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User experience

User experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. 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 edit

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.[1]

The international standard on ergonomics 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".[2] 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 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 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 standard, there exist several other definitions for user experience.[3] Some of them have been studied by various researchers.[4]

History edit

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 were in the forefront of exploring new ways to make human labor more efficient and productive. Taylor's pioneering research into the efficiency of interactions between workers and their tools is the earliest example that resembles today's user experience fundamentals.[citation needed]

The term user experience was brought to wider knowledge by Donald Norman in the mid-1990s.[5] He never intended the term "user experience" to be applied only to the affective aspects of usage. A review of his earlier work[6] 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.[7] In an interview in 2007, Norman discusses the widespread use of the term "user experience" and its imprecise meaning as a consequence thereof.[8]

Several developments affected the rise of interest in the user experience:

  1. Recent advances in mobile, ubiquitous, social, 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.)[9][10]
  2. In website design, it was important to combine the interests of different stakeholders: marketing, branding, visual design, and usability. 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.[11][12][13][14]

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).[15] The development and validation of this questionnaire is described in a computer science essay published in 2008.[16]

Higher levels of user experience have been linked to increased effectiveness of digital health interventions targeting improvements in physical activity,[17] nutrition, mental health and smoking.[18]

Google Ngram Viewer shows wide use of the term starting in the 1930s.[19] "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.[20]

Influences on user experience edit

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).[21] Understanding representative users, working environments, interactions and emotional reactions help in designing the system during User experience design.

Momentary emotion or overall user experience edit

Single experiences influence the overall user experience:[22] 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, 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. 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 and evaluate these levels can be very different.

Developer experience edit

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.[23] DX has had increased attention paid to it especially in businesses who primarily offer software as a service to other businesses where ease of use is a key differentiator in the market.[24]

See also edit

References edit

  1. ^ Don, Norman; Jakob, Nielsen. "The Definition of User Experience (UX)". Nielsen Norman Group. Retrieved 2 March 2021.
  2. ^ International Organization for Standardization (2019). Ergonomics of human-system interaction – Part 210: Human-centred design for interactive systems (2nd ed.). ISO 9241-210:2019 (formerly known as ISO 13407).
  3. ^ "User experience definitions". from the original on 13 January 2012.
  4. ^ Law, E.; Roto, V.; Hassenzahl, M.; Vermeeren, A.; Kort, J. (4–9 April 2009). "Understanding, Scoping and Defining User Experience: A Survey Approach". Proceedings of Human Factors in Computing Systems conference. CHI’09. Boston, MA, USA. (PDF) from the original on 11 September 2017.
  5. ^ Donald Norman, Jim Miller, Austin Henderson: What You See, Some of What's in the Future, And How We Go About Doing It: HI at Apple Computer 20 October 2017 at the Wayback Machine. Proceedings of CHI 1995, Denver, Colorado, USA
  6. ^ Buley, Leah. 2013, The User Experience Team of One: A Research and Design Survival Guide. Rosenfield Media, LLC, USA.
  7. ^ Nielsen, Jakob. "A 100-Year View of User Experience". Nielsen Norman Group. Retrieved 5 August 2022.
  8. ^ . Archived from the original on 7 December 2013.
  9. ^ ISO 9241-11:1998, Ergonomics of Human System Interaction: Guidance on usability
  10. ^ "COST - Towards the Integration of Transectorial IT Design and Evaluation (End date: November 2013)". cost.eu. from the original on 14 March 2015. Retrieved 9 May 2018.
  11. ^ Fleming, J. 1998, Web Navigation: Designing the User Experience 10 August 2017 at the Wayback Machine. O'Reilly & Associates, Inc, USA.
  12. ^ Garrett, J. 2003, Elements of User Experience: User-Centered Design for the Web 3 December 2016 at the Wayback Machine. New Riders Press, USA.
  13. ^ Kuniavsky, M. (2003). Observing the User Experience: A Practitioner's Guide to User Research. United States: Elsevier. ISBN 978-0-08-049756-3. from the original on 9 May 2018.
  14. ^ Berry, D. 2000, The user experience - The iceberg analogy of usability. Technical library of the IBM Ease of Use Team. "The user experience". IBM. October 2000. from the original on 15 August 2010. Retrieved 15 September 2010.
  15. ^ "UEQ - User Experience Questionnaire". ueq-online.org. from the original on 1 October 2017. Retrieved 9 May 2018.
  16. ^ Laugwitz, B., Held, T. & Schrepp, M. (2008). 11 September 2017 at the Wayback Machine. In: Holzinger, A. (Ed.): USAB 2008, LNCS 5298, S. 63-76.
  17. ^ Mclaughlin, Matthew; Delaney, Tessa; Hall, Alix; Byaruhanga, Judith; Mackie, Paul; Grady, Alice; Reilly, Kathryn; Campbell, Elizabeth; Sutherland, Rachel; Wiggers, John; Wolfenden, Luke (19 February 2021). "Associations Between Digital Health Intervention Engagement, Physical Activity, and Sedentary Behavior: Systematic Review and Meta-analysis". Journal of Medical Internet Research. 23 (2): e23180. doi:10.2196/23180. ISSN 1438-8871. PMC 8011420. PMID 33605897.
  18. ^ Donkin, Liesje; Christensen, Helen; Naismith, Sharon L; Neal, Bruce; Hickie, Ian B; Glozier, Nick (5 August 2011). "A Systematic Review of the Impact of Adherence on the Effectiveness of e-Therapies". Journal of Medical Internet Research. 13 (3): e52. doi:10.2196/jmir.1772. ISSN 1438-8871. PMC 3222162. PMID 21821503.
  19. ^ Lubrication Engineering. 1945.
  20. ^ "Google Ngram Viewer". books.google.com. Retrieved 9 May 2018.
  21. ^ Hassenzahl, M. & Tractinsky, N. 2006, User Experience – a Research Agenda 20 October 2014 at the Wayback Machine. Behaviour and Information Technology, Vol. 25, No. 2, March–April 2006, pp. 91-97
  22. ^ Forlizzi, J., Battarbee, K. 2004, Understanding Experience in Interactive Systems 31 January 2016 at the Wayback Machine. Proceedings of DIS2004, 1–4 August 2004, Cambridge, USA.
  23. ^ "Good Developer Experience". Developer Experience Knowledge Base. Retrieved 10 September 2021.
  24. ^ "What is Developer Experience (DX)?". CSS-Tricks. 15 June 2020. Retrieved 10 September 2021.

user, experience, user, interacts, with, experiences, product, system, service, includes, person, perceptions, utility, ease, efficiency, improving, user, experience, important, most, companies, designers, creators, when, creating, refining, products, because,. User experience UX is how a user interacts with and experiences a product system or service It includes a person s perceptions of utility ease of use and efficiency 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 Contents 1 Definitions 2 History 3 Influences on user experience 4 Momentary emotion or overall user experience 5 Developer experience 6 See also 7 ReferencesDefinitions editAccording 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 1 The international standard on ergonomics 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 2 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 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 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 standard there exist several other definitions for user experience 3 Some of them have been studied by various researchers 4 History editEarly 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 were in the forefront of exploring new ways to make human labor more efficient and productive Taylor s pioneering research into the efficiency of interactions between workers and their tools is the earliest example that resembles today s user experience fundamentals citation needed The term user experience was brought to wider knowledge by Donald Norman in the mid 1990s 5 He never intended the term user experience to be applied only to the affective aspects of usage A review of his earlier work 6 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 7 In an interview in 2007 Norman discusses the widespread use of the term user experience and its imprecise meaning as a consequence thereof 8 Several developments affected the rise of interest in the user experience Recent advances in mobile ubiquitous social 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 9 10 In website design it was important to combine the interests of different stakeholders marketing branding visual design and usability 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 11 12 13 14 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 15 The development and validation of this questionnaire is described in a computer science essay published in 2008 16 Higher levels of user experience have been linked to increased effectiveness of digital health interventions targeting improvements in physical activity 17 nutrition mental health and smoking 18 Google Ngram Viewer shows wide use of the term starting in the 1930s 19 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 20 Influences on user experience editMany 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 21 Understanding representative users working environments interactions and emotional reactions help in designing the system during User experience design Momentary emotion or overall user experience editSingle experiences influence the overall user experience 22 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 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 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 and evaluate these levels can be very different Developer experience editSee also Programming tool 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 23 DX has had increased attention paid to it especially in businesses who primarily offer software as a service to other businesses where ease of use is a key differentiator in the market 24 See also editChief experience officer Content strategy Customer experience Expectation Hick s law Human factors and ergonomics Interaction design Interaction design pattern Responsive web design Usability User centered design User experience design User experience evaluation User interface design User research Online to offlineReferences edit Don Norman Jakob Nielsen The Definition of User Experience UX Nielsen Norman Group Retrieved 2 March 2021 International Organization for Standardization 2019 Ergonomics of human system interaction Part 210 Human centred design for interactive systems 2nd ed ISO 9241 210 2019 formerly known as ISO 13407 User experience definitions Archived from the original on 13 January 2012 Law E Roto V Hassenzahl M Vermeeren A Kort J 4 9 April 2009 Understanding Scoping and Defining User Experience A Survey Approach Proceedings of Human Factors in Computing Systems conference CHI 09 Boston MA USA Archived PDF from the original on 11 September 2017 Donald Norman Jim Miller Austin Henderson What You See Some of What s in the Future And How We Go About Doing It HI at Apple Computer Archived 20 October 2017 at the Wayback Machine Proceedings of CHI 1995 Denver Colorado USA Buley Leah 2013 The User Experience Team of One A Research and Design Survival Guide Rosenfield Media LLC USA Nielsen Jakob A 100 Year View of User Experience Nielsen Norman Group Retrieved 5 August 2022 Peter in Conversation with Don Norman About UX amp Innovation Archived from the original on 7 December 2013 ISO 9241 11 1998 Ergonomics of Human System Interaction Guidance on usability COST Towards the Integration of Transectorial IT Design and Evaluation End date November 2013 cost eu Archived from the original on 14 March 2015 Retrieved 9 May 2018 Fleming J 1998 Web Navigation Designing the User Experience Archived 10 August 2017 at the Wayback Machine O Reilly amp Associates Inc USA Garrett J 2003 Elements of User Experience User Centered Design for the Web Archived 3 December 2016 at the Wayback Machine New Riders Press USA Kuniavsky M 2003 Observing the User Experience A Practitioner s Guide to User Research United States Elsevier ISBN 978 0 08 049756 3 Archived from the original on 9 May 2018 Berry D 2000 The user experience The iceberg analogy of usability Technical library of the IBM Ease of Use Team The user experience IBM October 2000 Archived from the original on 15 August 2010 Retrieved 15 September 2010 UEQ User Experience Questionnaire ueq online org Archived from the original on 1 October 2017 Retrieved 9 May 2018 Laugwitz B Held T amp Schrepp M 2008 Construction and evaluation of a user experience questionnaire Archived 11 September 2017 at the Wayback Machine In Holzinger A Ed USAB 2008 LNCS 5298 S 63 76 Mclaughlin Matthew Delaney Tessa Hall Alix Byaruhanga Judith Mackie Paul Grady Alice Reilly Kathryn Campbell Elizabeth Sutherland Rachel Wiggers John Wolfenden Luke 19 February 2021 Associations Between Digital Health Intervention Engagement Physical Activity and Sedentary Behavior Systematic Review and Meta analysis Journal of Medical Internet Research 23 2 e23180 doi 10 2196 23180 ISSN 1438 8871 PMC 8011420 PMID 33605897 Donkin Liesje Christensen Helen Naismith Sharon L Neal Bruce Hickie Ian B Glozier Nick 5 August 2011 A Systematic Review of the Impact of Adherence on the Effectiveness of e Therapies Journal of Medical Internet Research 13 3 e52 doi 10 2196 jmir 1772 ISSN 1438 8871 PMC 3222162 PMID 21821503 Lubrication Engineering 1945 Google Ngram Viewer books google com Retrieved 9 May 2018 Hassenzahl M amp Tractinsky N 2006 User Experience a Research Agenda Archived 20 October 2014 at the Wayback Machine Behaviour and Information Technology Vol 25 No 2 March April 2006 pp 91 97 Forlizzi J Battarbee K 2004 Understanding Experience in Interactive Systems Archived 31 January 2016 at the Wayback Machine Proceedings of DIS2004 1 4 August 2004 Cambridge USA Good Developer Experience Developer Experience Knowledge Base Retrieved 10 September 2021 What is Developer Experience DX CSS Tricks 15 June 2020 Retrieved 10 September 2021 nbsp Wikimedia Commons has media related to User experience Retrieved from https en wikipedia org w index php title User experience amp oldid 1217864109, wikipedia, wiki, book, books, library,

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