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UX Seven Factors

User Experience refers to how a person feels about using a service or product such as a website, software application, or a mobile app. This feeling can vary from being delightful, satisfactory to an outright indifference, or "best ignored", thus becoming the reason for the success or otherwise of the product or service.

A widely held belief among UX practitioners is that seven factors combine to determine the User Experience. These range from the ease of use, to being inclusive in design for all kinds of users, to the enrichment that a user feels in using the product or service. A finely designed product or service would be one that does justice to each of the seven factors fairly.

Valuable

When a user feels richer and rewarded using a product or service, value is assured. Whenever a product or service solves a problem or makes life easier and better, the user perceives it to be delivering value. The product or service must deliver value to the organization which creates it and to the user who uses or buys it, throughout the life-cycle of the product or service.

Good example: Providing a detailed description of a product or service can help all users learn about it from the creator's view. Listening to the users to better understand their needs, and keeping open channels for two-way communication helps build the sense of assurance that the user requirements and opinions are high priority.

Bad example: Fancy animations that simply take time and probably hinder/delay transactions do not add value for users.

Accessible

A product or service that is meant for all should be accessible by all, including those with disabilities. Accessibility is about designing an experience that can be accessed by all users, irrespective of whether some of those are disabled. When users feel that the organization cares for all, the brand benefits tremendously.

Good example: Factoring in the needs of visually disabled by making content readable by screen readers, magnifiers, color filters, high contrast text, etc.
Catering to the users with auditory and speech disabilities with captions, subtitles, speech recognition etc.

Bad example: Jazzy effects that flash intensely or flicker, blink, spiral frequently may trigger epileptic attacks in vulnerable audiences must be avoided.

Desirable

A product or service that helps a user be what he/she aspires to be is a desirable one. Desirability is conveyed in design through branding, image, identity, aesthetics, and emotional design.

Good example: A product or service that is unfettered by the category it may have begun from, e.g., Google, beginning as a search engine, now is known and trusted for Android, the soul of more than half of the world's mobile phones.

Bad example: Reputation risks need to be thought-through cautiously to avoid becoming a brand that is known to have failed in honoring user needs.

Useful

A product or service that fulfills a purpose will be useful to many and is therefore worth releasing for wide adoption.

Good example: Reviews about a product or service or even a new feature may offer potential users useful insights and lead them to try the new offering.

Bad example: Pop-up ads and auto-playing videos that disrupt the user focus.

Findable

Findable refers to the idea that the product must be easy to find, and in the instance of digital and information products, the content within them must be easy to find, too.

Good example: A product or service that presents the right information at the right time to the target users is preferred by users as it saves time, and gets the job done easily.

Bad example: Any design - button or icon or element - that wastes users' time, or frustrates users by making them go through various stages when something could be done in one go.

Credible

Credibility relates to the ability of the users to trust in the product or service that they are provided.

Good example: A website with a clear identifier(s) (government logos), a well-organized homepage and navigation bar, a consistent color scheme and design can help build credibility.

Bad example: Inaccurate information, broken links, spelling errors, confusing navigation can undermine the product's overall credibility and discourage users from becoming loyal adopters or recommending others to use.

Usable

Usability is about enabling users to achieve their end objective with a product effectively and efficiently.

Good example: A product or service that has been tested for all features and scores fairly on usability is recommended.

Bad example: Fancy icons without clear labels lower the usability.

 

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Each facet of the user experience honeycomb can serve as a singular looking glass, transforming how we see what we do, and enabling us to explore beyond conventional boundaries.

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