User
experience design plays an important role in product design process. But what
is good user experience on earth? Is there any criterion? The following 5 user
experience goals, listed in a logical order, may help you to find the right
direction of user experience design ASAP and make you an excellent UX
designer.
Goal 1: “I got what I need”
To
give users what they need is the first goal of user experience design. Before
using a product, people are mostly concerned about “whether it is useful?”
“Will this product solve my problems?” So a product should meet the
functional demands of users first (not only those existed demands, but also
potential ones). Doing user research is a good way to find out users’ demands,
but objectively, it’s hard to measure users’ needs precisely, even if it was
huge company which has advanced user survey technologies.
For
example, Facebook at the beginning didn’t take “making friends with strangers
(say, a friend’s friend)” seriously as they believed that people only have
curiosities on their surroundings; social network is essentially “a game among
acquaintances”. However the data show that most of users like to expand their
circles by adding strangers as their friends. Now social platform also
contributes a lot to companies and brands who want more influence online. They
put money and energy on operating an official page to promote their products.
All of these are unexpected demands for the early designers. Thus, collecting
users’ feedback constantly and make use of data or other materials to follow
your users’ activities is also a key to meet users’ demands. If UX designers
don’t give users what they want, the users will give a shit.
Goal 2: “Don’t
make me think”
“Will
I get what I want in a most simple, direct and quick way?” It would be better
if you “Don’t make me think”.
The
top-download games in app store are always those like “Don't Tap the White
Tile”, which people can play without brains. This shows the laziness nature of
human beings. But laziness is also an important drive of technology
development. As a UX designer, we have no reason to go against it unless we
want to make products that are “anti-human”.
How
to design to give users what they want in the easiest way? First UX designers
should be a mastery of the user
stories & scenario of products. Which are important things that
users pay much attention to? Which are secondary? How to simplify the
operations by taking advantage of users’ habits? As to user interface, whether
the flat design method should be adopted to enable users to get most
information at the first sight. Besides, the usability of products also depends
on the design tools you choose. A complicated-to-use prototype/wireframe tool
is a bad design itself, so how can we make good UI or product prototype with it?
Goal 3: “I really enjoy using it”
Many
products have similar functions, which can all meet the users’ needs to some
extent. But only few of them are favored by users, why? As a music lover, I go
to a concert at least once a month. Among these concerts of any scale, there
are some which thrilled me from start to finish. It seems that the design of a
music concert has nothing to do with product design, but as I have been immerging
in design circle for many years I gradually found that an exciting concert is
just like a product offering good user experience, both of them give you
the right thing at the right time.
At
an evening dinner, the starter is always delicate but of low volume. Gradually,
under the influence of some spirits, the main course was served, at this moment
the light is warmest and the atmosphere is the best. The ending part is usually
made easy. This is a very good example to explain that “UX Designers should have
a sense of rhythm (of product)”. When designing video player software, how many
“ss” should the “black screen” last to draw the users’ attention, but never
make them feel impatient? Why some social platforms only allow its users to
access more functions after a period of time? Those are all questions that user
experience designers should concern about.
Goal 4: Habit is a second nature
“Whether
the product is attractive enough for me to use it for a long term?”, and even
“becomes part of my life” and “makes me addicted to it”.
In
the article “UX/UI
Designer Skills Valued by Facebook” I mentioned that one important
reason that Facebook became a huge social platform with over 200 million users
is that FB knows the mental & psychological needs of users: people win
others’ attention on Facebook, which they didn’t get in real life. “Helping
people to build a strong connection with external world; enabling them to
follow and be followed, these are what a social platform was born for.” A
functionally powerful product will no doubt be favored by people. But a product
which forms a new habit has immeasurable potential. Electric light, mobile
phones, new transportations; Wechat, Whatsapp, these are all among the latter.
Goal 5: Make users your promoters
“Whether
the product is good enough to motivate me to become one of its promoters?”
If
a designer set the above 4 user experience goals when designing a product, he
would be an excellent designer. The last goal, as far as I can see, is the
inherent property of an excellent design: to mobilize its users. As we all
know, users are the best spokesmen of your products. Companies may seek help
from all kinds of resources to promote their products: KOL, famous blogger, web
celebrities. However, none of them is as powerful as users. You may ask: why
does product promotion has something to do with designers? If UX designers can
build a relationship between the users and potential users, for example, put a
“sharing on Twitter” button on the right place, there might be more people will
join in (this is a method of most basic level). For another example, users need
to cooperate with others when using the product (like game products). In short,
to mobilize your users and make them your promoters is also an important user
experience goals that good
UX designers should
set.
Promoted
Promoted
UX Tools Suite
Type: Online
Card sorting, tree testing, first click testing and more. All for an affordable price. University credit-rated. Industry-approved. Globally-recognised.
0 comments:
Post a Comment