Create Better User Experiences with the 7 UX Factors - Design Tool Tuesday
Summary
TLDRThe video introduces a ux framework called the honeycomb of user experience with 7 key factors - usefulness, usability, findability, credibility, accessibility, desirability and value. It explains how each factor impacts the overall user experience and provides guidance for ux designers to evaluate and optimize products using this framework. The presenter gives examples of using the honeycomb model to identify gaps, create hypotheses and drive measurable ux outcomes when working with stakeholders. The goal is to make more informed decisions to design better, well-rounded user experiences.
Takeaways
- 💭 The 'Honeycomb of User Experience' by Peter Morville (2004) serves as a foundational framework for improving UX by addressing specific factors.
- 💡 Usability and usefulness are core to the UX, emphasizing the importance of products being practical, beneficial, and meeting user needs to complete tasks and achieve goals.
- 🔎 Findability is crucial, requiring clear affordances and intuitive navigation to help users easily locate what they're seeking within a product.
- 📝 Credibility stems from brand perception and other signals, influencing user engagement based on trust and expectations of the product.
- ♻️ Accessibility is paramount, demanding that products cater to users of all abilities, ensuring inclusive experiences that comply with various standards.
- 😍 Desirability focuses on the emotional and aesthetic appeal of a product, highlighting the importance of design in attracting users.
- 🎁 Value is central, encapsulating the overall benefit derived from the product, influenced by its usefulness, usability, findability, credibility, accessibility, and desirability.
- 📊 The framework encourages a holistic approach to UX design, advocating for the evaluation and enhancement of each factor to create superior user experiences.
- 📚 Practical application of the framework involves using it to assess current projects, identify areas for improvement, and guide UX strategies and outcomes.
- 👨💻 Engagement with stakeholders is enhanced by structuring improvements around the framework, leading to more informed decision-making and impactful design.
Q & A
What framework does the speaker introduce for evaluating and planning UX?
-The speaker introduces the Honeycomb model of user experience, developed by Peter Morville in 2004. It consists of 7 key factors that influence UX - useful, usable, findable, credible, accessible, desirable, and valuable.
What does the 'useful' factor in the Honeycomb framework refer to?
-The 'useful' factor refers to how well the product or service fulfills the user's needs and helps them complete their goals or tasks. It should provide enough value and practical benefit to the user.
What does the 'usable' factor refer to?
-The 'usable' factor refers to how easy and frictionless it is for users to complete tasks and achieve their goals using the product. It should be efficient and effective without major usability issues.
Why is findability an important UX factor?
-Findability is important because users need to be able to easily find what they are looking for within a product. This requires understanding user needs and journeys, and enhancing information architecture and navigation so key tasks and content are easy to find.
What builds credibility for a product experience?
-Credibility comes from brand perception, recommendations, look and feel, and giving the user ownership and control. These factors build user trust and set proper expectations about the experience.
Why has accessibility become an important factor in UX?
-Accessibility is crucial because products need to be inclusive and support users of all abilities. There are legal compliance requirements as well but also commercial and ethical necessity.
Where does desirability tend to play a key role in UX?
-Desirability in areas like visual and emotional design helps attract users initially and persuades them to choose a product over competitive options. It influences perceived value and experience quality.
How can the Honeycomb model be used in UX projects?
-The model can be used to evaluate experiences based on the 7 factors, identify gaps and areas for improvement, drive outcomes and hypotheses to test, and provide structured messaging when briefing stakeholders.
What role does value play in the Honeycomb model?
-Value represents the balance of benefits the experience provides against any costs like price. It depends on optimizing the other 6 areas to maximize the value fit for users.
Why is having a UX evaluation framework beneficial?
-Using a structured framework makes analysis more complete, improvement choices clearer, and messaging to stakeholders more credible. It leads to better UX decisions compared to general subjective judgments.
Outlines
🛠 The Honeycomb Framework: Enhancing User Experience
This paragraph introduces a valuable tool for both individual contributors (ICs) and managers in the field of user experience (UX) design, known as the Honeycomb of User Experience by Peter Morville from 2004. It serves as a foundational framework to evaluate and improve user experience by ensuring that products are useful, usable, findable, credible, accessible, desirable, and provide value. The speaker emphasizes the importance of each factor, using practical examples to illustrate how they influence the design process. The usability of an adapter for Mac as an example shows the real-world application of these principles, highlighting the balance between functionality and user satisfaction.
🔍 Deep Dive into UX Factors: Credibility and Accessibility
In this detailed exploration, the focus shifts towards the importance of credibility and accessibility in UX design. Credibility is tied to brand perception and user trust, which can significantly impact a user's decision to engage with a product. The paragraph also highlights how accessibility is paramount in creating inclusive experiences that cater to users with diverse abilities. The narrative stresses that every design decision, from visual appeal to user control and ownership, contributes to building a trustworthy and accessible user experience. By incorporating user feedback and testing, designers can ensure their products are not only functional but also resonate with their target audience on a deeper level.
🌟 Value and Desirability in UX Design
This segment wraps up the discussion by emphasizing the critical roles of desirability and value in the user experience design process. Desirability, often influenced by visual and emotional design, plays a key role in attracting users and differentiating products in a crowded market. Meanwhile, value is portrayed as the culmination of all UX factors, establishing a 'value fit' for the user. The speaker shares personal insights on applying the Honeycomb framework to assess and drive UX outcomes, advocating for a structured approach to design that addresses all aspects of the user experience. This holistic view encourages designers to go beyond mere usability, aiming for a product that excels in every dimension of UX.
Mindmap
Keywords
💡UX Factors
💡Honeycomb of User Experience
💡Useful
💡Usable
💡Findable
💡Credible
💡Accessible
💡Desirable
💡Value
💡Framework Application
💡User Testing
Highlights
A simple framework to understand what you could do to improve a user experience
The user experience has to be useful and provide enough value for users to complete tasks and achieve goals
Usability is providing users the ability to fulfill tasks and goals without major friction points
Products and content should be easy to find, with clear affordances of what users can do
Credibility comes from brand perception, past experiences, and look and feel signaling expected experience
Accessible experiences serve users of all abilities and are deeply inclusive
Desirability involves emotional and persuasive design to make a product stand out
Value depends on balancing all factors to equal or exceed user perceptions of cost
The framework can evaluate experiences and drive outcomes for the next iteration
Using frameworks makes messaging to stakeholders more structured and sensible
A useful product answers user needs and goals they are trying to complete
Enhancing information architecture and testing helps match navigation to users
Building trust improves expectations and gets users to engage
Inclusive experiences consider and test with different user types
Appreciating visual and emotional design creates desirable experiences
Transcripts
hey it's another Tuesday and it's a
design tool Tuesday as per usual or as
every now and then you know I sometimes
skip them but forgive me today I want to
share with you a simple framework and a
tool which I've been using in my IC days
but also in my management paths and
coaching and everything in between it's
ux factors which influence how you plan
how you test how you do
ux
and it's I think from 2004 by Peter
Marvel which is called as honeycom of
user experience it's actually a perfect
framework to kind of use as a starter to
understand exactly what you could do to
improve a user
experience but to explain the actual
framework the user experience or your
product has to be useful for example if
from a practical sense or beneficial
sense if it does doesn't add enough
value to the user and it doesn't provide
them with an ability to complete their
task or to achieve their goals when when
that product doesn't really provide good
ux it has to be useful for someone who
actually owns that piece of experience
it could be that you're just an app user
it could be that you're a service user
and you're going through a lot of
different digital or physical touch
points it has to provide you enough of
use so that you can achieve your goals
and it answers your user needs and
that's really important it's almost like
a foundational uh segment or a honeycom
piece which you can then reflect and say
hm well this existing product or service
maybe it's not so useful what could I do
to make it more useful and track the
Delta and create hypothesis and then
make that
redesign and now the next one is usable
and it's the main I think fact factor
which we as ux designers keep
considering and you know we sometimes
say oh I redesign this app because I
wanted to improve the usability it's
exactly what this is coming from it's
really providing with the ability for
the users to again fulfill their tasks
or their goals or their jobs you know to
be done or to complete the jobs to be
done with the usability in mind so it's
efficient it's effective they can
complete their tasks and goals again
without no major friction points and if
you kind of zoom out and look at the
reality of it like there is plenty of
products which are just clunky and give
you immediate example this adapter for a
cable to get into my Mac you know from
USB a to USBC You could argue hey we
just get a better cable but the product
itself as an adapter was created to ease
the use somewhat but it's still too
clunky it still could be improved it
still could become much more usable it's
useful right and it's successful
obviously sold they paid was you know 20
quid or something for it but it could
kind of improve in very stages of how
usable your products get and so you as a
designer can kind of reflect and say hey
maybe it's at that kind of like a good
enough State how can I make it just a
bit better and more useful in the
end and now the next one is findable
what you have to do is really to ensure
that you
product and content in it are easy to
find the affordances and what exactly
the user is able to do with a product
should be very clear and at a glance and
let's say if you want to find something
specific like hey I would like to remove
my account they should know where
approximately it should be and as we
kind of go through the Jord and remot
flows we should uncover that specific
tasks so they can find what they seek
and this is super important because to
design for that you then need to be able
to understand and and deeply understand
the user needs and the jobs we're trying
to complete like all the their goals and
expectations and how quickly they need
and even the priorities the mental
models comes into place because not
every person wants to find that specific
information and other people might need
something else and as a designer you
need to focus on increasing the clarity
of those affordances you need to enhance
information architecture obviously and
enhance it so it makes sense for that
particular user that's why you do user
testing let's say so you understand how
natural the journeys are whatever your
product is navigation is King the
customer should be able to adopt your
navigation
instantly and now the next one is
credibility and it stems from the actual
brand perception but also you know what
other people say it stems from a lot of
different signals around it it's not
just about the product itself but of
course there is a lot of factors to it
too especially if it's a novel product
that's how people would perceive it and
kind of acur gauge of the experience and
what sort of user experience it could
entail before they even engage there is
so many different signals around it it
could be again recognition of a brand it
could be the past experiences you had of
similar products or the look and feel of
it let's say if you know your actual
product you design just doesn't look
that great or looks dated you naturally
would assume that the experience you're
going to have with it is going to be
also dated not going to have all the
bells and whistles you would expect from
the product which would again fulfill
those needs and as such you wouldn't
even engage of it your experience would
likely end there you might pick up
something else out there if let's say is
as affordable or other factors
considered where the value of a product
clear LLY overlaps with what you need
from it and as a designer if let's say
you would pick up a product like that
which needs to improve the credibility
you kind of can zoom out and say okay we
need to improve the expectations of
actual product we need to improve the
trust and build the trust it could be
copy based content-based messaging and
so forth it could be that you need to
engage your user much earlier in
different meets and use other channels
like customer experience channels like
let's say email campaigns or kind of you
know drip feed and try to hook people in
so they can understand that hey your
product is not that bad which let's say
a lot of the brands have been doing
lately and where you see let's say oil
Giants adding ads and a lot of different
TV campaigns and some of it is rightful
some of it is greenwashing obviously but
there was a big effect of creation of
credible experiences so that people who
are using the product from let's say one
of the oil manufacturers they could
actually trust it enough because there
is some sort of of care perception from
the actual brand and of course the last
one which adds to The credibility and
designing the product is giving
ownership to the actual user because
nobody's going to trust the product if
they don't have enough control of that
product and this is super applicable for
SAS experiences let's say where very
small cost of Entry where let's say you
might sign up for something like £10 or
$10 a month subscription and you can
cancel it anytime therefore it has to be
credible enough for you to submit even
that small kind of frictionless point of
entry which end ends up obviously being
thousands down the road but you don't
know about that but credibility from a
brand from the actual product is going
to matter for you to even start and sign
up and now the next one is accessibility
and accessible experiences are Paramount
like every product you design are going
to become more and more restricted by
the compliance where you're going to
have to be open and supportive of all
the different abilities out there they
have again permanent or temporary or
situational disabilities of source could
be visual impairment it could be that we
have just a migraine and you need to
support those users CU again it could be
safety concerns commercial concerns
could be quite lethal in different
scenarios if you design something like
Hardware so a lot of different things to
consider depending on what segment you
represent or what industry you're part
of but accessible experiences are good
user experiences you absolutely need to
serve the users of all abilities doesn't
matter where we come from what your
background is again it's deeply
inclusive approach to it and this really
should be changed in this day and age as
inclusive experiences because
accessibility is kind of part of that
but as a designer obvious takes is to
consider more to test more to include
different user types to basically
reflect exactly how easy and accessible
your products are it's to start but also
use and also exit and kind of throughout
that life cycle Journey shaping the
product so that it's
inclusive and the next factor is
desirable and actually that's how a lot
of a designers start with ux because
they think from that desirability
standpoint they see a product they might
like let's say they love it they love to
use it and they think oh I would love to
do this for a living I would love to get
paid to do this as a hobby as a paid
Hobby and maybe get invested in it and
learn and break into the field and start
designing experiences for others usually
where it starts and as you know people
think with their eyes and hearing and
every other sense to follow but they
perceive things and they perceive the
value Val perceive the experience it's
going to entail they project what sort
of value it's going to deliver to them
so desireability is massive here the
look and feel the brand identity the
emotional design and persuasive design
are Paramount here as you as a designer
then need to consider what's competitive
and not competitive what is going to
excel your product from all these
different landscape of a lot of
different other products and services
and brands doesn't matter what you do in
this d&h all the lwh hanging fruits are
already picked so you need to realize
exactly what makes your brand Excel just
a little bit more and then your user to
pick that brand and use it I would just
advise you to again invest in look and
feel again not every uxer has to be
visual myestro of sorts and you don't
have to be a graphic designer you know
expert at that it's not just about that
but there is a fraction of it it could
be that you're going to join a team
which has a lot of product design
expertise it could be that you're going
to do more information architecture work
or your strategy or maybe research but
there has to be that appreciation for
visual design or that desirability
aspect when you craft the products
themselves well and last one is value
which is that Central piece you could
take every single segment and tie into a
value but value to me is all about value
fit if let's say other six factors are
completed and tick the box for the user
so they're useful they usable they're
findable very credible very desirable
very accessible that one would create a
value chain of sorts and let's say if
the cost is reasonably price which
should be strategically assessed users
can then mentally compare those factors
or at least they do to some extent and
then they gauge and say hey is this
Balan or not and if the value and the
cost roughly equals or in their
perception equals that when what creates
that valuable experience which we optain
if you lack on any of these segments
chances are it kind of draws you back
and as such the competition is going to
be rougher for you but if you optimize
those factors or you use them to
optimize your experiences you are much
more likely to nail
it and now let me tell you how I used
this framework in the past I used it
very simply to
evaluate experiences I also used this to
drive the ux outcomes because if you can
create a table which covers these
segments and say this is what's lacking
in the current project and this is what
you could be doing in the next iteration
maybe this is your hypothesis and as
such let's say if you work with a client
or with a stakeholder you can say that
okay these are the seven things we must
improve and this is how we're going to
measure each of the improvements we
might overlap on the measure sense but
it's going to make you much more
structured in your approach but also
much more sensible from the stakeholder
perspective so I would advise you to
kind of zoom out and use more of these
Frameworks when you talk about the
actual improvements instead of just
saying oh we just need to make it more
usable cuz there are just so many more
factors which would make your messaging
Much More weighty Much More rightful
because you're going to make better
choices and hopefully make better user
experiences if you enjoy this video
leave a comment down below and on that
note I'll see you next time
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