Word: Evaluate this by your product (/function/design/other) and the degree of variance of the user's previous experience.
This seems like a very empty answer, but that's the abstract and the upper-class theory I understand. In fact, the user's previous experience, I tend to divide it into two kinds of experience, online experience and offline experience. You want to know that your products and features are not easy to be accepted by users, you look at the functions and design you have done, from these two points of view, and the user's experience to match the degree of how high. Here is a detailed description of it.
1. Online Experience
Online experience is very well understood, that is, and your product similar products are designed, and your design is similar to how the design is achieved, and your function is similar to how the performance of functions, these forward to do things, will become the user's online experience. That is, if you are a backward person in a field, then, from all levels, if the user of the field of advanced products, functions, design and so on more satisfied with the attitude, then you should be more advanced design, as far as possible on the basis of improvement, transformation, rather than think that the successor must be completely different from the former, You think you're not copying.
A lot of designers have designed the same product form as the predecessor, a lot of people think that these designers are simply eating in vain, do not work. Fact。 Designers design such, often not for their own worry, but for the user. Note that I have "often" two words, because there are also some designers are holding a direct copy of the mentality, but I believe that this is not the majority.
I say designers are designed to be thousands of people, not to disguise the incompetence of our product managers and designers. Users in the use of a long time products, in his own do not know, not aware of the situation, he has the entire type of products have a psychological preset and interactive expectations.
Psychological presupposition refers to, if you have used a certain reading in the case, found that the product has a liking for the function, at first you have no feeling, and then you used for some time. Then another company has a fork to read, you use this fork to read, found that it does not like the function, you will be very strange, this feature I read the time used Ah, why it did not? Conversely, if you use a fork to read, and then read with So-and-so, you will be very strange, this function why use?
Better understanding of interaction expectations refers to the long-term cohesion of the user in the process of using similar products, or even other types of products with the environment in which the interaction is implemented. Say so long is to say the whole, say simple point actually interaction anticipation is conditioned reflex. Let me give you an example to illustrate. (Well, here's another example of this one, my other blog post: What is the interaction expectation?) It's a dog-trainer, http://kant.cc/post464.html.
2. Offline experience (Life experience)
For designers, offline experience is more high-end than online experience, I rarely use high-end this word, are positioning different, said high-end low-end too bad to listen, but here, allow me to use a high-end bar.
There are many products on the Internet, and it does things that no other products have done before and have not been designed. It is easy to think that the designer is in accordance with their own imagination, fabricated, even if the success of the product is only the product designer talent, imagine fabricating the right thing.
In fact, the creators of innovative products on the Internet are often not fabricated, but in the transplant, from offline to online transplant, they learn from, consider, the creation of the basis, it is the user's offline experience, and this experience, This determines how many users accept this new Internet design, new features, and new products.
As an example, everyone knows that Flipborad, who pioneered a new reading product on a tablet, has created a new reading experience for tablet users. We can imagine that when Flipboard's designers were watching the news with the ipad, a piece of news that came down the lines seemed acceptable to him, but there was no sense of discord. Yes, from offline experience, Because he's holding a book at other times. Yes, he's looking at magazines, physical magazines. The layout of the physical magazine is that way, and many years of reading experience in the magazine have made him accustomed to looking at the contents of a book, and that is to glance at the eyes. So he brought the user's offline experience to the Internet and brought it to the ipad.
And later, in the presence of Flipborad, user experience is still there, this experience is to see the news above the electronic books, flipborad that typesetting comfortable. But this experience is no longer offline experience, but online experience. So Flipborad do, and Zaker, Zite, NetEase read what they do is different, the nature of the whole is not the same, so one is the full meaning of innovation (only for the internet to say so, if the whole world, it is still copying, in the copy of the composition of the entity magazine. ), based on the offline experience, while the latter is adapted according to the user's online experience.
Everyone says that innovation requires discovery and inspiration, inspiration comes from life, what is inspiration? Inspiration is to feel the offline experience of people before they realize it. This innovation is valuable, is easy to accept, otherwise it is not called innovation, called Waste Resources blind officer.