For a well-defined user group, the generality of its user experience can be realized through well-designed experiments.
The user experience is mainly from the user and Man-machine interface interaction process. In the early software design process, the Man-machine interface is regarded as only a layer of "packaging" outside the core of the function, but not enough attention. The result is that the development of HMI is independent of functional core development, and is often the end of the entire development process began. This approach greatly limits the design of human-computer interaction, and the results are risky. Because the design cost of modifying the function core at the final stage is enormous, sacrificing the Man-machine interface is the only way out. This speculative and gambling development is almost impossible to obtain a satisfactory user experience.
As for customer service, it is also a part of the user experience in a broad sense, because it is inseparable from the design of the product itself. Customer service is more to the quality of personnel requirements, and has been difficult to change has been completed and put into the market products. But a good design can reduce the customer service needs, thereby reducing the company's customer service investment, but also reduce the customer service quality caused by the loss of users.
Now the popular design process focuses on user-centric. The concept of user experience begins at the earliest stages of development and goes through the process. The aim is to ensure (1) a correct estimate of the user experience (2) to recognize the user's true expectations and objectives (3) to modify the design when the functional core can be modified at low cost (4) to ensure the coordination between functional core and Man-machine interface, and reduce the bug.
Specific implementations include the early focus group, contextual interview, and multiple usability study in the development process (usability studies), and later user test (consumer testing). In the design-testing-modification of this iterative development process, usability experiments provide quantifiable metrics for when out of the loop.
The user experience, English is called user experience, the abbreviation is UE or UX. A purely subjective psychological sensation that is established during a user's visit to a website or the use of a product (service). Their impressions and feelings, whether they are successful, whether they enjoy it or not, whether they want to come back/use it again. They can tolerate the extent of the problems, doubts and bugs. Because it is purely subjective, there are certain uncertainties. Individual differences also determine that each user's real experience is not fully simulated or reproduced by other means.
1, very long page download time
If the page downloads for more than 30 seconds, it's hard for users to like your site.
2, unlimited use of flash and pictures
Appropriate use of some pictures and flash, can increase the vividness of the site, increase visual impact. But unlimited use of flash and pictures, will cause a large page file, occupy the browser's CPU resources, and is not conducive to page updates and search engine to crawl the site. Enterprises to win marketing in the service enterprise customers will also encounter the whole site of Pure Flash website, it is recommended that the site construction process to consider the visual effects, the optimization of the factors to pay attention to.
3, the site is too long page
How many viewers do you think are interested in looking at the bottom of your page, do not use their own metaphor, because more than 99% of people have just learned to surf the internet.
In an article: "1995 Jakob Neilson Internet User survey, American users in 1994, only 10% of users will drag the browser to the right of the scroll bar, and the vast majority of users, 90% open a website, only to see the first screen to see the content, I thought I saw all of it and didn't scroll down. ”
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