User Experience Has Nothing to Do with the Feelings but User Habits in Singapore
User experience is not a sign of emotion
User experience is an emotional explanation at the usage level, but in the area of product design expertise it is an avatar with a hierarchy of areas of expertise. When a product enters the market, “how does a product come into contact with the outside world and play a role?” That is, how people “touch” and “use” it. This is the user experience feedback. May wish to visualize the user experience to the following levels:
- Performance layer – the user’s sensory experience, presented to the user experience of audio-visual, emphasizing comfort, usually in color, sound, images and so on.
- Framework layer – interactive experience, presented to the user experience on the operation, emphasizing ease of use, usually in the click, input, output and so on.
- The Structure Layer – Interaction Design focuses on describing “possible user behaviour,” while defining “how systems fit and respond” to user behaviour and emphasizing the user’s browsing experience.
- Range layer – to define the scope of the project at the same time to do two things:
- This is a valuable process
- At the same time can produce valuable products
For functional products, the scope layer to determine the functional specifications; information products, the scope of the layer to determine the content requirements. Most of the time when people speak of a need, they think of a short description of a feature that the product must have.
Determine demand priority. Sometimes a strategic goal will have multiple needs. On the other hand, a demand can achieve multiple strategic goals.
- Strategic level
- What do we get this product? (Product target)
- What do our users get this product? (User needs)
- User Segmentation Breaks down all users into smaller, common needs groups, which in turn help us to better understand user needs
- In the process of user experience design, the persona is extracted from the user research and can become a sample virtual person (commonly known as user portrait)
The user experience will not be a shield to any excuse when we represent a user experience that resembles “feelings” to every level of product design
How to balance the relationship between user experience and user habits?
In Internet products, users always keep their original habits or do nothing, until their benefits or rules force them to change this habit So far, this is the law of inertia of user behavior.
At present, many APPs on the market, when users use the products, rely on the experience or habits from the products they used in the past. How to use them and how to use them? Based on past experience. Today, we get a new TV, use a new refrigerator, or use a smartphone, not many people will read the manual carefully? Why is that? Because we already have enough natural experience, we do not need to rely on learning to master how to use, and we are too lazy to look at the new things about it.
So when many product managers design their products, they find that they can be huge once the product design changes.
According to a recent report from iResearch on the user’s track record of using the app, most people do not like to change, and they like to keep their existing and familiar behavior patterns and habits. Sometimes, this also means not doing things, and although we want users to try out a feature, users do not go one step further. Not because users do not need it, but simply because they are too lazy to try, do not want to figure it out, or refuse the instinct of something unknown.
Users do not like to change unless we tempt them or force them to change. For the former we have to give users sufficient benefits, for the latter, we have a lot of energy.
On the non-user thinking, this content can go to read “DO NOT MAKE ME THINK” second edition of the Chinese version, and here on the user experience is the design of the whole discussion, in other words how to determine whether to change the user Habits, and judging what kind of habits are real user habits?
The concept of custom, in product design can be divided into two kinds to think: one is trained in a particular environment; one is that most people in life slowly accumulated the most primitive habits Most suitable for user experience).
For example: alphabetic sorting on the keyboard, you can say that he accustomed to user habits, but definitely not in line with the user experience. I believe any one who has never used the keyboard, see such a layout will feel big, but the old user? A lot of blind play is not a problem, it is customary for them, but in general this layout of the keyboard, everyone’s experience should be “not used”. Design that does not qualify as a good experience rule but becomes the habit of most people often has its own historical cause.
The trade-off between user habits and better design
So to make a trade-off between user habits and better design, consider:
1. What is the value of this design, it is not worth the old user to pay the study cost
- If this design can be of great help to the user, for example, to speed up their work efficiency, to avoid a larger number of new users make mistakes, and so on, it is worth a try.
- If this design is only meticulous, the change is better, the user is basically acceptable if there is no change, and there are no more new users waiting to be there. In addition, there are more valuable places where you need to improve, then you can put aside.
2. The relationship between design itself and industry practices/standards
- If a design detail is not ideal, but the mainstream of the entire industry is already the way, and users are accustomed to, such as the QQ send button, shortcut keys, etc., we do not necessarily have to risk to get rid of it.
- The success or failure of a product user experience is not limited to one place. So think about it. Even if we are as poor as our counterparts in this place, can we be 10 times better than our rivals in another place that does not hurt our users’ habits?
The most troublesome thing is that the value is not small, had to refer to other principles.
3. The proportion of new and old user base
- Design changes will affect the old users, but will benefit new users, then you need to measure the impact on the value of old users and new users;
- Your product is already a relatively stable product, the proportion of old users account for a larger? Still like this, is a still testing product, the future there will be a large number of new users come in? If the latter, then the need for a correct change is great.
4. Your product’s influence in the industry
Microsoft’s Office is the best example of the Office 2007, condemning a lot of users accustomed to Office 2003 and previous versions of the interface for the Office 2007 new Ribbon interface completely unbearable, always cannot find the command where.
In fact, the 2007 interface from the design point of view is very good, is completely subvert the user’s inherent habits. However, because Microsoft has enough influence here, they can push the design, and ultimately allow users to adapt and accept.
It is worth mentioning that Microsoft is still here to apply for a patent, one day sooner or later, this interface and the newly formed user habits will become Microsoft’s powerful weapon. By that time other opponents want to follow the example of Microsoft’s interface there are legal issues, but their own new interface, they will face user habits barriers.
5. Product design is not the best, only trade-offs
Many times, a good product design is not in line with user habits design it? The boundaries between the two have been rather vague, only to weigh the specific issues to see which high returns, which loss is small, make a decision.
Former point of view
Finally, I list some of the product user experiences I used to make social products:
- Keep consistency and normative
- In line with the user’s expectations, selectively allow users to exceed expectations (which can be combined with the operation)
- What you see is what you get(WYSIWYG)
- Do not waste the user’s time, make full use of product design “short” law
- Do not give users too many choices, when necessary, to help users make the choice;
- Do not interrupt or interfere with the user during the user’s operation
- Do not limit the user’s habits, but you can change the user’s habits (preconditions have an objective judgment of habits)
- Do not meet the needs of all users, subtraction (with the operation can be combined to do a good job of the user framework)
Conclusion
User experience is a neutral concept. It is worthless in itself. A product is easy or difficult to use are all user experience. This is a description of the user experience, but not equivalent to the user experience.
User experience design is through the design of products to affect the user’s subjective experience (thereby affecting the user’s decision to achieve commercial purposes).
When you want to change an inherent user behavior, it is unwise to make changes in design for just one point, and it is a “more reasonable” that the entire ecosystem of the product needs to support that change the design of guide.
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