There are a number of methods to improve the usability of an interface. While it's hard to identify one overarching concept that's fundamental to the whole idea of usability, I think there's one that underlies most methods and desirable outcomes. That concept is that the developer is not the user.
The descriptive data becomes the template for who you measure. The behavioral data becomes the framework for testing. The interaction data becomes the task-scenarios that you simulate and measure during a usability test. Improvements in the interactions affect attitudes and the attitudes, like increased trust and loyalty, drive further buying behavior.
One of the most important practices in UX design is actually done before the UX design process even starts. Defining the goals and values of the product that you would like to build is the key driver for a results-driven process.
As consumer UX underwent a renaissance over the last decade, enterprise software stagnated with a design sensibility from the dial-up era.
Usability—much less beauty—was never a priority for business software. All that mattered was that large and complex applications worked. What’s the point of tweaking and beautifying when basic functionality is challenging enough and all of your competitors are equally sub par?
The point is users. Not yesterday’s users who eventually adapted to whatever complex software product you put in front of them. Those users are retiring. I’m talking about millennial workers who know better than to settle for unwieldy, confusing applications that only make their jobs harder.
Bad profits are a ticking time bomb. Customers who are dissatisfied with the service or quality of a product are not only less likely to repurchase it, they are also more likely to tell their friends about the bad experience.
The advantage of looking at multiple studies using different devices, facilitators, and evaluators is that we don't need to rely on a single study with its potential flaws and idiosyncrasies to draw a conclusion about the relationship between frequency and severity.
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