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Designing the User Experience Curve - Andy Budd - An Event Apart Boston 2008

  • Description: People expect more from a website than a handy set of tools and a pretty interface—they want an experience. As soon as somebody starts using your site they’ll be judging you on everything from the way it looks to the tone of your error messages. Learn nine key factors that go into designing the perfect customer experience. See how to turn utilitarian experiences into something wonderful.
    by Matt at 6/24/2008 5:55:38 PM
  • by Matt at 6/24/2008 5:56:10 PM
  • by Matt at 6/24/2008 5:56:36 PM
  • by Matt at 6/24/2008 5:56:52 PM
  • How do real life experiences relate to the user experiences we create on the web?
    by Matt at 6/24/2008 6:37:37 PM
  • All experiences are not made equal. If you only have limited time focus on the start and end experiences.
    by Matt at 6/24/2008 6:38:37 PM
  • Hierarchy of needs: Needs start functional and move up to meaningful.
    by Matt at 6/24/2008 6:40:39 PM
  • First impressions count. 45% of women have decided if a man is suitable within 30 seconds.
    by Matt at 6/24/2008 6:42:43 PM
  • Hotels are a good example of first impressions. They greet you with a friendly smile, hold the door for you. It sets your expectations for the rest of the stay. Even if the room is tiny you feel special in a fancy hotel.
    by Matt at 6/24/2008 6:43:59 PM
  • Department stores try to greet you but over 50% of people go out of their way to avoid them because they aren't genuine, they're trying to sell.
    by Matt at 6/24/2008 6:44:59 PM
  • Looks matter. Better looking criminals get lower sentences in jail.
    by Matt at 6/24/2008 6:45:21 PM
  • Apple understands first impressions. Like unwrapping an iPod.
    by Matt at 6/24/2008 6:46:11 PM
  • Some computer games greet you with manuals you have to read to understand the game. Call of Duty has training that is interesting, step by step.
    by Matt at 6/24/2008 6:48:08 PM
  • Make sure the designs you make have immediate impact. A good first impression.
    by Matt at 6/24/2008 6:49:11 PM
  • Make the first experience good as well, for beginners, not just advanced users.
    by Matt at 6/24/2008 6:49:31 PM
  • Interactive tours can help if something is complicated.
    by Matt at 6/24/2008 6:50:24 PM
  • Notes showing you want to do that go away as you do what they say.
    by Matt at 6/24/2008 6:51:41 PM
  • Real life places have secret shoppers to check that the process is smooth. On the web we have usability experts.
    by Matt at 6/24/2008 6:53:33 PM
  • Apple store is organized by task, not by department.
    by Matt at 6/24/2008 6:54:38 PM
  • People like personalization and customization, like the characters on the Wii. Like a bartender remembering your favourite drink.
    by Matt at 6/24/2008 6:56:04 PM
  • Starbucks does it with drinks, you can customize it and they get the charge extra for each level of customization.
    by Matt at 6/24/2008 6:56:41 PM
  • World of Warcraft characters and Second Life. If you're so proud of your customization you won't leave. It shows you're a member of the tribe, you're cool.
    by Matt at 6/24/2008 6:57:38 PM
  • Flickr: Hi Matt!
    by Matt at 6/24/2008 6:58:00 PM
  • People like seeing their name on the screen, they like that they were remembered.
    by Matt at 6/24/2008 6:58:21 PM
  • Customization keep customers on your site.
    by Matt at 6/24/2008 6:59:27 PM
  • Last.fm knows you and recommends music for you.
    by Matt at 6/24/2008 7:00:10 PM
  • Attentions to detail: Hotels are great at it. Mints on pillows etc. but everyone does that now. One leaves you a card with the weather, that's better!
    by Matt at 6/24/2008 7:01:26 PM
  • Car manufacturers obsess over the sound of a car door closing, that's how you decide if a car is good or not.
    by Matt at 6/24/2008 7:02:04 PM
  • Create delightful experiences: Quirky saying in bottle caps or on the bottom of juice containers.
    by Matt at 6/24/2008 7:04:08 PM
  • On the web Threadless lets you know if something in your shopping cart is running out of stock.
    by Matt at 6/24/2008 7:04:43 PM
  • Personality is important: An auto response written as though it knows it's a machine.
    by Matt at 6/24/2008 7:05:38 PM
  • Feedback: Slot machines are designed to suck you in. Sounds give you feedback, press beep press beep, locks you in feedback, you put coins in for the sound. They even use amplified coin trays.
    by Matt at 6/24/2008 7:08:00 PM
  • Feedback lets you know something has happened. If an elevator button doesn't light up you think it's broken. It stops you from wasting time. A flag on a mail box lets you know if you should walk down to get the mail or not.
    by Matt at 6/24/2008 7:09:41 PM
  • Help people solve problems, make them more efficient.
    by Matt at 6/24/2008 7:10:42 PM
  • Look outside of your industry for ideas you can draw on to make web experiences better.
    by Matt at 6/24/2008 7:11:24 PM
  • Buttons give positive feedback, you "pressed" it. LinkedIn has a progress bar for your profile so you strive to make it 100%.
    by Matt at 6/24/2008 7:12:09 PM
  • Kayak shows you content coming up on the screen as the search happens instead of a loading page.
    by Matt at 6/24/2008 7:13:09 PM
  • by Matt at 6/24/2008 7:13:19 PM
  • Facebook news feed let's you now things are happening. Google maps are like a game, scroll around. Helpful error messages can really help, it's very important copy.
    by Matt at 6/24/2008 7:15:38 PM
  • The most important spot in user experience is when people have a problem. Get them back on track, turn a negative into a really big positive.
    by Matt at 6/24/2008 7:16:08 PM
  • Make it fun: People love collecting (cards, loyalty stamps). People love points and leaderboards (top 10 users). We love exploring (run around in a computer game and see what they can do). Fake fly in a toilet to improve aim and make peeing fun - reduced spillage by up to 80 percent.
    by Matt at 6/24/2008 7:19:10 PM
  • People like collecting and sharing: Photos, friends, music, movies, badges, points.
    by Matt at 6/24/2008 7:21:44 PM
  • Points makes things competitive and the quality of content goes down. Digg became a game until they removed their top 100 leaderboard.
    by Matt at 6/24/2008 7:22:09 PM
  • Make buying fun.
    by Matt at 6/24/2008 7:24:15 PM
  • by Matt at 6/24/2008 7:24:32 PM
  • Learn from hotels, restaurants, etc. and apply it to the web.
    by Matt at 6/24/2008 7:25:05 PM
  • Starbucks sells an experience. You pay more for the experience.
    by Matt at 6/24/2008 7:25:29 PM
  • End
    by Matt at 6/24/2008 7:31:09 PM
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