UX isn’t just for designers

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To non-designers user experience can a very abstract concept. We’re lucky to have this empathic perspective of walking a mile in somebody else’s use cases, but mostly, folks don’t get it. It’s kind of like trying to explain to your parents what you do as a user experience professional… ‘what the hell is that?’ They might say back to you… or they might just nod in feigned acknowledgement… Either way, just like having empathy for users, we need to have empathy for those folks who don’t understand what UX is all about.

It’s kind of exciting, really, because it’s our job to teach them about UX.

Where teaching UX is concerned, I’ve found that nothing works quite as well as a ‘show don’t tell’ approach. Teaching UX is even better if you can get lay-people involved in some kinds of interactive exercises around UX.

I’m reluctant to say something is easy, but teaching the value of UX is, well… kind of easy. In nearly every instance where I’ve had to introduce UX folks have been pretty quick to get what UX means and how it could benefit users and an organization alike. After all, who hasn’t had to work with crummy software, navigate a horrible website or complete a task through an ill-conceived smartphone app? These experiences are ubiquitous and universal in a world driven by human-computer interactions.

Two simple, high level, ways to teach a lay-person UX might be to:

  1. Make a series of paper prototype user interfaces for paying a bill or ordering a book online — a straightforward interaction that should have only a few clicks;
  2. Walk through a simple purchase on Amazon or eBay, narrating the steps and what’s happening, from a UX perspective, as you go.

Each of these simple, low-tech, steps, highlights in context, what the user experience is and what its benefits could be. Exercises like these bridge the gap of abstraction, making something conceptual into something practical. When you make a connection for a business person or some other non-designer, it’s magical; these Aha! Moments make the teaching of UX very satisfying and a lot of fun.

While UX is quickly achieving buzzword status, it’s a real and necessary discipline whose time has come. UX, after its vogue period, will stop being “cool” and will just be… a mature operational practice taken for granted like automobile safety features or tamper-proof packaging, so it’s our job to be teachers and stewards of UX, not just how it can benefit our organizations, but how it can benefit the world. We may get to a time where user interfaces cease to exist, but UX will be at the heart of that, too.

5 tips for a feel-good user experience

Armed with a buy-one, get-one free coupon he’d gotten over the weekend we passed over the hallowed threshold of a large, national chicken wings franchise. We were regulars. We’d been there before… many times, but this time, for one of us, lunch was going to be free, thanks to the aforementioned BOGO coupon…

Free wings = A good day – An ancient law of yore, I believe.

We sat. We ordered. Lunch came without incident and the idea of free wings made them that much more delicious.

Lunch bliss ensued.

The Bill came. BOGO coupon was presented.

Lunch bliss quickly unraveled.

So, it turned out that the BOGO coupon was worded badly. The server tried to clarify, but became increasingly frustrated and emphatic when stating that it wasn’t, in fact, a BOGO coupon, but some other kind of offer. Confused, we listened and continued our inquiry, at this point, for purely academic reasons, to try and understand the printed offer. Realizing the server was quickly becoming incensed and on the verge of making a scene, we paid up and left. Our bellies were full, with equal parts wings and resentment.

“Well,” I said to my lunch companion, “that was an extremely unpleasant experience.”

“Yes,” He said, as we walked in silence.

As a user experience practitioner, I couldn’t help but think about our experience and the words of the late Tom Magliozzi, from the NPR Show Car Talk where he said: “Happiness = Reality – Expectations”, but in what world do we live where there aren’t any expectations. No world that I’ve visited, that’s for sure! This led me to the think about how the experience could have been better, and so I came up with 5 tips for a feel-good user experience:

1.) Everybody has expectations

2.) Everybody wants to feel good

3.) Everybody wants to be treated well

4.) Everybody wants to feel important

5.) Everybody has to deal with reality

1.) Everybody has expectations
Can you deliver the goods? What do your users want? Have you done the research? Have you gotten to know them? Do they know what you offer and do they expect it? You have to know what your users are expecting. Without this critical knowledge you’ll always be in the dark where your users are concerned and it won’t take long for another organization to see what you’re doing wrong, improve upon it and put you out of business.

2.) Everybody wants to feel good
Can you make your users feel good? Can your product/service take a bad situation and make it better? Can your support staff? Is your service so good that your users feel empowered, recharged and delighted after an experience with your organization? Satisfaction is one thing, but creating happiness, or at the very least a very positive experience is another thing entirely. Are you up it?

3.) Everybody wants to be treated well
It’s easy to treat users well when things are going smoothly, but how is it when things aren’t going so well? User experience, as a discipline, didn’t come about to deal with things when everything is going well, but to reduce and/or work towards eliminating those areas of the experience that break down when things aren’t going well. Treat your users well.

4.) Everybody wants to feel important
Do your users feel important? Do they feel like they’re being heard and acknowledged? We’ve all heard the adage about how the customer is always right, but even when they’re not, do they feel like they’re right, or at least feel like their perspective is important and valued? If not, those customers won’t be customers for long. The adage about the customer always being right has always been a little tongue in cheek behind the product/service curtain, but the user doesn’t need to come behind the curtain, they just need to feel important.

5.) Everybody has to deal with reality
The old marketing bromide states, thusly: Perception is reality, but sometimes reality is a bummer. It’s hard to integrate considerations for dealing with reality into the user experience, but we have to try. Those conditions in which a user comes to us are the conditions that we need to prepare for. Through quantitative and qualitative research we can learn what our users are trying to do to and how they’re interacting with our product or service and meet them where they’re at. We have to. It’s our responsibility.

These are the 5 tips for a feel-good user experience. Each one, in an of itself, will not make for a feel-good user experience, but together, combined, they come very close to perfecting the user experience. Even if you don’t think of everything the first time through, with ongoing refinement you can get darn close to perfecting an experience.

If our server or the large national wings franchise had any of these 5 tips for a feel-good user experience in their service arsenal this experience would have been dramatically different. However, most organizations are like the large national wings franchise with employees not unlike the server. Thing is, there are a lot of places making wings and a lot of out-of-work servers, and perhaps most importantly a lot of organizations working to create feel-good user experiences. There can be only one; which do you want to be?