple assumption that if you need to create an iphone or ipad app now, would you say to yourself: "Hey, I have a great idea right now!" We can make it the way our competitors do! ”? Of course not. From this perspective, we will understand that the principle of differentiation is an important part of business model, market planning and user experience strategy.

About the change of experience and expectation

We must realize that we are about to enter a highly competitive market environment, can let their applications in many similar products by users found, it is not a small achievement. Even if users have noticed your product, they will be looking at other new applications soon. As technology progresses and the experience model continues to innovate, this situation will continue to grow.

Over the past few years, we've seen a number of new ways of interacting that have been rapidly popularized, and products based on these interactions have quickly become mainstream in the marketplace. The iphone and the ipad are good examples. Before they came out, the public had no extensive knowledge and demand for capacitive touch-screen technology. Without demand, there is no impetus to turn new technology into real products, and we can only see some experimental prototypes, or commercially very limited commercial products. And when the iphone went into the market, it immediately showed the power of the capacitive touch screen technology combined with the simple and easy-to-use interactive mode, and the multi-touch operation was a shock to consumers from the start. With more than four years to go, the technology and the interactive ways in which it is related remain an absolutely popular trend.

Another classic example is Nintendo's Wii and its accompanying game controllers (often called "Wiimote"). Through the use of induction technology such as accelerometers, Nintendo has created a new game-playing method that allows the Wii to quickly overtake other game consoles on the market. Rivals, including Sony and Microsoft, have had to start developing similar technologies and products immediately to address the changes that consumers have made to their expectations and needs for the game.

The products in these cases have one thing in common, that is, they have greatly changed the mass market's perception and expectation of human-computer interaction. The main driving force of these changes is the emergence and application of many new technologies, such as capacitive touch screens and accelerometers. Some of these technologies can have a profound impact on the way products are designed and interacted, while others need to be combined with other existing technologies to create a new type of experience. Consumers are beginning to look forward to a new experience in their products, and whether the demand is met will largely affect their buying decisions.

In the market of digital products (consumer electronic products, software, etc.), whether it is our design concept and development technology, or the consumer's own needs and expectations, a "experience" of the change is rapidly and all-round development. In essence, this is a revolving process that promotes and promotes each other. With the introduction of new devices, fascinating and unique ways of interacting will continue to emerge, and the user's expectations in this area will continue to improve. Personally, I hope that this trend will gradually ease, but given that the current social culture is still consumer-oriented, we might as well let the cycle continue for some time; the bottom line is that new technologies and interactions must be what consumers really need, And still help to achieve different levels of market differentiation strategic objectives.

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