on-line vs. in-store the characteristics* of user experience · connected stand-alone integrated to...

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ACCESSIBLE FIXED PORTABLE To what degree is the experience local (close) to the user? Eudora provides a fixed experience. Downloading e-mail to the client machine means e-mail is only available there through a desktop application. GMail provides portable access to e-mail from any computer (since its a hosted solution) and in many forms (web app, portlets, mobile apps, desktop apps). ADAPTIVE STATIC DYNAMIC To what degree does the experience adapt itself for time, context or users? Most sites on the web are static and non-adaptive, even those that offer personalized content like Facebook, Myspace and YouTube. There are very few examples of highly adaptive, dynamic online experiences. Stephen Anderson, however, talks about it extensively, http://is.gd/1FwiG CONFIGURABLE FIXED CHANGEABLE To what degree is the experience customizable by a user? CNN.com is a fixed experience. The contents and layout cannot be changed by the user (the single exception is the U.S. vs Int’l edition) BBC.com allows the user to change the contents and layout of the experience to suit their needs and preferences. CONNECTED STAND-ALONE INTEGRATED To what degree does the experience stand-alone or connect to others? Basecamp provides a mostly stand-alone experience. Only recently has it started to connect to other products. Google maps is more that “just a map”. It seamlessly integrates user generated maps, photos, reviews, and local information. CONTROLLABLE PROVIDER USER Who controls the interactions with the system, the provider or the user? A research experience like Wikipedia is mostly controlled by the provider. The controls available to the user are limited to changing language, contacting, etc. Amazon gives users many options and controls over the experience. Searching vs Browsing, sorting lists, zooming images, reading reviews, etc. FOCUSED NARROW BROAD Is the experience narrowly focused on a few things, or broadly on many? Basecamp tries to be the “best product possible with the least number of features”. Its narrow scope intentionally does “less than the competition”. Microsoft Project’s robust approach to project management includes a broad range of almost every PM feature in existence. IMPARTIAL UNBIASED INFLUENTIAL To what degree does the experience seek to influence the user? Edmunds.com strives to be unbiased in its reviews of cars and related products and services. E-commerce experiences like fordvehicles.com seek to influence their users in a certain direction (buying the product!) INFORMATIONAL BRIEF THOROUGH What amount of information does the experience provide? Google chooses to be very brief in their search results. Only a page title, brief sentence and URL are shown. Wikipedia chooses to be very thorough with their entries. Their mission, after all, is to be encyclopedic. LEARNABLE SELF DIRECTED HELPFUL To what degree does the experience help inexperienced users? flickr’s organizer tool is optimized for repeated, expert, use by self-directed users. TurboTax is optimized for infrequent use. It is designed to offer extensive help for users not familiar with the process or terminology. PERSONAL GENERIC SPECIFIC To what degree does the experience provide data specific to a single user? Wikipedia entries are generic. They are identical to all users and show no personal data. GMail’s “content” is personal and specific to each user - their e-mail, contact lists, etc. PLAYFUL SERIOUS FUN To what degree does the experience encourage play? The New York Times is a very serious experience with very limited use of gaming principles or techniques. Facebook engages users with many fun games, quizzes and activities. PREDICTABLE SURPRISING EXPECTED To what degree does the experience show or hide objects, events or locations? Games like World of Warcraft or online scavenger hunts intentionally challenge players with surprising features, locations & events. E-commerce experiences like Amazon rely on their ability to provide expected information and actions to users. RESPONSIVENESS DELAYED IMMEDIATE How long does the experience take to satisfy a user need? E-mail provides a delayed response, as do many e-commerce experiences. Some, however, have started to provide immediate download of content (PDF books or games). Immediate feedback is provided by instant messaging tools like AOL’s AIM along with newer tools like Google WAVE. SENSORY ONE-DIMMENSIONAL IMMERSIVE To what degree does the experience engage all five senses? Google search is one-dimensional, focusing exclusively on the visual sense. They do have a ‘labs’ tool for audio searches (Gaudi). The nature of the web makes it difficult to engage all five senses. Video or gaming sites are perhaps the closest to an immersive web experience. SOCIAL INDIVIDUAL GROUP To what degree does the experience support interaction between users? Performing a search on Google is an individual experience. No capabilities are provided to interact with other users. A social networking experience like Facebook is full of capabilities to allow users to communicate with each other through groups. *char-ac-ter-is-tic: adj. A feature that helps to distinguish a person or thing; distinctive THE CHARACTERISTICS* OF USER EXPERIENCE In his closing plenary at the 2009 IA Summit, Jesse James Garrett challenged the attendees to develop a language of critique for user experience. “Useful, Usable and Desirable” have long been touted as the signs of a “good” user experience, however, they’re too abstract to form a meaningful language. This diagram defines a set of characteristics that describe the building blocks of an experience - its DNA. The extent to which an experience chooses to leverage each of these characteristics is entirely dependent on the user needs & emotions and business goals being satisfied and any physical or technological constraints. Join the discussion at charux.com The interface for an on-line grocery shopping experience is accessible from the comfort of your own home, or anywhere if accessed through a mobile device - and of course the groceries come to you in the form of home delivery. Contrast this with an in-store experience where a user typically drives several miles to a store. Neither the on-line or in-store grocery shopping experience are particularly adaptive, although they do both carry different products at certain times of the year (e.g. holiday seasons). An experience is certainly more user-configurable on-line than in-store. Preferences like language, number of search results, even screen layout - all configured easily on-line - may be almost impossible to configure in-store. An in-store experience is a fairly stand-alone one, a user goes to the store, does their shopping and leaves. An on-line experience has at least two integrated parts - ordering online and the delivery a few days later. Both on-line and in-store experiences are controlled by the user. The user can search or browse the on-line experience and is not forced to navigate the in-store experience in a specific order (unlike Ikea!). Neither experience is particularly focused, both offer thousands of products. However an in-store experience may be limited in product range by the physical space constraints of the building and by lack of local demand for rare items. An on-line experience may carry more products but may be limited by what can be shipped. Neither experience is impartial - they both trying to persuade the user to buy as many products from their company as possible. The in-store experience probably has the edge in terms of techniques to do this, however, with things like in-store sampling stations and pumping the smell of fresh bread through the building amongst the commonly used. An on-line experience typically provides more information than an in-store one since it is much easier to deliver (and keep up to date) a large amount of product information (nutritional info, reviews, etc) on-line. Both experiences focus on frequent, repeat use by expert users rather than learnability. An on-line experience may provide more assistance than an in-store one simply because users are not familiar with using an on-line channel for shopping for groceries and an in-store experience is so culturally familiar. Both experiences can be slightly personal but in different ways and over different time periods. An on-line experience may remember the products bought by the user week after week and remind the user if they forget something. The staff of an in-store experience may get to know the user after a few months and chat with them. Both experiences leverage coupons and loyalty point systems, however, the on-line experience could do more. Because it knows exactly what has been placed in the shopping cart it could give aggregate information about the products so far (how eco-friendly they are, how locally produced, etc) with targets that the user could aim for. Since grocery shopping is a fairly routine task both experiences try to stay out of the user's way by being as predictable as possible. This characteristic is a major differentiator between the experiences, the in-store experience provides immediate gratification - the user can take their groceries home with them! The on-line experience doesn't react as quickly - the user is forced to wait a few days for a delivery. An on-line experience is limited to the senses of sight and sound. An in-store experience typically leverages the additional senses of smell (the smell of fresh bread being pumped throughout the store), touch (squeezing fruit & vegetables) and taste (occasionally stores set-up sampling stations for new products). People generally shop for groceries close to home, so running into friends is not unusual - some stores even have coffee shops in them to support conversation. Social interaction is therefor quite high for the in-store experience - not something usually seen in an on-line experience where product reviews are typically the only interaction between customers. GROCERY SHOPPING EXAMPLE Richard Dalton [email protected] mauvyrusset.com @mauvyrusset on-line vs. in-store This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License.

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Page 1: on-line vs. in-store THE CHARACTERISTICS* OF USER EXPERIENCE · CONNECTED STAND-ALONE INTEGRATED To what degree does the experience stand-alone or connect to others? Basecamp provides

ACCESSIBLEFIXED PORTABLE

To what degree is the experience local (close) to the user?

Eudora provides a �xed experience.Downloading e-mail to the clientmachine means e-mail is only availablethere through a desktop application.

GMail provides portable access to e-mailfrom any computer (since its a hostedsolution) and in many forms (web app,portlets, mobile apps, desktop apps).

ADAPTIVESTATIC DYNAMIC

To what degree does the experience adapt itself for time, context or users?

Most sites on the web are static andnon-adaptive, even those that o�erpersonalized content like Facebook,Myspace and YouTube.

There are very few examples of highlyadaptive, dynamic online experiences.Stephen Anderson, however, talksabout it extensively, http://is.gd/1FwiG

CONFIGURABLE FIXED CHANGEABLE

To what degree is the experience customizable by a user?

CNN.com is a �xed experience.The contents and layout cannot bechanged by the user (the singleexception is the U.S. vs Int’l edition)

BBC.com allows the user to changethe contents and layout of theexperience to suit their needs andpreferences.

CONNECTEDSTAND-ALONE INTEGRATED

To what degree does the experience stand-alone or connect to others?

Basecamp provides a mostly stand-aloneexperience. Only recently has it startedto connect to other products.

Google maps is more that “just a map”.It seamlessly integrates usergenerated maps, photos, reviews,and local information.

CONTROLLABLEPROVIDER USER

Who controls the interactions with the system, the provider or the user?

A research experience like Wikipedia ismostly controlled by the provider. Thecontrols available to the user are limitedto changing language, contacting, etc.

Amazon gives users many optionsand controls over the experience.Searching vs Browsing, sorting lists,zooming images, reading reviews, etc.

FOCUSEDNARROW BROAD

Is the experience narrowly focused on a few things, or broadly on many?

Basecamp tries to be the “best productpossible with the least number offeatures”. Its narrow scope intentionallydoes “less than the competition”.

Microsoft Project’s robust approachto project management includesa broad range of almost everyPM feature in existence.

IMPARTIALUNBIASED INFLUENTIAL

To what degree does the experience seek to in�uence the user?

Edmunds.com strives to be unbiasedin its reviews of cars and relatedproducts and services.

E-commerce experiences likefordvehicles.com seek to in�uencetheir users in a certain direction(buying the product!)

INFORMATIONALBRIEF THOROUGH

What amount of information does the experience provide?

Google chooses to be very briefin their search results. Only a pagetitle, brief sentence and URL areshown.

Wikipedia chooses to be verythorough with their entries.Their mission, after all, is to beencyclopedic.

LEARNABLESELF DIRECTED HELPFUL

To what degree does the experience help inexperienced users?

�ickr’s organizer tool is optimized forrepeated, expert, use by self-directedusers.

TurboTax is optimized for infrequentuse. It is designed to o�er extensivehelp for users not familiar with theprocess or terminology.

PERSONALGENERIC SPECIFIC

To what degree does the experience provide data speci�c to a single user?

Wikipedia entries are generic. Theyare identical to all users and show nopersonal data.

GMail’s “content” is personal andspeci�c to each user - their e-mail,contact lists, etc.

PLAYFULSERIOUS FUN

To what degree does the experience encourage play?

The New York Times is a very seriousexperience with very limited use ofgaming principles or techniques.

Facebook engages users with manyfun games, quizzes and activities.

PREDICTABLESURPRISING EXPECTED

To what degree does the experience show or hide objects, events or locations?

Games like World of Warcraft or onlinescavenger hunts intentionallychallenge players with surprisingfeatures, locations & events.

E-commerce experiences like Amazonrely on their ability to provide expectedinformation and actions to users.

RESPONSIVENESSDELAYED IMMEDIATE

How long does the experience take to satisfy a user need?

E-mail provides a delayed response, asdo many e-commerce experiences. Some,however, have started to provide immediatedownload of content (PDF books or games).

Immediate feedback is provided byinstant messaging tools like AOL’sAIM along with newer tools likeGoogle WAVE.

SENSORYONE-DIMMENSIONAL IMMERSIVE

To what degree does the experience engage all �ve senses?

Google search is one-dimensional,focusing exclusively on the visualsense. They do have a ‘labs’ tool foraudio searches (Gaudi).

The nature of the web makes it di�cultto engage all �ve senses. Video orgaming sites are perhaps the closestto an immersive web experience.

SOCIALINDIVIDUAL GROUP

To what degree does the experience support interaction between users?

Performing a search on Google is anindividual experience.No capabilities are provided tointeract with other users.

A social networking experience likeFacebook is full of capabilities to allowusers to communicate with each otherthrough groups.

*char-ac-ter-is-tic: adj. A feature that helps to distinguish a person or thing; distinctive

THE CHARACTERISTICS*OF USER EXPERIENCE

In his closing plenary at the 2009 IA Summit, Jesse James Garrett challenged the attendees to developa language of critique for user experience.

“Useful, Usable and Desirable” have long been touted as the signs of a “good” user experience, however, they’re too abstract to form a meaningful language.

This diagram de�nes a set of characteristics thatdescribe the building blocks of an experience - its DNA.

The extent to which an experience chooses to leverage each of these characteristics is entirely dependent on the user needs & emotions and business goals being satis�ed and any physical or technological constraints.

Join the discussion at charux.com

The interface for an on-line grocery shopping experience is accessible from the comfort of your own home, or anywhere if accessed through a mobile device - and of course the groceries come to you in the form of home delivery. Contrast this with an in-storeexperience where a user typically drives several miles to a store.

Neither the on-line or in-store grocery shopping experience are particularly adaptive,although they do both carry di�erent products at certain times of the year (e.g. holiday seasons).

An experience is certainly more user-con�gurable on-line than in-store. Preferences like language, number of search results, even screen layout - all con�gured easily on-line - may be almost impossible to con�gure in-store.

An in-store experience is a fairly stand-alone one, a user goes to the store, does their shopping and leaves. An on-line experience has at least two integrated parts - ordering online and the delivery a few days later.

Both on-line and in-store experiences are controlled by the user. The user can search or browse the on-line experience and is not forced to navigate the in-store experience in a speci�c order (unlike Ikea!).

Neither experience is particularly focused, both o�er thousands of products. However an in-store experience may be limited in product range by the physical spaceconstraints of the building and by lack of local demand for rare items. An on-lineexperience may carry more products but may be limited by what can be shipped.

Neither experience is impartial - they both trying to persuade the user to buy as many products from their company as possible. The in-store experience probably has the edge in terms of techniques to do this, however, with things like in-store sampling stations and pumping the smell of fresh bread through the building amongst the commonly used.

An on-line experience typically provides more information than an in-store one since it is much easier to deliver (and keep up to date) a large amount of product information (nutritional info, reviews, etc) on-line.

Both experiences focus on frequent, repeat use by expert users rather than learnability. An on-line experience may provide more assistance than an in-store one simply because users are not familiar with using an on-line channel for shopping for groceries and anin-store experience is so culturally familiar.

Both experiences can be slightly personal but in di�erent ways and over di�erent timeperiods. An on-line experience may remember the products bought by the user week after week and remind the user if they forget something. The sta� of an in-storeexperience may get to know the user after a few months and chat with them.

Both experiences leverage coupons and loyalty point systems, however, the on-lineexperience could do more. Because it knows exactly what has been placed in theshopping cart it could give aggregate information about the products so far (howeco-friendly they are, how locally produced, etc) with targets that the user could aim for.

Since grocery shopping is a fairly routine task both experiences try to stay out of the user's way by being as predictable as possible.

This characteristic is a major di�erentiator between the experiences, the in-storeexperience provides immediate grati�cation - the user can take their groceries homewith them! The on-line experience doesn't react as quickly - the user is forced to wait a few days for a delivery.

An on-line experience is limited to the senses of sight and sound. An in-store experience typically leverages the additional senses of smell (the smell of fresh bread being pumped throughout the store), touch (squeezing fruit & vegetables) and taste (occasionally stores set-up sampling stations for new products).

People generally shop for groceries close to home, so running into friends is not unusual - some stores even have co�ee shops in them to support conversation. Social interaction is therefor quite high for the in-store experience - not something usually seen in an on-line experience where product reviews are typically the only interaction between customers.

GROCERY SHOPPING EXAMPLE

Richard [email protected]@mauvyrusset

on-line vs. in-store

This work is licensed under a Creative CommonsAttribution-Share Alike 3.0 License.