User Experience Design: products to achieve 60% before the user experience

Source: Internet
Author: User
Tags comments reflection

Article Description: I was surprised to see the comments "a product is 60% in need of a user experience": is the user experience just icing on the cake? Do not understand the user, do not know what aspects of the user experience what happened, your product is how to do 60%?

"A product is useless, the experience is good users will not use." Do you think it's right or wrong? "I have launched such a discussion in micro-Borrie.

I was surprised to see the comments "a product is 60% in need of a user experience": is the user experience just icing on the cake? Do not understand the user, do not know what aspects of the user experience what happened, your product is how to do 60%?

The first reflection: the concept of user experience and landing situation

Generally speaking, user experience (username experience, UX or UE), it refers to the user in the use of a product, system or service to build up the pure subjective feelings.

There are two key points in this. One is the user, the other is the pure subjective feeling. User refers to the product, system or service target users, not yourself. Being affected by personal experience, treat the same thing but everyone's feelings may be different. But when we understand the feelings of a group, such as Taobao's buyers score. A buyer's subjective evaluation, may be a special case, but a number of buyers to the evaluation, it has been able to objectively reflect some of the facts. Therefore, although the experience is subjective, it does not affect the degree to which we attach importance to it.

In the work related to the user experience, we often hear similar comments:

Is it easy enough to use? Is it easy enough to learn? Is it beautiful enough?

Whether you admit it or not, most people confuse usability with the user experience when it comes to implementing the user experience, thinking usability is the user experience.

This reality needs to be changed.

Although the usability of the UI is important, it is not equal to the user experience. There is a fascinating relationship between user experience and usability. In most cases, high availability means that the user experiences better during use. But there are exceptions. Highway is an example, it is wide and straight, very high availability, but for motorists, its experience is far less than bending the narrow winding road.

For the user experience, it is a holistic concept. From our users to see product advertising, media coverage, to know our products and make choices, and then to his use of products after the problem of consulting customer service. At different stages, different channels, every possible and your products, services, and even the enterprise itself to reach the place, can produce a user experience.

More and more user experience designers begin to use "User experience map" to guide design work. The user experience map is a visual representation of the emotional state of a user's needs and a series of interactive behaviors that satisfy these needs. Through this map, we can easily access the user's world, feel their experience, understand the pain point and opportunity. This approach can also better convey user stories to each associated role in order to optimize products and services.

A second reflection: User experience and product value

When you limit the user experience to the usability of the user's exposure to the UI, or the limited understanding that the user experience only occurs when the user is using the product, you say: There are more important things, such as user value, product value.

Yes. If the product is not useful, that is, it has no value to the user, UI availability is definitely not the most important and urgent thing.

But we still have to remind ourselves that usability is not the same as the user experience, and availability is just a part of the user experience (in use). User experience design beyond product design. User experience design includes a number of skills such as conducting user research, usability research, creating personas, designing information architectures, designing and using processes, and designing low/high fidelity prototypes.

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