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User experience (UX) is how a user interacts with and experiences a product,
system A system is a group of interacting or interrelated elements that act according to a set of rules to form a unified whole. A system, surrounded and influenced by its open system (systems theory), environment, is described by its boundaries, str ...
or service. It includes a person's perceptions of
utility In economics, utility is a measure of a certain person's satisfaction from a certain state of the world. Over time, the term has been used with at least two meanings. * In a normative context, utility refers to a goal or objective that we wish ...
, ease of use, and
efficiency Efficiency is the often measurable ability to avoid making mistakes or wasting materials, energy, efforts, money, and time while performing a task. In a more general sense, it is the ability to do things well, successfully, and without waste. ...
. Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use of the product and, therefore, any desired positive impacts. Conversely, designing toward profitability as a main objective often conflicts with ethical user experience objectives and even causes harm. User experience is subjective. However, the attributes that make up the user experience are objective.


Definitions

According to Nielsen Norman Group, 'user experience' includes all the aspects of the interaction between the end-user with the company, its services, and its products. The international standard on ''
ergonomics Ergonomics, also known as human factors or human factors engineering (HFE), is the application of Psychology, psychological and Physiology, physiological principles to the engineering and design of products, processes, and systems. Primary goa ...
of human-system interaction'', ISO 9241, defines user experience as a "user’s perceptions and responses that result from the use and/or anticipated use of a system, product or service". According to the ISO definition, user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that occur before, during, and after use. The ISO also lists three factors that influence user experience: the system, the user, and the context of use. Note 3 of the standard hints that
usability Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a softw ...
addresses aspects of user experience, e.g. "usability criteria can be used to assess aspects of user experience". The standard does not go further in clarifying the relation between user experience and usability. Clearly, the two are overlapping concepts, with usability including pragmatic aspects (getting a task done) and user experience focusing on users' feelings stemming both from pragmatic and hedonic aspects of the system. Many practitioners use the terms interchangeably. The term "usability" pre-dates the term "user experience". Part of the reason the terms are often used interchangeably is that, as a practical matter, a user will, at a minimum, require sufficient usability to accomplish a task while the feelings of the user may be less important, even to the user themselves. Since usability is about getting a task done, aspects of user experience like information architecture and
user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
can help or hinder a user's experience. If a website has "bad" information architecture and a user has a difficult time finding what they are looking for, then a user will not have an effective, efficient, and satisfying search. In addition to the
ISO The International Organization for Standardization (ISO ; ; ) is an independent, non-governmental, international standard development organization composed of representatives from the national standards organizations of member countries. Me ...
standard, there exist several other definitions for user experience. Some of them have been studied by various researchers.


History

Early developments in user experience can be traced back to the Machine Age that includes the 19th and early 20th centuries. Inspired by the machine age intellectual framework, a quest for improving assembly processes to increase production efficiency and output led to the development of major technological advancements, such as mass production of high-volume goods on moving assembly lines, high-speed printing press, large hydroelectric power production plants, and radio technology, to name a few. Frederick Winslow Taylor and Henry Ford explored ways to make human labor more efficient and productive. Taylor's research into the efficiency of interactions between workers and their tools is the earliest example that resembles today's user experience fundamentals. The term ''user experience'' was brought to wider knowledge by Donald Norman in the mid-1990s. He never intended the term "user experience" to be applied only to the affective aspects of usage. A review of his earlier work suggests that the term "user experience" was used to signal a shift to include affective factors, along with the pre-requisite behavioral concerns, which had been traditionally considered in the field. Many usability practitioners continue to research and attend to affective factors associated with end-users, and have been doing so for years, long before the term "user experience" was introduced in the mid-1990s. In an interview in 2007, Norman discusses the widespread use of the term "user experience" and its imprecise meaning as a consequence thereof. Several developments affected the rise of interest in the user experience: # Recent advances in mobile, ubiquitous,
social Social organisms, including human(s), live collectively in interacting populations. This interaction is considered social whether they are aware of it or not, and whether the exchange is voluntary or not. Etymology The word "social" derives fro ...
, and tangible computing technologies have moved human-computer interaction into practically all areas of human activity. This has led to a shift away from usability engineering to a much richer scope of user experience, where users' feelings, motivations, and values are given as much, if not more, attention than efficiency, effectiveness and basic subjective satisfaction (i.e. the three traditional usability metrics.) # In website design, it was important to combine the interests of different stakeholders:
marketing Marketing is the act of acquiring, satisfying and retaining customers. It is one of the primary components of Business administration, business management and commerce. Marketing is usually conducted by the seller, typically a retailer or ma ...
,
brand A brand is a name, term, design, symbol or any other feature that distinguishes one seller's goods or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create and ...
ing, visual design, and
usability Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a softw ...
. Marketing and branding people needed to enter the interactive world where usability was important. Usability people needed to take marketing, branding, and aesthetic needs into account when designing websites. User experience provided a platform to cover the interests of all stakeholders: making web sites easy to use, valuable, and effective for visitors. This is why several early user experience publications focus on website user experience. The field of user experience represents an expansion and extension of the field of usability, to include the holistic perspective of how a person feels about using a system. The focus is on pleasure and value as well as on performance. The exact definition, framework, and elements of user experience are still evolving. User experience of an interactive product or a website is usually measured by a number of methods, including questionnaires, focus groups, observed usability tests, user journey mapping and other methods. A freely available questionnaire (available in several languages) is the User Experience Questionnaire (UEQ). The development and validation of this questionnaire is described in a computer science essay published in 2008. Higher levels of user experience have been linked to increased effectiveness of digital health interventions targeting improvements in physical activity, nutrition, mental health and smoking. Google Ngram Viewer shows wide use of the term starting in the 1930s. "He suggested that more follow-up in the field would be welcomed by the user, and would be a means of incorporating the results of user's experience into the design of new machines." Use of the term in relation to computer software also pre-dates Norman.


Influences on user experience

Many factors can influence a user's experience with a system. To address the variety, factors influencing user experience have been classified into three main categories: user's state and previous experience, system properties, and the usage context (situation). Understanding representative users, working environments, interactions and emotional reactions help in designing the system during User experience design.


Momentary emotion or overall user experience

Single experiences influence the overall user experience: the experience of a key click affects the experience of typing a text message, the experience of typing a message affects the experience of text messaging, and the experience of text messaging affects the overall user experience with the phone. The overall user experience is not simply a sum of smaller interaction experiences, because some experiences are more salient than others. Overall user experience is also influenced by factors outside the actual interaction episode:
brand A brand is a name, term, design, symbol or any other feature that distinguishes one seller's goods or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create and ...
, pricing, friends' opinions, reports in media, etc. One branch in user experience research focuses on emotions. This includes momentary experiences during interaction: designing effective interaction and evaluating
emotions Emotions are physical and mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavior, behavioral responses, and a degree of pleasure or suffering, displeasure. There is ...
. Another branch is interested in understanding the long-term relation between user experience and product appreciation. The industry sees good overall user experience with a company's products as critical for securing brand loyalty and enhancing the growth of the customer base. All temporal levels of user experience (momentary, episodic, and long-term) are important, but the methods to
design A design is the concept or proposal for an object, process, or system. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something ...
and evaluate these levels can be very different.


Developer experience

Developer experience (DX) is a user experience from a developer's point of view. It is defined by the tools, processes, and software that a developer uses when interacting with a product or system while in the process of production of another one, such as in
software development Software development is the process of designing and Implementation, implementing a software solution to Computer user satisfaction, satisfy a User (computing), user. The process is more encompassing than Computer programming, programming, wri ...
. DX has had increased attention paid to it especially in businesses who primarily offer
software as a service Software as a service (SaaS ) is a cloud computing service model where the provider offers use of application software to a client and manages all needed physical and software resources. SaaS is usually accessed via a web application. Unlike o ...
to other businesses where ease of use is a key differentiator in the market.


See also


References

{{Commons category, User experience Human–computer interaction User interfaces