Ida  Nader

Ida Nader

1594367820

Bad(?) UX to fight phone-addiction

So, COVID-19 is happening and many of us have been (and will be) staying home for a long time. Remote work is now part of our daily lives and let’s face it: We’re using phones and computers like never before. I’ve been looking for solutions and found a rather interesting UX principle we can tweak to help people connect more to the real world.

Personally, my daily-average use on my phone went from 1.5h/day to 2.5h in the past month. Now it’s even worse, but it was pretty bad even before the pandemic. According to The Guardian last year, the average daily-use of a phone is about 3h15m. Wow.

Treating the symptoms, not the cause
Both Apple and Google tried to do something about phone-dependence recently. Google introduced Digital Wellbeing and Apple Screen Time. Both features do the same:

They monitor your phone usage everyday and tell you which apps (or type of app) you use the most. They’re embedded into user settings of your device and when you open them, they will basically tell you how addicted you are to your phone. Once you’re deeply disappointed of yourself by how much time you’ve wasted scrolling through instagram, they will offer you a quick fix:

App Limit!

This setting basically lets you determine how much time you want to consume on a certain App during the day. Say you limit instagram to 30m. Once you’ve reached the time, the app icon will turn gray and you won’t be able to open it. Or so they say… you can easily go to the settings and disable the time limit.

Spoiler alert: it doesn’t work vey well.

The approach that inspired me
A few weeks back, I was thinking about my digital consumption and remembered The Light Phone. It is a tiny beautifully designed e-ink slab with the most minimal UI since Microsoft’s Zune, like a mini kindle-phone that’s extremely desirable. They sell it as a phone for humans, as it is intended not to be used that much. The first time I saw it on kickstarter I thought: I’m getting it.

Their recent Light phone 2 fixed some of the issues with the first version;

It now supports Google Maps, Uber, Music playback and Calendar.

The Light Phone

Problem solved! Right? I get a Light Phone, my digital usage decreases instantly without sacrificing “the fundamental contemporary features” plus, I will have the coolest dumb-phone on the block.

Well, not exactly. While this approach seems to be the one, there is a catch: It lacks affordance.

Affordances
The term affordance, introduced by Gibson in 1977 refers to “the actions possible by a specific agent on a specific environment”. A chair for example, affords to be sat on (if the user can sit on it) as both the physical capabilities of the object and the users’ match to perform the action.

Later on, Don Norman famously modified the term by adding perceivable to the equation and by doing so, creating a new term called, surprise, perceivable affordances. For Norman, the affordance of something not only requires physical capability from both agents, but it also requires the action to be perceived by the user. A door for instance, affords to be opened and closed, if the user can perform the action. Now, for a door to perceivably afford being opened, the hinges must be visible (indicating in which direction it pivots) and the handle must indicate how to be operated (left or right). Now the door is not just openable by a certain user, but its structure also indicates how it should operate.

The door hinges, just like the underline in this text are called signifiers, and they help accentuate a perceived affordance:

It refers to any mark or sound, any perceivable indicator that communicates appropriate behavior to a person.

Now, these terms, will help us understand what follows. I highly encourage you to read The Design of Everyday Things if you want to dive deeper.

#user-experience #product-design #ux #design #phone-addiction

What is GEEK

Buddha Community

Bad(?) UX to fight phone-addiction

Do you have many acquaintances who are addicted?
In fact, in such cases, the best solution will always be drug clinics. I have an acquaintance, who was very heavily abusing alcohol and, as far as I know, he was persuaded to undergo treatment in the clinic vipvorobjev hospital , where good specialists with modern and effective methods have rid him of this addiction and now he leads a full, normal life again.

Ida  Nader

Ida Nader

1594367820

Bad(?) UX to fight phone-addiction

So, COVID-19 is happening and many of us have been (and will be) staying home for a long time. Remote work is now part of our daily lives and let’s face it: We’re using phones and computers like never before. I’ve been looking for solutions and found a rather interesting UX principle we can tweak to help people connect more to the real world.

Personally, my daily-average use on my phone went from 1.5h/day to 2.5h in the past month. Now it’s even worse, but it was pretty bad even before the pandemic. According to The Guardian last year, the average daily-use of a phone is about 3h15m. Wow.

Treating the symptoms, not the cause
Both Apple and Google tried to do something about phone-dependence recently. Google introduced Digital Wellbeing and Apple Screen Time. Both features do the same:

They monitor your phone usage everyday and tell you which apps (or type of app) you use the most. They’re embedded into user settings of your device and when you open them, they will basically tell you how addicted you are to your phone. Once you’re deeply disappointed of yourself by how much time you’ve wasted scrolling through instagram, they will offer you a quick fix:

App Limit!

This setting basically lets you determine how much time you want to consume on a certain App during the day. Say you limit instagram to 30m. Once you’ve reached the time, the app icon will turn gray and you won’t be able to open it. Or so they say… you can easily go to the settings and disable the time limit.

Spoiler alert: it doesn’t work vey well.

The approach that inspired me
A few weeks back, I was thinking about my digital consumption and remembered The Light Phone. It is a tiny beautifully designed e-ink slab with the most minimal UI since Microsoft’s Zune, like a mini kindle-phone that’s extremely desirable. They sell it as a phone for humans, as it is intended not to be used that much. The first time I saw it on kickstarter I thought: I’m getting it.

Their recent Light phone 2 fixed some of the issues with the first version;

It now supports Google Maps, Uber, Music playback and Calendar.

The Light Phone

Problem solved! Right? I get a Light Phone, my digital usage decreases instantly without sacrificing “the fundamental contemporary features” plus, I will have the coolest dumb-phone on the block.

Well, not exactly. While this approach seems to be the one, there is a catch: It lacks affordance.

Affordances
The term affordance, introduced by Gibson in 1977 refers to “the actions possible by a specific agent on a specific environment”. A chair for example, affords to be sat on (if the user can sit on it) as both the physical capabilities of the object and the users’ match to perform the action.

Later on, Don Norman famously modified the term by adding perceivable to the equation and by doing so, creating a new term called, surprise, perceivable affordances. For Norman, the affordance of something not only requires physical capability from both agents, but it also requires the action to be perceived by the user. A door for instance, affords to be opened and closed, if the user can perform the action. Now, for a door to perceivably afford being opened, the hinges must be visible (indicating in which direction it pivots) and the handle must indicate how to be operated (left or right). Now the door is not just openable by a certain user, but its structure also indicates how it should operate.

The door hinges, just like the underline in this text are called signifiers, and they help accentuate a perceived affordance:

It refers to any mark or sound, any perceivable indicator that communicates appropriate behavior to a person.

Now, these terms, will help us understand what follows. I highly encourage you to read The Design of Everyday Things if you want to dive deeper.

#user-experience #product-design #ux #design #phone-addiction

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UI/UX Design & Development Company

The main factor that defines the success of any mobile app or website is the UI/UX of that app. The UI/UX is responsible for app elegance and ease of use of the app or website.

Want a unique UI/UX designer for an app or website development?

WebClues Infotech has the best UI/UX developers as they have a good experience of developing more than 950+ designs for the customers of WebClues Infotech. With a flexible price structure based on customer requirements, WebClues Infotech is one of the efficient and flexible UI/UX developers.

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Shawn  Durgan

Shawn Durgan

1596671273

Does UX makes organizations smarter?

Forrester Research’s report, “Rich Internet Application Errors to Avoid,” shows that 70% of projects fail due to lack of user acceptance.

These research reports tell us that organizations do not prioritize the UX (User Experience) process before initiating new digital projects and do not understand how it can benefit them.

It’s all about “Does the shoe fit in that user’s foot?”.

UX should be put in the business context. A lot of teams see UX as a product-level thing, but in fact, UX should go up from product all the way to the executive level. Another thing that is critical is letting UX teams have autonomy so they can influence. Usually, software development companies or independent software vendors have an engineering culture. These companies tend to subordinate UX because they’re more familiar with engineering and they expect UX to act and think and behave like engineers. UX team should be spending time with users collecting users’ pain points and feedback to keep executive, marketing and dev teams informed.

What Is The ROI (Return of Investment) of UX?

There are many case studies with ROI. The three key elements that lead UX path to success are:

  • Defining Personas can get you four times return on investment. It’s hard to do empathy when you don’t have an outside-in perspective. It’s important to conduct user research to understand the users’ characteristics, behaviours, needs and context of use.
  • Rapid Prototyping is 50% more accuratefor build time and costs estimations; 80% of development teams requests for clarification are reduced; and the amount of rework and bug fixes post launch can be reduced to 25%. Wireframing is a good mitigation — the best results come from testing no more than 5 users and running a rapid prototype as a test solution. Using this understanding is essential to avoid building the wrong product.
  • And finally, Usability testing makes teams smarter by improving design decision making with the results. Evaluating the design with users by conducting usability testing and making changes based on the findings in an iterative design process. MacAfee redesigned its ProtectionPilot software in 2004 to improve its usability. Tech support calls were decreased by 90% after launch. With 20,000 downloads over a 10 week period, there were only 170 support calls.

Rapid prototyping

Prototyping — Source: Unsplash

UX Helps Achieve Business Goals

Good user experiences don’t happen by chance. They are purposely designed through a user experience design process that aims to create a solution that meets both business and user needs. How?

  • Understanding business and user needs to design a solution that follows human factors principles and design best practices. **Scenario-driven design **is an approach to understand customer contexts, tasks, their needs and desires and put that in a scenario and then model it.
  • Identifying barriers using analyticsAB testing and user testing is really important to user success and to boost ROI.
  • Determining the business impact of potential changes through cost-benefits analysis like SWOT analysis and business model Canvas.
  • Creating measurable business goals and targeting specific aspects of design.
  • Collecting detailed user goals and explicitly document scenarios like Personas and Journey Maps.

User Journey Map is also known as Customer Journey Map is a a visualization of the process

#ux-maturity #ux-management #ux #business-value #ux-design

Shawn  Durgan

Shawn Durgan

1599054400

Tone of Voice and UX Design

When thinking about the UX design of your project, there are so many elements to keep in mind that the actual written content is often left on the back burner. We’re told “Users don’t read!” so we Lorem ipsum our way out until we absolutely _have _to write something. However, we must keep in mind — whenever users do read, they pay attention. And that is why establishing your tone of voice is a critical part of the UX design process.

But what is this so-called “tone” exactly? According to this excerpt from the Princeton Encyclopedia of Poetry and Poetics,

Traditionally, tone has denoted an intangible quality, frequently an affective one, which is metaphorically predicate of a literary work or of some part of it such as its style. It is said to pervade and “color” the whole, like a mood in a human being, and in various ways to contribute to the aesthetic excellence of the work…. In Practical Criticism, I. A. Richards compared tone to social manners and defined it as the reflection in a discourse of the author’s attitude towards his audience.

Sounds complicated? Essentially, the tone of voice indicates how the speaker _feels _towards the reader. While the term was originally coined to talk about literature, nowadays it applies heavily to UX design. It’s seen in everything from buttons to calls to action, and even in error pages. How your product speaks to your users is integral to their experience and has a noticeable impact: the right tone could be the difference between a one-time visitor and a convert.

And this is not an exaggeration — in a study by Nielsen Norman Group, users were shown two versions of four product websites (insurance company, bank, hospital, home security system), and asked to give their opinions. Even though the two different versions of each website were identical except for the tone of voice, respondents had very clear preferences. For example, the casual version of the hospital website was unanimously preferred over its formal counterpart. It was perceived to be more friendly and even more trustworthy, despite the fact that we would usually associate confidence and trustworthiness with the formality of the second version. However, that version was seen as “businesslike” and not very reassuring for a prospective hospital patient. The tone of voice was ill-suited to the product in the minds of the users, so that version of the website did not have the desired impact.

Image for post

The inspirations behind the casual and formal hospital website versions — notice the introductory paragraphs and their supporting images. Source

#ux-writing #ux-research #design #ux-design #ux

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