"User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.
July 27, 2009
What "User Experience" means to me
Eggs and Heat
I was cooking eggs this morning, but I was having problems as usual. Every time I try to make eggs I end up burning a lot of it. I even tried cooking it at a low temp. But I get impatient, turn-up the heat, and end up with 1/3 of my eggs sticking to the bottom on a non-stick pan. For years I was wondering what I was doing wrong. I even gave up and just let my wife cook the eggs. But today I realized the level of heat dictates my user experience.When I had the heat too high, I believe I had to watch it all the time and stir it. I ended up with a result of being stressed, frustrated, and much of my eggs sticking to a bottom of a non-stick pan.
But if I cooked it too low, I got an equally worst result. Inpatients takes over, my stomach ask, "why is it taking so long?" I then turn-up the heat. I feel better for a moment, but it gets a bad result fast and adds a unwanted instability. The amount of Heat in cooking the eggs dictates my usability of eating eggs, and my user experience in making them.
Just as heat can affect a cooking experience. The level of stress around a technology enhancement can have a drastic affect on its use.
Heat:
- No tracking of progress of work. (Too little heat.)
- "Too many cooks in the kitchen." (Too much heat.)
- Not lead by business processes. (Changing heat.)
- Not communicating the impact of one's feedback. (Not knowing when to take it off the stove.)
Two main development usability areas to help control heat:
The default setting:
- Simplistic and clear on how one will quickly reach a result.
- No apparent need for customization, but options are clear and simple to make the app your own.
- Focus placed on the "path most taken" to success.
- Every adoption of an enhancement must be vetted, and knowledge gained added to lessons learned(history).
- One enhancement will always generate request for others. This is the time to start a transparent list of request. Maintenance of this will be the version control of the app.
July 24, 2009
Paradigm Shift: Usability vs. User Experience
Cross over:
- Timing
- value
- Simplicity
- Consistency
- Marketing
- Communication
- Excellence, Access, Impact
- Prune Concentrate
- amazon.com-ification
- Accessibility
- Feedback
- Expectations
- user centered design
- Raving Fans
- Ubiquitous computing
- Routine
- Stability
- Sustainability
- Invisibility
- Function to form
- Core vs. Context
- The digital divide
- Adoption
- Statistics of use
- History and revisions
- Change control
- Effort Reporting
- Navigation, Tagging, and Taxonomy
- Annual events
- Enterprise development
- Complexity control
- Beta Testing and focus groups
- Fighting against assumptions
- Form to function
- Design
- Trends
- Flair
- CSS
- Annoucements
- 1:1 development
July 23, 2009
Article: The Battle Between Usability vs. User Experience
http://www.baekdal.com/articles/Usability/usabilty-vs-user-experience-battle/
The Battle Between Usability and User-Experience
The main reasons why it is so hard to create usable products is that there is a conflict between a high-usability level and great user-experience. You might think this as strange, but there is a important difference between the two.
Usability
Usability is about the "ability to use" something. The aim for a usable product is to make it easy to use.
A product has a high level of usability when:
- It requires less mental effort to use
- the frequency of mistakes using it is less, or when the mistakes are less disastrous
- it is more powerful, where "more powerful" means that it can be used to do more or do it faster
- it is more learnable, that is, when a person can figure it out quicker
(source: Rensselaer Polytechnic Institute)
Making usable products is thus fairly simple. You have clear metrics you need to achieve, and you can analyze how to get a good result.
User-Experience
User-experience is not like usability - it is about feelings. The aim here is to create happiness. You want people to feel happy before, during and after they have used your product. To do that you need to take all kinds of things into consideration. Things like:
- Environment
- Colors moods
- Smell
- Touch
- Audio feedback
- Visual feedback
- Trust
- Branding
- Show-off effect
- Usefulness
- Practicality
- Coexistence
- Emotional effect
- Etc...
This is much much much harder to achieve. None of these things can be accurately analyzed. It is a touchy feeling kind of thing.
Why, for instance, does a Audi S6 give you a much better user-experience than a Ford Focus? I mean, in terms of usability they are pretty much the same.
The difference illustrated
Take roads. A Usable road is one that is wide and straight (less mental effort), with no oncoming traffic (less mistakes, less mental effort). One that enables you to get from A too B as fast as possible (more powerful) and one that has a consistent and clear use of signs (high learnability).
In short the most usable road is a freeway. But, a freeway is also directly boring in terms of user-experience.
A road with a high level of user-experience is completely different. It is a twisting mountain road (visual). Now you got great scenery (visual, emotional), the smell of nature (smell), the excitement from the climb (and the sheer cliff only feet away). You got little friendly signs put out by the local, who sells fruits along your way (show-off effect). Every city is slightly different (branding, emotional, environment). You feel happy when you see the locals wave when you pass by, and you stop let a sheep pass (emotional, trust, coexistence).
But a mountain road is far from a usable road. It is much harder to drive on, it is difficult to learn, you can't go as fast and the risk of making a mistake (taking a wrong turn or cashing into a sheep) is much greater. But, a mountain road will give you a much better user-experience than any freeway could ever do.
Creating synergy
The reason why we have so few great products is because of this difference. Most developers try to find the right balance between high usability and high user-experience. A bit like trying to turn a mountain road into a freeway. It simply does not work. You end up with mediocrity.
Instead you need to create a synergy. A Synergy is when 2 + 2 = 37.
This is not easy. It requires a bit of luck, a great deal of intuition (female intuition is helpful), a great sense of humble pride, and something called "usable happiness (*)".
Flickr, The Sims, Apple iPod, Ta-Da list, MySpace, Google Picasa, Virtual Earth, Audi S6, Mac Mini, any Pixar movie, and iRobot Roomba are all great examples.
* Usable happiness: is a product that is simple to use, and makes you smile every time you use it.
Make it easy to be happy
It is far from easy to create a great product on demand, but it is possible.
First of all, do not focus on usability or user-experience. Do not directly try to achieve to create synergies. Do not try to create a great product. None of these things will get you any closer.
Focus on making it easy to be happy, and usability, user-experience and greatness will come all by itself.
Instead of making a product management web application, make it easy to finish great projects. Instead of making usable instant messaging, make it easy to have interesting conversations. Instead of making a powerful web writer, make it easy to write exciting stories.
The result is that you use usability to take away all the things that distracts you from happiness, and you use the elements of user-experience to empower what people can do.
... and now you got a great product.
See Also
- Usability Analyzer (Baekdal.com, June 2006)
- Definition of User Experience Revisited, (justaddwater.dk, June 2006)
July 21, 2009
July 20, 2009
Researcher terms mobile usability an "oxymoron"
July 17, 2009
Versioning

These days you cannot open a computer app without seeing signs like this for an upgrade. What is this all about.
The frequently you see this upgrade notices is a sign of usability. It is a good thing. The cause is usally by one of these reasons:
- A problem was found in a current feature.
- A new feature has been added to improve functionality.
- A security problem was needed to be fixed.
Seeing through the eyes of a child

"But Daddy, I don't want to park here for 3 hours." - my 4 year old son.We have signs everywhere to help on usability. But many times we make assumptions within those signs. This was a very legitimate question from my son. Because the sign is based on the assumption that you are aware that you do not have to park for 3 hours, it is up to 3 hours. We make assumptions everyday. This is a major part of us taking in the information we get day to day.
But to assume people can figure it out, or to throw stuff out their as a "right to passage" is unnecessary. To increase communication, simplicity, and adoption we need to remove assumptions from what we do. The worst of all is correlating your assumptions to the intelligence of a user. Doing this in technology is sadly seen way to much.
July 12, 2009
Why Design Cannot Lead Usability

July 11, 2009
Price vs. Value

In the background of it you hear a womans voice saying, "My father told me that there are people who know the price of everything, and the value of nothing."
- Low or slow adoption
- complaints generated by not meeting the end users expectations
- a high request for documentation and training
- a high product demand and push for completion, but only hearing "crickets" when released
July 1, 2009
simplicity
"If you can't describe it simply, you can't use it simply." — Anon
"Simplicity means the achievement of maximum effect with minimum means." — Koichi Kawana, architect of botanical gardens
"Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." — Antoine de Saint Exupéry
"Things should be made as simple as possible, but no simpler." — Albert Einstein (1879–1955)
"You can always recognize truth by its beauty and simplicity." — Richard Feynman (1918–1988)
"Our lives are frittered away by detail; simplify, simplify." — Henry David Thoreau (1817–1862)
"Simplicity is the ultimate sophistication." — Leonardo da Vinci (1452–1519)
joy of use
A product becomes a "joy of use" if it meets or exceeds a users expectations.

