Don based his talk on the content of his “design of everyday things” book, ie. It is not enough to consider the usability of a system, but the key is the user experience. This means for instance that you can me permissive about an object /software that is slightly unusable in some occasion, because you like it, and because your overall user experience is positive.
So the key points of his presenttaion were:
1 – It is all about the system (= not product, but the whole system)
2 – Design the system (a good example of a system is ITunes, that, by the way run SAP in the background, so here is the proof you can have a nice customer experience even with a poor back-end)
3 – Everything is a service
4 – Everything is a product. This seems contradictory with the previous point, but the idea is to eliminate the boundary between product and service, so that everything is both in the end)
5 – Don’t be too logical
6 – Memory is more important than actuality – this actually means that the perception of the users is more important than its real experience. Ie, if your user feels a task is running smoothly, it is more important than the actual time it takes to run (this is were progress bar were a genius invention). Moreover, if you finish by a good experience, you might forget that the beginning was a bit painful. (that is why we have good feedback on ESA, even if the install is a bit tricky). Of course we prefer have good experience all the way, but if there are bad things you cannot avoid, then organise it is a wway you can have a good thing at the end of it!
(this point is backed up with physical experimentation involving dipping your fingers in very cold water… I can talk you through if required)
7 – Complexity is OK, Complicated is bad
8 – Design for the real world (take your ideas outside)
9 – Design for people
10 – It is all about Experience (again – it is so important that this statement needs to be repeated)
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