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User/customer centric design
principes voor digital touchpoints
Yvonne van Laarhoven
Manager Customer Experience Analytics @Digital Power
De lente van 2015 komt op de 4e plek
van zonnigste lentes
Yvonne van Laarhoven
• Bachelor: Applied Physics
• Master: Human Technology Interaction
Agenda
• Understanding UCD
• Stages in UCD
– Discovery ochtend
– Design & Evaluation middag
User-Centered Design (UCD) is a
multidisciplinary design approach based on the
active involvement of users to improve the
understanding of user and task requirements,
and the iteration of design and evaluation.
How can we improve the
wake up experience?
Discovery stage
1. User analyses
2. Task analyses
3. Environment analyses
1. user analyes to
understand your ‘users’
Identify your (potential) customers
User analyses “methods and tools”
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
User analyses “data sources”
• Market intelligence
• Customer intelligence
Know their (dis)abilities
Know their (dis)abilities
Requires knowledge about human information
processig (cognition, perception, decision
making) and the individual and cultural
differences
Make overview
About your (potential) customer’s cognitive
aspects, personality traits and demographics
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adipisicing elit, sed do eiusmod tempor
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exercitation ullamco laboris nisi ut aliquip ex
ea commodo consequat. Duis aute irure dolor
in reprehenderit in voluptate velit esse cillum
dolore eu fugiat nulla pariatur.
Motivations
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 Sunt in culpa qui officia deserunt mollit
anim id est laborum.
 Excepteur sint occaecat cupidatat non.
Goals
 Excepteur sint occaecat cupidatat non.
 Sunt in culpa qui officia deserunt mollit
anim id est laborum.
 Excepteur sint occaecat cupidatat non.
Pain points
 Excepteur sint occaecat cupidatat non.
 Sunt in culpa qui officia deserunt mollit
anim id est laborum.
 Excepteur sint occaecat cupidatat non.
Name <name>
Type <type>
Role <role>
“Insert quote that
characterises this persona
in one sentence.”
Behaviours
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
<Persona name>
Source: http://asinthecity.com/2011/05/13/explaining-personas-used-in-ux-design-%E2%80%93-part-2/
Discovery stage
1. User analyses
2. Task analyses
3. Environment analyses
2. task analyes to understand
their needs and goals
Identify what your customers’
interaction goals
Run task analyses to understand why (potential)
customers interact with you via the different
touchpoints.
– What are the users’ goals?
– How do they get there?
– How can we improve this?
Task analyses
Task analysis “methods and tools”
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
Task analyses “data sources”
• Call center
• Market intelligence
• Customer intelligence
• Webcare
Discovery stage
1. User analyses
2. Task analyses
3. Environment analyses
3. Environmental analyses to
understand the context of use
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
Environmental analysis “methods and
tools”
• Digital analytics
• CRM data base
• All data sources per touchpoint
Environmental analyses “data sources”
Create overview touchpoint usage
Define main goals per touchpoint
Consumer perspective:
Booking on a different device
orientation.
Business perspective:
Unable to take the right
‘optimising’ issues that might
problem.
TELCO
“My smartphone is broken, I
want to know whether I can get a
new one already”
TELCO
Business perspective:
Damaged reputation and high
visitors end up calling the call
Design interaction/service
• Define user goals
• Link business goals to user goals
• User goal = starting point: create the most
favorable CJ with users
• Map customer journey’s
– Per touchpoint
– Per task
• List the data sources and/or departments for
creating persona’s and explain how and why
you would use them
• Select one of the major user goals for your
website and do a task analyses
• List the top 3 user goals why people would visit your website
• List the business goals of your website
• List per user goal which business goal will be accomplished by
users teaching their goal
Part 2
Design:
Usability & User Experience principes
Why is it important to understand
the concepts of usability and user
experience in optimization of CX
on Digital Touchpoints?
Technology Acceptance Model
Usability, User Experience,
Customer Experience
Usability ≠ User Experience
If something is easy to use,
doesn’t mean it has a good
user experience…
Usability:
The extent to which a product can be
used by specified users to achieve
specified goals with effectiveness,
efficiency and satisfaction in a
specified context of use.
User experience:
A person's perceptions and responses that
result from the use and/or anticipated use
of a product, system or service.
usability
Usability is a quality attribute
of a user interfaces
user experience
"User experience"
encompasses all aspects of the
end-user's interaction with the
company, its services, and its
products.
http://alexandria.tue.nl/extra2/afstversl/tm/Zheng_2014.pdf
What do you need to know
to optimize usability of your
digital touchpoints?
Usability is defined by 5 quality components
1. Learnability
2. Efficiency
3. Memorability
4. Errors
5. Satisfaction
1. Learnability
Efficiency
Memorability
Errors
Satisfaction
1. Learnability
2. Efficiency
2. Efficiency
2. Efficiency
3. Memorability
3. Memorability
3. Memorability
4. Errors
4. Errors
5. Satisfaction
5. Satisfaction
“Good design means that beauty and usability
are in balance. An object that is beautiful to the
core is no better than one that is only pretty if
they both lack usability.”
Donald Norman
How to evaluate usability of your digital
touchpoints?
10 usability heuristics
1. Visibility of system status
The system should always keep users informed
about what is going on, through appropriate
feedback within reasonable time.
Because we crave information
Feedback
Feedback
2. Match between system and the real world
The system should speak the users' language, with
words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-
world conventions, making information appear in a
natural and logical order.
People create mental models
3. User control and freedom
Users often choose system functions by mistake
and will need a clearly marked "emergency exit"
to leave the unwanted state without having to
go through an extended dialogue. Support undo
and redo.
People want to feel in control
4. Consistency and standards
Users should not have to wonder whether
different words, situations, or actions mean the
same thing. Follow platform conventions.
Attention is limited
5. Error prevention
Even better than good error messages is a
careful design which prevents a problem from
occurring in the first place. Either eliminate
error-prone conditions or check for them and
present users with a confirmation option before
they commit to the action.
People make mistakes
6. Recognition rather than recall
Minimize the user's memory load by making
objects, actions, and options visible. The user
should not have to remember information from one
part of the dialogue to another. Instructions for use
of the system should be visible or easily retrievable
whenever appropriate.
People don’t want to think more than they
have to
visibility
visibility
visibility
affordance
affordance
affordance
affordance
7. Flexibility and efficiency of use
Accelerators -- unseen by the novice user -- may
often speed up the interaction for the expert
user such that the system can cater to both
inexperienced and experienced users. Allow
users to tailor frequent actions.
People don’t want to ‘work’ and think
more than they have to
8. Aesthetic and minimalist design
Dialogues should not contain information which
is irrelevant or rarely needed. Every extra unit of
information in a dialogue competes with the
relevant units of information and diminishes
their relative visibility.
Users have limited attention
9. Help users recognize, diagnose, and recover
from errors
Error messages should be expressed in plain
language (no codes), precisely indicate the
problem, and constructively suggest a solution.
People make errors
9. Help and documentation
Even though it is better if the system can be
used without documentation, it may be
necessary to provide help and documentation.
Any such information should be easy to search,
focused on the user's task, list concrete steps to
be carried out, and not be too large.
People make errors
Measuring usability & UX
• What do you need to measure
• Methods, tools and data collection
Measure usability & experience
• Performance metrics in quantitative studies
Success (error) rates
• Time on task
• Satisfaction scores
• Usability questionnaires Website Usability
Scale (WUS)
• Net-Promoter Score (NPS)
Types of insights for CJ optimization
attitudes
Why
behavior
• How often…
• Where do they come from…
• Which path…
• What do people:
• Feel about, prefer…
• Need, think about…
• How are they getting to…
• How do they…
• Where do they get stuck…
WhatHow
• Why do people:
• Follow specific paths…
• Get stuck…
What
quantitativequalitative
Data collection tools & methods
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
How the brain processes an experience
Yvonne van Laarhoven
y_v_laarhoven
yvonne.vanlaarhoven@digital-power.com
Select one of your main interactions on your
website and review this by applying the 10
usability heuristics, list a top 5 improvement
points

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Colleges yvonne van_laarhoven

  • 1. User/customer centric design principes voor digital touchpoints Yvonne van Laarhoven Manager Customer Experience Analytics @Digital Power
  • 2.
  • 3. De lente van 2015 komt op de 4e plek van zonnigste lentes
  • 4. Yvonne van Laarhoven • Bachelor: Applied Physics • Master: Human Technology Interaction
  • 5. Agenda • Understanding UCD • Stages in UCD – Discovery ochtend – Design & Evaluation middag
  • 6.
  • 7.
  • 8. User-Centered Design (UCD) is a multidisciplinary design approach based on the active involvement of users to improve the understanding of user and task requirements, and the iteration of design and evaluation.
  • 9.
  • 10. How can we improve the wake up experience?
  • 11. Discovery stage 1. User analyses 2. Task analyses 3. Environment analyses
  • 12. 1. user analyes to understand your ‘users’
  • 14. User analyses “methods and tools” attitudes behavior quantitativequalitative Persona creation (Remote) User Testing Visitor session playback Customer Journey Mapping Click Tests (actual behavior) Web Analytics Data A/B Testing Heatmaps/scroll maps/clickmaps Survey (closed) Click Tests (preference) Navigation and site structure analyses (card sort & tree test) Survey’s (open) Social media and sentiment analyses Expert review
  • 15. User analyses “data sources” • Market intelligence • Customer intelligence
  • 17. Know their (dis)abilities Requires knowledge about human information processig (cognition, perception, decision making) and the individual and cultural differences
  • 18. Make overview About your (potential) customer’s cognitive aspects, personality traits and demographics
  • 19. Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Motivations  Excepteur sint occaecat cupidatat non.  Sunt in culpa qui officia deserunt mollit anim id est laborum.  Excepteur sint occaecat cupidatat non. Goals  Excepteur sint occaecat cupidatat non.  Sunt in culpa qui officia deserunt mollit anim id est laborum.  Excepteur sint occaecat cupidatat non. Pain points  Excepteur sint occaecat cupidatat non.  Sunt in culpa qui officia deserunt mollit anim id est laborum.  Excepteur sint occaecat cupidatat non. Name <name> Type <type> Role <role> “Insert quote that characterises this persona in one sentence.” Behaviours A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description A behaviour Opposite behaviour Variable description <Persona name> Source: http://asinthecity.com/2011/05/13/explaining-personas-used-in-ux-design-%E2%80%93-part-2/
  • 20. Discovery stage 1. User analyses 2. Task analyses 3. Environment analyses
  • 21. 2. task analyes to understand their needs and goals
  • 22. Identify what your customers’ interaction goals Run task analyses to understand why (potential) customers interact with you via the different touchpoints. – What are the users’ goals? – How do they get there? – How can we improve this?
  • 24. Task analysis “methods and tools” attitudes behavior quantitativequalitative Persona creation (Remote) User Testing Visitor session playback Customer Journey Mapping Click Tests (actual behavior) Web Analytics Data A/B Testing Heatmaps/scroll maps/clickmaps Survey (closed) Click Tests (preference) Navigation and site structure analyses (card sort & tree test) Survey’s (open) Social media and sentiment analyses Expert review
  • 25. Task analyses “data sources” • Call center • Market intelligence • Customer intelligence • Webcare
  • 26.
  • 27. Discovery stage 1. User analyses 2. Task analyses 3. Environment analyses
  • 28. 3. Environmental analyses to understand the context of use
  • 29. attitudes behavior quantitativequalitative Persona creation (Remote) User Testing Visitor session playback Customer Journey Mapping Click Tests (actual behavior) Web Analytics Data A/B Testing Heatmaps/scroll maps/clickmaps Survey (closed) Click Tests (preference) Navigation and site structure analyses (card sort & tree test) Survey’s (open) Social media and sentiment analyses Expert review Environmental analysis “methods and tools”
  • 30. • Digital analytics • CRM data base • All data sources per touchpoint Environmental analyses “data sources”
  • 32. Define main goals per touchpoint
  • 33. Consumer perspective: Booking on a different device orientation.
  • 34. Business perspective: Unable to take the right ‘optimising’ issues that might problem.
  • 35.
  • 36. TELCO “My smartphone is broken, I want to know whether I can get a new one already”
  • 37. TELCO Business perspective: Damaged reputation and high visitors end up calling the call
  • 38.
  • 40. • Define user goals • Link business goals to user goals • User goal = starting point: create the most favorable CJ with users • Map customer journey’s – Per touchpoint – Per task
  • 41.
  • 42. • List the data sources and/or departments for creating persona’s and explain how and why you would use them
  • 43. • Select one of the major user goals for your website and do a task analyses
  • 44. • List the top 3 user goals why people would visit your website • List the business goals of your website • List per user goal which business goal will be accomplished by users teaching their goal
  • 45. Part 2 Design: Usability & User Experience principes
  • 46. Why is it important to understand the concepts of usability and user experience in optimization of CX on Digital Touchpoints?
  • 49.
  • 50. Usability ≠ User Experience
  • 51. If something is easy to use, doesn’t mean it has a good user experience…
  • 52. Usability: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
  • 53. User experience: A person's perceptions and responses that result from the use and/or anticipated use of a product, system or service.
  • 54.
  • 55. usability Usability is a quality attribute of a user interfaces user experience "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.
  • 57. What do you need to know to optimize usability of your digital touchpoints?
  • 58. Usability is defined by 5 quality components 1. Learnability 2. Efficiency 3. Memorability 4. Errors 5. Satisfaction
  • 71. “Good design means that beauty and usability are in balance. An object that is beautiful to the core is no better than one that is only pretty if they both lack usability.” Donald Norman
  • 72.
  • 73. How to evaluate usability of your digital touchpoints? 10 usability heuristics
  • 74. 1. Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Because we crave information
  • 77. 2. Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real- world conventions, making information appear in a natural and logical order. People create mental models
  • 78.
  • 79.
  • 80. 3. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. People want to feel in control
  • 81.
  • 82.
  • 83. 4. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Attention is limited
  • 84.
  • 85. 5. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. People make mistakes
  • 86.
  • 87. 6. Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. People don’t want to think more than they have to
  • 92.
  • 96. 7. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. People don’t want to ‘work’ and think more than they have to
  • 97.
  • 98.
  • 99. 8. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Users have limited attention
  • 100.
  • 101. 9. Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. People make errors
  • 102.
  • 103.
  • 104.
  • 105. 9. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. People make errors
  • 106.
  • 107. Measuring usability & UX • What do you need to measure • Methods, tools and data collection
  • 108. Measure usability & experience • Performance metrics in quantitative studies Success (error) rates • Time on task • Satisfaction scores • Usability questionnaires Website Usability Scale (WUS) • Net-Promoter Score (NPS)
  • 109. Types of insights for CJ optimization attitudes Why behavior • How often… • Where do they come from… • Which path… • What do people: • Feel about, prefer… • Need, think about… • How are they getting to… • How do they… • Where do they get stuck… WhatHow • Why do people: • Follow specific paths… • Get stuck… What quantitativequalitative
  • 110. Data collection tools & methods attitudes behavior quantitativequalitative Persona creation (Remote) User Testing Visitor session playback Customer Journey Mapping Click Tests (actual behavior) Web Analytics Data A/B Testing Heatmaps/scroll maps/clickmaps Survey (closed) Click Tests (preference) Navigation and site structure analyses (card sort & tree test) Survey’s (open) Social media and sentiment analyses Expert review
  • 111. How the brain processes an experience
  • 113. Select one of your main interactions on your website and review this by applying the 10 usability heuristics, list a top 5 improvement points

Editor's Notes

  1. Usability: efficienter en effectiever  journey efficienter en effectiever maken touchpoint / micro level goals User experience  complete keten  emoties verbeteren
  2. Wat vaak gebeurt is beginnen bij interactie definieren, of erger nog, UI of allerergst helemaal vanuit eind product werken, UI komt later, eerst functionaliteit bouwen. Dan weer terug naar TAM, als iemand het product niet accepteert, dan leidt het tot niks
  3. Voorbeeld UCD proces
  4. f.e.
  5. Persona creation : data driven aanpak voor maken
  6. Persona creation : data driven aanpak voor maken
  7. Bijvoorbeeld ouderen: tactiele kunde, mentale mogelijkheden, gehoor, zicht etc. Allemaal rekening mee houden. In deze wereld ook de ervaring en het intuitief omgaan met digitale touchpoints En jongeren bijv: die zoeken via YouTube tegenwoordig
  8. Voorbeeld behaviors: dit zijn variabelen waar mensen kunnen verschillen (bv internetgebruik, hoe lang klant, gemaktstype)
  9. Persona creation : data driven aanpak voor maken
  10. Persona creation : data driven aanpak voor maken
  11. Persona creation : data driven aanpak voor maken
  12. Persona creation : data driven aanpak voor maken
  13. This is a case from the travel industry which may sound familiar from your customer journey perspective Please let me introduce you to [NAME OF PERSONA] [NAME OF PERSONA] is planning a trip to Paris with a friend of her on the 15th of June for a 3 day trip. While relaxing on the couch with a cup of tea, she is searching for flight options on the 15th of June on her tablet. She finds the right flight, sends a What’s app message to her friend to agree on the time and decides to book this flight. However she prefers to book on her desktop, because she feels more comfortable purchasing on her desktop and also she needs her credit card which is in her office. She decides to finish her cup of tea and book her flight later that evening in her office. This results in her booking on a different device than her orientation. Now let’s take a look at what an analyst would see in his or her data and what typical questions that raises [NEXT SLIDE]
  14. So from the organizational perspective, looking into the data, we notice that our search to book rate on tablets is significantly lower than on desktop. Our management is forcing us to improve the conversion rate on tablets, but from a qualitative study we already know people don’t have the intention to book from a tablet and prefer doing this on their desktop. We want to quantify this outcome, by proving that we don’t encounter usability problems on tablets in the booking funnel, so we can spend our time and money to the right things. This is a typical travel case in which I need a different set of data than the typical data sets available in web analytics solutions …. [Stilte] Ok, next case I would like to describe is the retail case, let’s start with the customer journey description [NEXT SLIDE]
  15. Wat gebeurt er in ‘kanaal’ denken? Voorbeeld Airline Wat gebeurt er als je user centric kijkt? [NAME PERSONA] ‘s smartphone is broken, so he wants to know whether he can get a new one already. He cannot find the information in his self-service portal on the website and therefor feels very annoyed. He needs to call the call center to get help, and that takes time! To get rid of his frustration, he shares his negative feelings on social media towards the [TELCO NAME], posting it on their facebook page and mentioning them in a tweet. I’m sure this sounds familiar from a customer perspective, myself I feel the frustration while telling this story.. So let’s take a look at the [NAME TELCO] side.. [NEXT SLIDE] Eva is currently client at energy company ABC and next month her energy contract expires She is aware that the contract is expiring so she can either renew or switch to a competitor And she wants to decide within two weeks, before her contract will automatically be extended
  16. [TELCO NAME] receives complaints on their social media on the complexity of our self-service portal. This is harmfull for the brand position of [TELCO NAME] and the social media team pushes their management to do something about it. However, their reaction is that there are only a couple of people complaining about the complexity and thats only a thiny percentage of their thousands of clients. The challenge here is to quantufy the number of people affected by not reaching their goal and ending up in the call center. If they are able to show them how much money they are losing, because of call center costs which could be solved by optimizing the customer journey, the urge will be there from the monetairy perspective as well. Hopefully these cases give you a good overview about why improving the customer experience by identifying and quantifying usability issues is necessairy in order to achieve business goals.
  17. Wat vaak gebeurt is beginnen bij interactie definieren, of erger nog, UI of allerergst helemaal vanuit eind product werken, UI komt later, eerst functionaliteit bouwen. Dan weer terug naar TAM, als iemand het product niet accepteert, dan leidt het tot niks
  18. Houdt bij digital touchpoints rekening met usability principles
  19. Wat vaak gebeurt is beginnen bij interactie definieren, of erger nog, UI of allerergst helemaal vanuit eind product werken, UI komt later, eerst functionaliteit bouwen. Dan weer terug naar TAM, als iemand het product niet accepteert, dan leidt het tot niks
  20. Therefor I would like to use the TAM to explain
  21. Ik wil dit illustreren met het TAM : wat leidt tot actie? Illustratie waarom Usability van belang voor UX/CX Theory late 80’s ontstaan  eerste tekstverwerkingsprogrammas te evalueren
  22. Usability: kwaliteits attribuut interactie systeem Experience : kwaliteitswaarneming gebruiker
  23. Mobiele telefoons voorbeeld: kortom als je concurrenten hetzelfde bieden, kun je met CX voordeel behalen
  24. Usability: kwaliteits attribuut interactie systeem Experience :
  25. How easy is it for a user that encountered the design for the first time to accomplish the task they set out for?
  26. Once users have learned the design, how quickly can they perform tasks?
  27. Once users have learned the design, how quickly can they perform tasks?
  28. Once users have learned the design, how quickly can they perform tasks?
  29. Onthoudbaarheid is een belangrijke maat voor usability. Vergelijk het met keuze mobiele telefoon. Mensen beoordelen telefoon als fijn in gebruik doordat ze gewend zijn aan de interface, zij weten hoe het werkt. When users return to the design after a period of not using it, how easily can they reestablish proficiency?
  30. Weet waar ik in moet loggen
  31. Weet na 1 keer dat ik even moet switchen naar random reader Eigenlijk van mening dat onthoudbaarheid in goede UI niet nodig is..
  32. How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
  33. How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
  34. How pleasant is it to use the design?
  35. How pleasant is it to use the design?
  36. usability (or lack thereof), aesthetics, and practicality
  37. How pleasant is it to use the design?: 3 theepotten 1 unusable 2. mooi 3. Thee aan de zijkant, als t zwart wordt zet je m recht: usable Then why do we like beautiful things? A product / website that looks attractive, seems better. High design value is considered to be a symbol of high quality. Why does that happen? Because there are deep emotions associated with design.
  38. We hebben behoefte aan informatie
  39. We hebben behoefte aan informatie
  40. We hebben behoefte aan informatie
  41. Wat zou je hier nog toe kunnen voegen?  Verder winkelen.
  42. We hebben behoefte aan informatie
  43. We hebben behoefte aan informatie
  44. Button uitgegrijsd – niet klikbaar, kan geen fout gemaakt worden.
  45. We hebben behoefte aan informatie
  46. We hebben behoefte aan informatie
  47. We hebben behoefte aan informatie
  48. We hebben behoefte aan informatie
  49. We hebben behoefte aan informatie
  50. Persona creation : data driven aanpak voor maken