UX in three points

UX is a fancy name put onto practical things by consultants so they can charge for them. In practice there are three main points.

First, there is the matter of knowing what is common to all people. How the brain works, how the eyes scan, how people tick, what makes a screen understandable and so on. Principles of clarity apply regardless of what the domain is. Tufte’s principles for example apply here.

Second, you need to know what is special about your users. It’s not their brains or perception – that’s the same in everybody. What makes your users different are their habits and the job they are trying to do. You need to understand their purpose for using your product, how they talk about it, their points of reference and so on. Technically this is called ‘domain knowledge’. It’s most useful to think about the jobs individual users are trying to do.

Lastly you need empathy, the ability to see these points from the user’s perspective. You have to see it through their eyes in order to make the right decisions. You can use friendship as an example. You usually know what your friends like or don’t like. So try to become friends with your users. If that’s too hard, make friends with someone else in the same role.

Source: http://www.netmagazine.com/interviews/ryan-singer-user-experience

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Can you make good design for people if you’re a lousy person yourself?

Interesting article on “being human” as a UX designer.

I’ve encountered UX people who didn’t strike me as particularly good humans, consequently lowering my trust as a client in their ability to engineer experiences that would appeal to humans. If you’re not a nice person, can you really design what is essentially an avatar of what your audience should see as a nice person?

Orson Welles and Harlan Ellison were/are known for being huge a-holes to work with, but on the ‘customer facing’ side, they’ve produced some astounding works of art. Maybe there’s a base level of good UX that everyone is capable of – stock common sense principles you get in any textbook – and it only gets better from there depending on how well you think critically and apply those principles to the problem at hand.

Personally, I want to believe that being a decent human being translates to putting out decent work. Even if we can’t be so magnanimous and noble, maybe the effort that goes in can’t help but lend itself to empathic, thoughtful solutions. But that’s just my little dream.

Maybe you don’t need to be a cool guy to make cool stuff – but I’m sure it’s more fun to work with someone who can do both. 😉

MoodWall… and moods in general

This video is ridiculous and I don’t even like Harry Potter. But it made me laugh. YouTube’sMoodWall delivers.

You can read some sciencey thoughts about MoodWall at the Humintell blog – what stuck for me was the distinction between emotions and mood:

[Dr. Matsumoto, Humintell’s director] defines emotions as immediate, automatic, and involuntary reactions to events that are important to us. Moods, on the other hand, are states of mind that may make us more predisposed to having a certain emotional response.

For example, being in an irritable mood may make a person more predisposed to becoming angry more easily.

Thinking back to last week’s post on voice and tone, I wonder how empathic design & writing can help us understand moods better for those situations where we wish toinfluence a user’s mood and emotions. When is it productive to use happy talk, and when should you get to the point? How could a brochure site turn a skeptic into a buyer?

Many things to wonder. 🙂