Usability Quote of the Day

May 23, 2012

There's something very odd going on here. If designers made completely unrealistic assumptions about the physical world when designing technology, then we would blame them (and likely sue them) for technical incompetence. Yet when they make grossly unrealistic assumptions about human nature... we don't blame the designers, we blame the unfortunate people who are just trying to do what the design requires. -- Kim Vicente, The Human Factor, p. 45.    (via interaction-design.org)

Wednesday, March 30, 2005

Design is: Experience

Even setting ego aside, there's a reason that explorers routinely risk life and limb to climb peaks like Everest and Denali. It's the same reason that teenagers do things their parents can't possibly understand, or that middle aged men buy their childhood dream sports car, even if they can't drive it. We crave experiences. Humans love experiences that thrill us, let us reminisce, put us in someone else's viewpoint, or even challenge our accepted view of ourselves. In today's market where technology is a commodity, product experience means the difference between sold out and burned out.

We've discussed before how the current market for electronics is low on experience and excitement, and high on pushing technology. But there are a few notable exceptions.

Take the iPod Shuffle; While the iPod has a decent experience built into using it, it's original selling point is storage and simplicity. Because of Apple's unique positioning, the iPod tends to sell based on its technology. On the other hand, the Shuffle relies on a carefully crafted experience to set it apart from other players. Hands-free operation, ability to switch between shuffle, and playlist with a physical button, rather than software, and an intuitive music loading system all add up to a cohesive experience which helps keep the shuffle ahead of other flash-based competitors. (Via IDFuel)

Ipod Shuffle - User Interface Design, Human Computer Interaction (HCI), Ergonomics

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