Designing The User Experience Curve 2.0

50 %
50 %
Information about Designing The User Experience Curve 2.0

Published on October 13, 2008

Author: andybudd



An updated version of my UX talk

Designing the User Experience Curve

The Perfect Hotel Experience

The User Experience Curve

Hierarchy of Needs SUBJECTIVE / QUALITATIVE Focused on “It is not enough that we build Have a believable story Experiences products that function, that are Co-create value with customers (People, Activities, Context) understandable and usable - Connect people in community we also need to build products Are part of a bigger system that bring joy and excitement, Prioritize Aesthetics (no, not Graphic Design) Appeal to emotional, spiritual, and (visual, behaviors, sounds, psychology) pleasure and fun, and yes, social values Design for FLOW (boredom vs anxiety) beauty, to people’s lives.” Create a tolerance for faults at lower levels Leverage Game Mechanics/Learning Theory -Donald Norman (completeness) Are tied to a person’s self-image, highly personal Have a Personality Empower people to do things Meaningful Create conversational and context aware previously not possible Has personal significance interactions (“Adaptive Interfaces”; narrative IA structures) Pleasurable Elicit Desire Memorable experience worth sharing (Limited availability, limited access, curious and Simplify, organize, and clarify seductive experiences) information Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS Display information visually Super easy to use, works like I think Reduce features and complexity Are easier to understand Usable Use language for more natural Can be used without difficulty Creating Pleasurable Interfaces: interactions Add features that support desired Reliable Is available and accurate Getting from Tasks to Experiences behaviors (offline browsing) created by Stephen P. Anderson | Functional (Useful) Works as programmed Focused on Tasks (Products, Features) OBJECTIVE / QUANTIFIABLE © 2006 Stephen P. Anderson |

The Kano Model

1 First impressions count 1.

People do judge a book (or any product) by it’s cover

The hotel check-in experience

Unboxing your iPod

Computer Game Training Level

Create a landing page that communicates

Make the first experience fun

Interactive tours...

In situ tours...

Create a first use scenario

Video tours make experts quickly

2 Attentive service 2.

The doorman hailing a cab...

The waiter refilling your glass...

Opening a new line at the checkout...

Help people solve their problems

Avoid problems in the first place

Manages expectations

Get people back on track

Help systems

Add value

3 Personalisation and customisation 3.

The barmaid remembering your favourite drink...

Customise your drink at Starbucks...

Customise your game characters...

Welcome people back

Allow them to customise their own experience


Provide value through recommendations

4 Attention to detail 4.

Car doors

At Disney even the trash cans are themed

Create delightful experiences


Zurich Airport

Easter eggs

Delicious Library

Dopplr toys

5 Make it fun 6.

We love collecting...

Particularly if there is payback...

What do points make...


We’re programmed to enjoy exploring

You find play in the strangest places!

Google maps are fun...

Collecting photos...

Collecting friends...

Collecting badges...

Points and Leaderboards...

5 Create the perfect environment

The Starbucks Experience

The Virgin Lounge

Whole Foods Market

Vegas baby, yeah

The User Experience Curve Complete Profile Explore Site Invite Friends First Purchase Register Personalise Recommendation Customise Site Take Tour Add to Favourites Visit Home Page Add a Comment Add to Basket Day-to-day Use Day-to-day Use Day-to-day Use 276497061 47313217@N00/1360279731 2168473863 197482567 2073843558 521306970 2349026792 1397913617/

So where are the web examples?

Add a comment

Related presentations

Presentación que realice en el Evento Nacional de Gobierno Abierto, realizado los ...

In this presentation we will describe our experience developing with a highly dyna...

Presentation to the LITA Forum 7th November 2014 Albuquerque, NM

Un recorrido por los cambios que nos generará el wearabletech en el futuro

Um paralelo entre as novidades & mercado em Wearable Computing e Tecnologias Assis...

Microsoft finally joins the smartwatch and fitness tracker game by introducing the...

Related pages

Designing The User Experience Curve 2.0 - Technology

Designing the User Experience Curve ; The Perfect Hotel Experience ; The User Experience Curve ...
Read more

Designing the User Experience Curve - Design

Share Designing the User Experience Curve. ... Designing The User Experience Curve 2.0. Designing The User Experience Curve Andybudd. Designing the User ...
Read more

Designing the User Experience Curve by Andy Budd at SHIFT ...

Where do you start with User experience? ... Designing the User Experience Curve by Andy Budd at SHIFT 2008 ... 2 0. Don't like this ...
Read more

Designing the Experience Curve: Web 2.0 Expo New York 2009 ...

Andy Budd is an interaction designer and web standards developer from Brighton, England. As the user experience lead at Clearleft (, Andy ...
Read more

Experience curve -- a game - YouTube

2 0. Don't like this ... Designing the User Experience Curve by Andy Budd at SHIFT 2008 - Duration: ... C.9 Experience curve ...
Read more

Designing the User Experience - Education -

Designing the User Experience Designing the User Experience Sistemi Informativi Aziendali ... Designing The User Experience Curve 2.0
Read more

Designing Multi-Device Experiences: An Ecosystem Approach ...

* Get ahead of the curve by designing for a more ... The author is a "senior user experience designer at ... 2.0 von 5 Sternen The book is useless for ...
Read more

Creating Perfect User Flows for Smooth UX -

Would you immediately think about flow as it relates to user experience ... designing your flows for; What user and ... 2.0. User onboarding is a ...
Read more