Create Better User Experiences with the 7 UX Factors - Design Tool Tuesday

vaexperience
27 Feb 202413:35

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

00:00

🛠 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.

05:00

🔍 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.

10:01

🌟 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

UX Factors refer to the various aspects that influence the design and implementation of user experience strategies. In the video, these factors are presented as crucial components in planning, testing, and executing UX projects. They serve as guidelines to enhance the overall usability, desirability, and effectiveness of a product or service. The speaker introduces Peter Morville's Honeycomb framework as a tool to evaluate and improve UX by considering these multifaceted elements.

💡Honeycomb of User Experience

The Honeycomb of User Experience is a framework developed by Peter Morville in 2004. It is used to evaluate and guide the improvement of user experience in products or services. The framework consists of seven facets: useful, usable, findable, credible, accessible, desirable, and valuable. This model helps designers and managers identify areas of improvement and prioritize UX efforts. The video uses the Honeycomb framework as a central theme to discuss how each aspect contributes to a holistic user experience.

💡Useful

In the context of the video, 'useful' refers to the practical or beneficial impact a product or service has on its users. A product needs to provide value by enabling users to complete tasks or achieve their goals effectively. This foundational aspect of UX design emphasizes the importance of aligning product functionalities with user needs. The speaker discusses how assessing and enhancing a product's usefulness is a critical step in UX design.

💡Usable

Usability in UX design refers to how easily and efficiently users can interact with a product to achieve their objectives. It focuses on optimizing the user interface and experience to reduce friction and make the product more intuitive. The video highlights usability as a key factor that UX designers prioritize to ensure that users can complete their tasks and goals effectively, using the example of an adapter to illustrate the concept of improving a product's usability.

💡Findable

Findability relates to how easily users can locate information or features within a product. It is critical for good UX that products and their content are easy to navigate and that users can quickly find what they need. The speaker emphasizes the importance of clear affordances, information architecture, and user testing in enhancing findability. Designing for findability involves understanding user needs, goals, and mental models to optimize navigation and information retrieval.

💡Credible

Credibility in UX design concerns the trustworthiness and reliability perceived by users. It is influenced by the product's brand, design quality, and user feedback, among other factors. The video discusses how credibility can be enhanced through improved product expectations, trust-building measures, and effective communication. Credibility is essential for engaging users and encouraging them to invest their time and resources in a product.

💡Accessible

Accessibility refers to designing products in a way that all users, including those with disabilities, can use them effectively. The video underscores the importance of inclusive design practices that accommodate various user needs and abilities, highlighting that accessible experiences are paramount for compliance and ethical reasons. Accessibility aims to ensure that products are usable by people with a wide range of physical and cognitive abilities.

💡Desirable

Desirability in UX design focuses on the appeal and attractiveness of a product to its users. It encompasses the look, feel, and emotional connection a user experiences. The video explains how desirability can be influenced by visual design, brand identity, and emotional design, noting its significance in differentiating products in competitive markets. Desirability encourages user engagement by appealing to their aesthetic preferences and emotional responses.

💡Value

Value, as discussed in the video, represents the overall benefit or utility that a user gains from a product, balancing its costs and rewards. It is a holistic measure that incorporates all other aspects of the Honeycomb framework. The speaker mentions that value is about creating a positive experience that meets or exceeds user expectations, thereby fostering user satisfaction and loyalty. Assessing and enhancing the value offered by a product is crucial for its success.

💡Framework Application

Framework Application refers to the practical use of the Honeycomb framework in evaluating and improving UX design. The speaker shares experiences of using the framework to assess product experiences and drive UX outcomes by creating structured approaches for identifying and addressing areas for improvement. This process involves analyzing each facet of the framework, developing hypotheses, and testing changes to enhance the product's overall user experience.

💡User Testing

User Testing is a method mentioned throughout the video for validating design decisions and improvements. It involves gathering feedback from real users to assess the usability, findability, and overall effectiveness of a product. By conducting user testing, designers can gain insights into user needs, preferences, and behaviors, which helps in refining the product to better meet its users' expectations. The video highlights the importance of user testing in making informed UX design choices.

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

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hey it's another Tuesday and it's a

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design tool Tuesday as per usual or as

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every now and then you know I sometimes

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skip them but forgive me today I want to

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share with you a simple framework and a

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tool which I've been using in my IC days

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but also in my management paths and

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coaching and everything in between it's

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ux factors which influence how you plan

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how you test how you do

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ux

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and it's I think from 2004 by Peter

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Marvel which is called as honeycom of

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user experience it's actually a perfect

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framework to kind of use as a starter to

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understand exactly what you could do to

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improve a user

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experience but to explain the actual

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framework the user experience or your

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product has to be useful for example if

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from a practical sense or beneficial

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sense if it does doesn't add enough

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value to the user and it doesn't provide

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them with an ability to complete their

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task or to achieve their goals when when

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that product doesn't really provide good

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ux it has to be useful for someone who

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actually owns that piece of experience

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it could be that you're just an app user

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it could be that you're a service user

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and you're going through a lot of

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different digital or physical touch

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points it has to provide you enough of

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use so that you can achieve your goals

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and it answers your user needs and

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that's really important it's almost like

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a foundational uh segment or a honeycom

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piece which you can then reflect and say

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hm well this existing product or service

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maybe it's not so useful what could I do

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to make it more useful and track the

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Delta and create hypothesis and then

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make that

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redesign and now the next one is usable

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and it's the main I think fact factor

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which we as ux designers keep

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considering and you know we sometimes

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say oh I redesign this app because I

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wanted to improve the usability it's

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exactly what this is coming from it's

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really providing with the ability for

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the users to again fulfill their tasks

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or their goals or their jobs you know to

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be done or to complete the jobs to be

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done with the usability in mind so it's

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efficient it's effective they can

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complete their tasks and goals again

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without no major friction points and if

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you kind of zoom out and look at the

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reality of it like there is plenty of

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products which are just clunky and give

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you immediate example this adapter for a

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cable to get into my Mac you know from

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USB a to USBC You could argue hey we

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just get a better cable but the product

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itself as an adapter was created to ease

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the use somewhat but it's still too

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clunky it still could be improved it

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still could become much more usable it's

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useful right and it's successful

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obviously sold they paid was you know 20

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quid or something for it but it could

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kind of improve in very stages of how

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usable your products get and so you as a

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designer can kind of reflect and say hey

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maybe it's at that kind of like a good

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enough State how can I make it just a

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bit better and more useful in the

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end and now the next one is findable

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what you have to do is really to ensure

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that you

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product and content in it are easy to

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find the affordances and what exactly

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the user is able to do with a product

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should be very clear and at a glance and

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let's say if you want to find something

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specific like hey I would like to remove

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my account they should know where

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approximately it should be and as we

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kind of go through the Jord and remot

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flows we should uncover that specific

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tasks so they can find what they seek

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and this is super important because to

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design for that you then need to be able

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to understand and and deeply understand

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the user needs and the jobs we're trying

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to complete like all the their goals and

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expectations and how quickly they need

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and even the priorities the mental

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models comes into place because not

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every person wants to find that specific

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information and other people might need

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something else and as a designer you

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need to focus on increasing the clarity

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of those affordances you need to enhance

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information architecture obviously and

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enhance it so it makes sense for that

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particular user that's why you do user

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testing let's say so you understand how

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natural the journeys are whatever your

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product is navigation is King the

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customer should be able to adopt your

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navigation

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instantly and now the next one is

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credibility and it stems from the actual

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brand perception but also you know what

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other people say it stems from a lot of

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different signals around it it's not

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just about the product itself but of

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course there is a lot of factors to it

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too especially if it's a novel product

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that's how people would perceive it and

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kind of acur gauge of the experience and

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what sort of user experience it could

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entail before they even engage there is

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so many different signals around it it

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could be again recognition of a brand it

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could be the past experiences you had of

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similar products or the look and feel of

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it let's say if you know your actual

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product you design just doesn't look

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that great or looks dated you naturally

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would assume that the experience you're

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going to have with it is going to be

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also dated not going to have all the

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bells and whistles you would expect from

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the product which would again fulfill

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those needs and as such you wouldn't

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even engage of it your experience would

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likely end there you might pick up

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something else out there if let's say is

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as affordable or other factors

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considered where the value of a product

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clear LLY overlaps with what you need

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from it and as a designer if let's say

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you would pick up a product like that

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which needs to improve the credibility

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you kind of can zoom out and say okay we

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need to improve the expectations of

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actual product we need to improve the

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trust and build the trust it could be

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copy based content-based messaging and

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so forth it could be that you need to

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engage your user much earlier in

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different meets and use other channels

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like customer experience channels like

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let's say email campaigns or kind of you

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know drip feed and try to hook people in

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so they can understand that hey your

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product is not that bad which let's say

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a lot of the brands have been doing

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lately and where you see let's say oil

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Giants adding ads and a lot of different

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TV campaigns and some of it is rightful

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some of it is greenwashing obviously but

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there was a big effect of creation of

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credible experiences so that people who

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are using the product from let's say one

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of the oil manufacturers they could

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actually trust it enough because there

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is some sort of of care perception from

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the actual brand and of course the last

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one which adds to The credibility and

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designing the product is giving

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ownership to the actual user because

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nobody's going to trust the product if

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they don't have enough control of that

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product and this is super applicable for

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SAS experiences let's say where very

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small cost of Entry where let's say you

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might sign up for something like £10 or

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$10 a month subscription and you can

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cancel it anytime therefore it has to be

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credible enough for you to submit even

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that small kind of frictionless point of

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entry which end ends up obviously being

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thousands down the road but you don't

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know about that but credibility from a

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brand from the actual product is going

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to matter for you to even start and sign

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up and now the next one is accessibility

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and accessible experiences are Paramount

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like every product you design are going

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to become more and more restricted by

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the compliance where you're going to

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have to be open and supportive of all

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the different abilities out there they

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have again permanent or temporary or

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situational disabilities of source could

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be visual impairment it could be that we

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have just a migraine and you need to

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support those users CU again it could be

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safety concerns commercial concerns

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could be quite lethal in different

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scenarios if you design something like

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Hardware so a lot of different things to

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consider depending on what segment you

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represent or what industry you're part

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of but accessible experiences are good

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user experiences you absolutely need to

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serve the users of all abilities doesn't

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matter where we come from what your

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background is again it's deeply

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inclusive approach to it and this really

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should be changed in this day and age as

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inclusive experiences because

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accessibility is kind of part of that

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but as a designer obvious takes is to

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consider more to test more to include

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different user types to basically

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reflect exactly how easy and accessible

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your products are it's to start but also

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use and also exit and kind of throughout

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that life cycle Journey shaping the

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product so that it's

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inclusive and the next factor is

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desirable and actually that's how a lot

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of a designers start with ux because

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they think from that desirability

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standpoint they see a product they might

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like let's say they love it they love to

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use it and they think oh I would love to

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do this for a living I would love to get

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paid to do this as a hobby as a paid

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Hobby and maybe get invested in it and

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learn and break into the field and start

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designing experiences for others usually

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where it starts and as you know people

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think with their eyes and hearing and

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every other sense to follow but they

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perceive things and they perceive the

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value Val perceive the experience it's

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going to entail they project what sort

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of value it's going to deliver to them

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so desireability is massive here the

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look and feel the brand identity the

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emotional design and persuasive design

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are Paramount here as you as a designer

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then need to consider what's competitive

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and not competitive what is going to

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excel your product from all these

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different landscape of a lot of

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different other products and services

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and brands doesn't matter what you do in

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this d&h all the lwh hanging fruits are

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already picked so you need to realize

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exactly what makes your brand Excel just

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a little bit more and then your user to

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pick that brand and use it I would just

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advise you to again invest in look and

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feel again not every uxer has to be

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visual myestro of sorts and you don't

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have to be a graphic designer you know

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expert at that it's not just about that

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but there is a fraction of it it could

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be that you're going to join a team

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which has a lot of product design

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expertise it could be that you're going

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to do more information architecture work

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or your strategy or maybe research but

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there has to be that appreciation for

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visual design or that desirability

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aspect when you craft the products

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themselves well and last one is value

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which is that Central piece you could

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take every single segment and tie into a

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value but value to me is all about value

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fit if let's say other six factors are

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completed and tick the box for the user

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so they're useful they usable they're

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findable very credible very desirable

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very accessible that one would create a

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value chain of sorts and let's say if

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the cost is reasonably price which

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should be strategically assessed users

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can then mentally compare those factors

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or at least they do to some extent and

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then they gauge and say hey is this

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Balan or not and if the value and the

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cost roughly equals or in their

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perception equals that when what creates

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that valuable experience which we optain

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if you lack on any of these segments

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chances are it kind of draws you back

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and as such the competition is going to

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be rougher for you but if you optimize

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those factors or you use them to

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optimize your experiences you are much

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more likely to nail

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it and now let me tell you how I used

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this framework in the past I used it

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very simply to

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evaluate experiences I also used this to

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drive the ux outcomes because if you can

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create a table which covers these

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segments and say this is what's lacking

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in the current project and this is what

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you could be doing in the next iteration

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maybe this is your hypothesis and as

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such let's say if you work with a client

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or with a stakeholder you can say that

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okay these are the seven things we must

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improve and this is how we're going to

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measure each of the improvements we

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might overlap on the measure sense but

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it's going to make you much more

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structured in your approach but also

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much more sensible from the stakeholder

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perspective so I would advise you to

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kind of zoom out and use more of these

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Frameworks when you talk about the

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actual improvements instead of just

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saying oh we just need to make it more

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usable cuz there are just so many more

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factors which would make your messaging

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Much More weighty Much More rightful

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because you're going to make better

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choices and hopefully make better user

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experiences if you enjoy this video

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leave a comment down below and on that

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note I'll see you next time