Because VR is such a different playing field, UX for virtual products has yet to be clearly defined. There are no paradigms, best practices, or mountains of user research for designers to tap into. These details haven’t been standardized, but will be necessary to address in order to engender broad user adoption.
For years, science fiction has showcased the wondrous potential of virtual reality, which in real life has let people down. From the Virtual Boy to VRML, the history of virtual reality is littered with technology that couldn’t quite match the innovative ideas behind it, leaving a string of disappointments in its wake.
Back in 2009, Avon decided to overhaul its entire order management system. It spent four years and $125 million designing and building a new system from scratch. The system promised to make everything more efficient and easier to use for both customers and salespeople, saving money and increasing customer satisfaction. But when Avon finally launched a pilot program in 2013, users told the company a different story.
No one denies the importance of making sure that your iPhone, Android or iPad app is well coded, but far too often, developers overlook the necessity of enjoyable user experiences. Keeping an eye on whether or not your app is intuitive is essential to success.
Every app starts with an idea, but the truly great apps begin with a remarkable idea. When you sit down to create a new app, it’s unlikely that you’ll hit upon an idea that isn’t already available from an App Store. Most likely, you’ll find hundreds of apps, all executing the same idea
There’s no question that users will abandon any Web site or mobile app they don’t enjoy using. User experience is a key determinant of success or failure. Yet 73 percent of industry executives see user experience as one of the toughest challenges they face. Even well-funded sites and apps can fail to gain adoption without a good, user-focused design.
Some aspects of creating a quality user experience are obvious. For example, if users can’t figure out how to use your site, chances are high they’ll abandon your offering and look elsewhere. Likewise, the best product teams employ fleshed-out user personas to help them address each user’s specific needs.
It’s that time of year again, where we present our annual UX predictions for the coming year. Will there be an increased focus on mobile? Will experiences be more tailored to the individual user? Will the UX we’re familiar with change so dramatically that we’ll have to call it something else altogether?
From the perceptions of those in the digital world, user experience has long held the position of “good guy.” It is rooted in genuine concern for customers and aims to do what’s best for them.
Marketing, on the other hand, has (at times) adopted the role of the villain – greedy, money-driven, and focusing on sales at all costs.
Fair or not, these caricatures do exist. Many people still think marketing and UX accomplish very different goals with disparate motives. But marketing and UX actually have quite a bit in common – there’s just a need to change those perceptions.
Nobody used keyboards in the sci-fi of our childhoods. Whether it was the control system of starships or the hub of a utopian world, every interaction was based on human speech. Opening the pod doors or jettisoning the trash only required a simple command, and many of those systems replied in kind.
Now we’re closing in on that reality. Siri was the first seismic shift in the field, but companies like Google and Amazon have gone much further. Apple has even announced a massive rollout of voice-activated apps into the App Store. With high rollers like Uber, Runkeeper, and Skype all taking up the mantle of voice recognition, this tech is no longer a niche development — it is swiftly transforming into a necessity for app developers hoping to keep up with the competition.
Look at any list of buzzwords or “hot new trends” in UX design, and you’ll surely find “de-linearity” among them. But what is it really, and why does it matter right now?
In short, de-linearity is the concept of giving users a number of ways to accomplish a task rather than requiring them to perform a single precise set of actions to accomplish that same task.
It matters because consumers demand it, whether they know this or not. But does that mean it’s the only way forward? Hopefully not.