"user experience" entries
Our biggest opportunities as designers and product creators lie in a context-driven approach to designing user experiences.
Editor’s note: This is an excerpt from our recent book Designing Multi-Device Experiences, by Michal Levin. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.We have entered a world of multi-device experiences. Our lives have become a series of interactions with multiple digital devices, enabling each of us to learn, buy, compare, search, navigate, connect, and manage every aspect of modern life.
Consider the hours we spend with devices every day — interacting with our smartphones, working on our laptops, engaging with our tablets, watching shows on television, playing with our video game consoles, and tracking steps on our fitness wristbands. For many of us, the following are true:
- We spend more time interacting with devices than with people.
- We often interact with more than one device at a time.
The number of connected devices has officially exceeded the seven-billion mark, outnumbering people (and toothbrushes) on the planet. By 2020, this number is expected to pass 24 billion. This inconceivable quantity not only attests to the growing role of these devices in our digital lives, but also signals an increasing number of devices per person. Many individuals now own multiple connected devices — PCs, smartphones, tablets, TVs, and more — and they are already using them together, switching between them, in order to accomplish their goals. Ninety percent of consumers use multiple devices to complete a task over time (PDF). For example, shopping for an item might entail (1) searching and exploring options at home on the PC, (2) checking product information and comparing prices in-store using your smartphone, and (3) writing product reviews on a tablet. Eighty-six percent of consumers use their smartphones while engaging with other devices and during other media consumption activities. Read more…
Behavioral design strategies provide high-level direction for how a product should be designed.
Editor’s note: This is an excerpt from our recent book Designing for Behavior Change, by Steve Wendel. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.How can a product help its users pass all the way through the Action Funnel and actually take action? There are three big strategies that a company can choose from to change behavior and help users take action. Two of them come straight from the research literature and from the difference between deliberative and intuitive actions. The third is less obvious, but immensely powerful — it’s called cheating.
The conscious, deliberative route is the one that most of us are familiar with already — it entails encouraging people to take action, and them consciously deciding to do it. Users have to pass through all five stages of the Action Funnel, and often spend considerable time on the conscious evaluation stage.
The intuitive route is a bit more complex. Recall from Chapter 1 that our lightning-fast, automatic, and intuitive reactions arise from a mix of various elements: associations we’ve learned between things, specific habits we’ve built up, our current mindset, and a myriad of built-in shortcuts (heuristics) that save our minds work but can lead us astray. Of these, habits are the most promising route to developing a sustainable path to behavior change because there are clear, systematic ways to form them. And once they are formed, they allow the user to pass effortlessly through two of the stages of the Action Funnel — the conscious evaluation and the assessment of the right timing for action. Read more…
Tom Greever talks about the evolution of experience design and the challenges — and opportunities — facing designers today.
It’s no secret that design is playing a more prominent role within many organizations. Designers are becoming fundamentally linked to the development and success of products and services versus their more historical role polishing the appearance of those products and services. I recently sat down with Tom Greever, UX Director at Bitovi, to talk about the evolution of UX design, challenges that design professionals face today, and some of the keys to the success of the modern UX designer. Greever describes the evolution:
“Traditionally, the only problem we were trying to solve was to make something look better. It was a problem of just aesthetics, but now our designs have to solve for things like ease of use, or conversion, or user engagement. We’re solving business problems. We’re helping businesses achieve their goals through design, and if we can’t do that, then our designs aren’t any good. We’re not creating the right experience. They’re not providing value.”
Uber has built a great service. Why do they feel the need to use dirty tricks to succeed?
Tim O’Reilly has said that Uber is an example of designing for how the world ought to be. Their app works well, their cars are clean, their drivers are pleasant, and they usually arrive quickly. But more goes into the experience of a company than just an app. Corporate behavior is also part of the company’s design; perhaps not as noticeable as their Android or iPhone app, but a very real part. That’s where Uber falls down. They have increasingly been a bad actor, on many counts:
- Coercing their black car (Uber) drivers into driving for the low cost UberX service, which is much less profitable.
- Being disingenuous about the economics of driving for them. Justin Singer does an excellent job of deconstructing their claims. $90,000/year for a 40-hour work week? Think $40K. For a 70-hour work week.
- Badmouthing a competitor (Lyft) that is raising capital. As Fred Wilson says, this practice may be common, but it’s unethical and unproductive.
- Predatory (“surge”) pricing during peak hours, as much as seven times normal prices.
- Playing fast and loose with drivers’ background checks.
- And now one of their senior VPs has suggested researching and exposing the private lives of reporters who criticize them. He’s apologized, and said he never meant anything of the sort. Right. It’s not what you apologize for that counts; it’s not doing stuff you need to apologize for in the first place.
Mary Treseler talks about O'Reilly's new design investigation, and Trina Chiasson talks about typography and visualization.
In this week’s Radar Podcast episode, I talk with Mary Treseler, director of strategic content at O’Reilly, about our new investigation into experience design and how it’s shaping our future. Treseler notes a couple of key factors driving the investigation:
“What I’m seeing here and what I’ve been watching is the focus move from technology to design. Experience design or interaction design has always been around, but there are a couple of factors that are really pushing it into the spotlight. One being that we’re seeing more widespread support of design as a corporate asset, as something that could be a competitive advantage to businesses. The other is the Internet of Things, looking at the convergence of the digital and physical worlds, and what that means for designers and how they can impact the future.”
Even if you are familiar with embedded device and networking tech, you might not have considered the way it shapes UX.
Editor’s note: this is an excerpt from our forthcoming book Designing Connected Products; it is part of a free curated collection of chapters from the O’Reilly Design library — download a free copy of the Experience Design ebook here.
Designing for IoT comes with a bunch of challenges that will be new to designers accustomed to pure digital services. How tricky these challenges prove will depend on:
- The maturity of the technology you’re working with
- The context of use or expectations your users have of the system
- The complexity of your service (e.g. how many devices the user has to interact with).
Below is a summary of the key differences between UX for IoT and UX for digital services. Some of these are a direct result of the technology of embedded devices and networking. But even if you are already familiar with embedded device and networking technology, you might not have considered the way it shapes the UX. Read more…
You need to understand users to create engaging experiences that add value.
“[Jeff Sussna says in his blog post Empathy: The Essence of DevOps]: ‘It’s not about making developers and sysadmins report to the same VP. It’s not about automating all your configuration procedures. It’s not about tipping up a Jenkins server, or running your applications in the cloud, or releasing your code on GitHub. It’s not even about letting your developers deploy their code to a PaaS. The true essence of DevOps is empathy.’
“Understanding the other people that you work with and how you’re going to work together more effectively — that word ‘empathy’ struck me and it made me connect the world of DevOps with the world of user experience design.”
In the design community, empathy is at the heart of delivering excellent user experiences. Read more…
Putting ourselves in the shoes of the user is key to building better systems and services.
In this podcast episode, Tim O’Reilly talks about building systems and services for people, keeping a close eye on the end user’s experience to build better, more efficient systems that actually work for the people using them. Highlighting a quote from Jeff Sussna, O’Reilly makes a deeper connection between development and the ultimate purpose for building systems and services — user experience:
“[Jeff Sussna says in his blog post Empathy: The Essence of DevOps]: ‘It’s not about making developers and sysadmins report to the same VP. It’s not about automating all your configuration procedures. It’s not about tipping up a Jenkins server, or running your applications in the cloud, or releasing your code on Github. It’s not even about letting your developers deploy their code to a PaaS. The true essence of DevOps is empathy.’
“Understanding the other people that you work with and how you’re going to work together more effectively. That word ‘empathy’ struck me and it made me connect the world of DevOps with the world of user experience design.”
Business models and sustainability will drive success in the health games space.
These efforts have born fruit, and clinical trials have shown the value of many such games. Ben Sawyer, who founded the Games for Health conference more than 10 years ago, is watching all the pieces fall into place for the widespread adoption of games. Business plans, platforms, and the general environment for the acceptance of games (and other health-related apps) are coming together.
Something is lost when we limit interactions to pressing or clicking — our bodies are capable of so much more.
Editor’s note: we’re running a series of five excerpts from our forthcoming book Designing for Emerging Technologies, a compilation of works by industry experts in areas of user experience design related to genomics, robotics, the Internet of Things, and the Industrial Internet of Things.
In this excerpt, author Stephen Anderson addresses the importance of embodied learning and stresses that those concepts need to extend to the way we design and interact with our increasingly connected environment, noting that the digital devices today are painfully unaware of our many human capabilities.
You may wonder, “why should we care about tangible computing?” Isn’t interacting with our fingers or through devices such as a mouse or touchscreens sufficient? In a world constrained by costs and resources, isn’t it preferable to ship interactive software, that can be easily replicated and doesn’t take up physical space? If you look at how media has shifted from vinyl records to cassette tapes to compact discs and finally digital files, isn’t this the direction that everything is headed?
Where learning and understanding is required, I’d argue no. And a definite no wherever young children are involved. Jean Piaget established four stages of learning (sensorimotor, preoperational, concrete operations, and formal operations), and argued that children “learn best from concrete activities.” This work was preceded by John Dewey, who emphasized first-hand learning experiences. Other child psychologists, such as Jerome Bruner and Zoltán Dienes, have built on these “constructivist” ideas, creating materials used to facilitate learning. In a review of studies on the use of manipulatives in the classroom, Marilyn Suydam and Jon Higgins concluded in their 1976 report “Review and Synthesis of Studies of Activity-Based Approaches to Mathematics Teaching” that “studies at every grade level support the importance and use of manipulative materials.”