Useful Terms and Ideas Flashcards
(46 cards)
Appropriation occurs after adoption, in the sense we will use it in this course, it’s when users find alternative ways of using a product – ways not intended by the designer.
About the difference between useful, usable and used and why that matters
About ease of use and why it matters and why it’s not the end of the design process
About usability and the five factors that make a product usable
About user experience and how it builds on usability and the 7 components of a great user experience
About the factors of success for new product development and how you can influence them as a designer
About adoption and some basic considerations for having your designs adopted
About both forms of appropriation, when to be cautious about appropriation and when to embrace it
About the dynamics of use and why this cycle matters to product development and design teams
How to determine why a product launch failed so that you can avoid making the same mistakes
Useful
A product which is useful is one that allows a user to accomplish a task or objective.
Usable
Usable refers to the usability of a given product. It is more than “useful” it examines the way that the product will be used and whether it enables the user to do so in a pleasurable, simple (or as simple as possible) and effective manner.
Usability is about human behavior. It recognizes that humans are lazy, get emotional, are not interested in putting a lot of effort into, say, getting a credit card and generally prefer things that are easy to do vs. those that are hard to do.”
Poor usability is often a minor inconvenience (you may mutter about how stupid that door is but you’ll probably do very little to change the door – it’s too much effort for too little reward) rather than a deal breaker.
Used
A product may be both useful and usable and still fail to be used. The ultimate aim of a design is not to be useful or usable but for users to use that design. Without users a product is a failure and it doesn’t matter how great the design was – it’s still a failure.
A product must be used if it is to be considered a success. You can deliver a useful and usable product and it’s still possible that users won’t want to use it.
Which of the following best explains useful, usable and used?
a. If a product is useful and usable, it will definitely be used.
b. A useful product is the same as a product that will be used.
c. If a product is useful and usable, it might still not be used.
c. If a product is useful and usable, it might still not be used.
Which product was considered to be more usable than its competitors and can attribute its success to that?
a. The iPod
b. The C5
c. The Segway
a. The iPod
How to Design for Ease of Use
How do you Reach These Project Specific Metrics?
We reach project specific metrics for ease of use by conducting user research. We need to know what the user’s objectives are and what they think is reasonable to reach those objectives to define ease of use metrics.
you might want to think about different types of goals for your product and interact, observe, etc. users to see what their goals are in those spheres:
Life goals – what does the user aspire to in their life? How might your product get them to that goal? What would motivate a user to choose your product over a competing product that achieves this objective?
Completion goals – what do users expect to happen at the end of using your product? What can you measure when this takes place?
Behavioral goals – when users undertake achieving the goal without using your product, how do they do it? How can your product mimic that process so that the product is familiar to them? (E.g. it mimics their mental models).
Life goals – what does the user aspire to in their life? How might your product get them to that goal? What would motivate a user to choose your product over a competing product that achieves this objective?
Completion goals – what do users expect to happen at the end of using your product? What can you measure when this takes place?
Behavioral goals – when users undertake achieving the goal without using your product, how do they do it? How can your product mimic that process so that the product is familiar to them? (E.g. it mimics their mental models).
Life goals – what does the user aspire to in their life? How might your product get them to that goal? What would motivate a user to choose your product over a competing product that achieves this objective?
Completion goals – what do users expect to happen at the end of using your product? What can you measure when this takes place?
Behavioral goals – when users undertake achieving the goal without using your product, how do they do it? How can your product mimic that process so that the product is familiar to them? (E.g. it mimics their mental models).
Mental models are the models we all have of things we do all the time. We know that we push buttons, for example, and that’s why so many computer applications have buttons that look like “real life” buttons; they fit the mental model.
Which kind of objective might you want to explore with a user in context with ease of use?
Life goal
Usability and user experience (UX) are not the same thing: the usability of a product is a crucial part that shapes its UX, and hence falls under the umbrella of UX.
if your product is not usable, its UX will be bad, and users will leave you for your competitors.