What are We Talking When Stressing User Experience in Singapore

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If you think “user experience is the subjective feeling of users after using the product,” you may need to come in and see.
For the Internet industry practitioners, “user experience” seems to be an unavoidable topic. Not only big leaders will emphasize the user experience, many times this magic word has become the product manager in the X World War II panacea.
Developers: “Why products to do so, the amount of development increased much better?”
Product manager: “for user experience ah”
Developer: “Why does not the product do that and the number of development increases a lot?”
Product manager: “for user experience ah”
Developer:”…”
If the product is really due to the user experience led to the appropriate increase in the amount of development that is understandable, but often times the product manager indulge in personal “user experience” inextricably. For such a situation, it is especially important to understand the term “user experience.”

1.What is User Experience?

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User Experience (UE / UX) is a purely subjective experience that users have built up using the product.” This is what most people get when it comes to user experience. However, the author thinks this understanding is more or less incomplete.
James Garrett, the father of Ajax, describes the user experience as follows: User experience does not mean how a product itself works, but user experience refers to “how products interact with the outside world and play a role,” ie how people “touch” and “use it. Here we can see Garrett that user experience is a contact or use of the process. Just as people ask about a product or service, they ask about the experience they use. Is it hard to use? Is it easy to learn? How to use it?
Do you see the difference between the two? Experience does not directly correspond to “feeling”. Many product managers equate the two. They think that “experience is a subjective feeling in a narrow sense and a subjective feeling”, but in fact, the category of user experience is actually far Much more than that, the experience corresponds to the object should be “experience the process and personal feelings.”
The author defines the most complete definition of “user experience” as the ISO standard definition: “People’s perceptions and responses to products, systems, or services that they use or expect to use.”
The supplement is as follows: User experience, that is, all the feelings of the user before, during and after using a product or system, including emotions, beliefs, preferences, cognitive impressions, physiological and psychological reactions, behaviors and achievements. In this note, in addition to the subjective experience, the user experience includes aspects such as “physiological and psychological reactions, behaviors and achievements”, which are often overlooked “experiences”, which is exactly what Garrett emphasized that part of the content.
In the author’s opinion, user experience is dual in nature: the subjectivity of personal feelings (emotions, beliefs, preferences, cognitive impressions) and the objectivity of the process (physical and psychological reactions, behaviors and achievements, etc.).However, in many cases, the boundaries between the two are ambiguous. Subjective feelings affect individuals’ experience of the product, and a large part of the personal experience experiences the subjective feelings. This makes many people think of the “personal feelings” when referring to the user experience. This is a very dangerous idea because it can lead to PM’s “dead end” of product “user experience,” losing its objectivity as a personal experience, setting standards and persuading the development team to plan for PM The direction of progress?

2. User Experience Not Every User’s Experience

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2.1 User Experience is not every product user experience, but the product target user experience.

Many early adopters dream of making a product that is acclaimed by both men, women, and children with their thumbs up. However, this idealized result is often not reached, it is not necessary to do, it is like want to be a favorite geeks, and finally, your greater possibility is to lose yourself, Lost their own product positioning.

2.2 User Experience is not the experience of each product target user, but the experience of the product target user group.

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Due to subjectivity in user experience, the product experience per target user may vary individually. In extreme cases, it is possible to have the opposite empirical conclusion due to the user’s own factors (such as personality differences). In this case, the experience of the target user can not be regarded as a user experience standard for a product. But the target user group can help us to solve this standard problem, the following for the target user group to make a brief introduction:
The target user group is a group of users who are further subdivided and have some common key characteristics. We typically conduct user research through user research tools (questionnaires, user interviews, focus interviews, user tests, etc.) to draw user portraits (Personas, also called user models) of the target user group. User portraits represent a typical target audience and thus serve as one of the criteria for user experience.
If you have not yet understood that “user experience is not an experience for every user,” in simple terms, user experience is an experience that is consistent with a user’s cognitive psychology. But there are millions of people, all kinds of deceptions have, we only need to meet the target user base which meet the general psychological cognitive mode of the majority of groups can be. Of course, you do not have to be nervous when your product is being talked of as a user, and when most people ask questions, maybe you should think about the user experience carefully.

3. User Experience Elements

For the objectivity of user experience, one of the most influential elements of user experience proposed by Garrett, which summarizes the user experience from abstract to concrete five levels, provides a set of practical standard methods for us to measure user experience, also a UX consultant.
Due to the dual nature of most products (websites or software): it’s about information as well as about functionality. Garrett separates his user experience model from the middle, on the left, which are used for functional products, with a focus on tasks. On the right, these elements apply to informational products, with a focus on information.

3.1Strategy Layer

The core issue that the strategic level needs to solve is “Why do we develop this product?” It includes two aspects: the goal of the website is the product goal (what the person who develops the product can expect) and the user’s needs (what the user can get through the product and what needs to be met).
Strategic layer is important and basic, it determines the product experience a more specific level of development. In short, no matter how well a product interacts and the screen is cool, if the product does not solve the user’s problem then the experience for the user is terrible and worthless, so a well thought out and full user experience researchneeds to be done.

3.2Scope Layer

The core issue to be addressed by the scope layer is “what kind of product do we want to develop.” What features and content the product should be available to the user (ie, functional and content boundaries) are often described at this level by Functional Specifications.

3.3Structure Layer

Specific content corresponding to the structure layer is interactive design and information architecture design. Interaction design focuses on the elements that affect the user’s performance and accomplishment of tasks, and the design of information architecture focuses on how information is organized.

3.4Skeleton Layer

Corresponding to the framework of the “information design + interface design + navigation design”, interface design and navigation design correspond to the “functional products” and “information products”, information design is the content of both.
All that the interface design does is select the correct interface element or arrange the interface elements that allow the user to interact with the system’s functionality (checkboxes, radio buttons, drop-down menus, multiple-choice menus, buttons, etc.) ; Navigation design is the interface design that presents information exclusively; Information Design This is a function and information to do both, for the purpose of presenting effective information communication.
If you still think that the three are indistinguishable, there is a simple way: the ability to provide something to the user is “interface design,” and the ability to provide the user somewhere to go is “navigational design” ; Involving the transmission of ideas to users, are “information design.” Of course, there may be overlap between the three areas, which is normal.
For the framework layer, the structural layer of the “information architecture, navigation design” and “interactive design, interface design,” many friends can not tell, in fact, there is a simple method: most of the time the design of the page belongs to the structural layer, Under the general design of the framework belongs to the framework.

3.5Surface Layer

The presentation layer primarily addresses and compensates for the perceived presentation of “logical arrangement of product framework layers” (ie, perceptual design). In simple terms, user interface visual design all the pictures, texts, and colours that you see belong to this level (such as image shape size, font size, colour depth, etc.).

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