I Can’t Sleep - User Experience | Gentle Bedtime Reading for Sleep

Episode Date: August 22, 2024

Relax with this calm bedtime reading about user experience, the thoughtful design practice that shapes how people interact with technology and products. Benjamin’s soothing narration explores its hi...story, principles, and importance in creating intuitive and meaningful interactions, all shared in a steady, peaceful cadence. With fact-filled storytelling—no whispers, no hypnosis—this episode is designed to ease insomnia, quiet restless thoughts, and reduce stress while you gently learn. Perfect for sleepless nights or winding down after a long day. Press play, close your eyes, and drift into sleep with user experience. Want More? Request a Topic: https://www.icantsleeppodcast.com/request-a-topic Ad-Free Episodes: https://icantsleep.supportingcast.fm/ Shop Sleep-Friendly Products: https://www.icantsleeppodcast.com/sponsors Join the Discussion on Discord: https://discord.gg/myhGhVUhn7 This content is derived from the Wikipedia article on User Experience, available under the Creative Commons Attribution-ShareAlike (CC BY-SA) license. Read the full article: Wikipedia – User Experience. Happy sleeping! Learn more about your ad choices. Visit megaphone.fm/adchoices

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Starting point is 00:00:03 You're listening to a Glassbox media podcast. What if I told you that most of the modern day self-help advice you've been hearing could actually make you worse? The key to a better life isn't about feel-good gimmicks that sound catchy. The Mentally Stronger Podcast gives you access to a licensed therapist who shares science-backed tools that will actually change your life. Hi, I'm Amy Morin, psychotherapist, mental strength trainer, and international best-selling author. In each episode, we cover research-back strategies, like how to stop relying on willpower and start creating habits for lasting change. And the five mental strength-building exercises you can do from your couch.
Starting point is 00:00:49 I also speak to world-class experts like Dr. Nicole Kane, who shares how to permanently heal anxiety by addressing the root cause. With over 200 episodes in our catalog, this podcast is for you if you're ready to crush self-doubt, conquer challenges, and become stronger than ever with therapist-approved strategies that can change your life. Listen to Mentally Stronger with Therapist Amy Morin, wherever you get your podcasts. Welcome back or welcome to the I Can't Sleep Podcast, where I read random articles from across the web to bore you to sleep with my soothing voice. I'm your host, Benjamin Boster. Today's episode is from a Wikipedia article titled, User,
Starting point is 00:01:34 User experience, UX, is how a user interacts with and experiences a product, system, or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, and creators, when creating and refining products because negative user experience can diminish the use of the product, and therefore any desired positive impacts. Conversely, designing toward profitability as a main objective often conflicts with ethical user experience objectives and even causes harm.
Starting point is 00:02:29 User experience is subjective. However, the attributes that make up the user experience are objective. According to Nielsen-Norman Group, User experience includes all the aspects of the interaction between the end user with the company, its services, and its products. The International Standard on Ergonomics of Human System Interaction, ISO 9241, defines user experience as a user's perceptions and responses that result from the use and or anticipated use of a saleser experience. system, product, or service. According to the ISO definition, user experience includes all the user's emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors and accomplishments that
Starting point is 00:03:39 occur before, during, and after use. The ISO also lists three factors that influence user experience. the system, the user, and the context of use. Note 3 of the standard hints that usability addresses aspects of user experience, e.g. usability criteria can be used to assess aspects of user experience. The standard does not go further in clarifying the relation between user experience and usability. Clearly, the two are overlapping concepts with usability including pragmatic aspects, getting a task done, and user experience focusing on users' feelings, stemming both from pragmatic and hedonic aspects of the system.
Starting point is 00:04:40 Many practitioners use the terms interchangeably. The term usability predates the term user experience. Part of the reason the terms are often. unused interchangeably, is that as a practical matter, a user will at a minimum, requires sufficient usability to accomplish a task, while the feelings of the user may be less important, even to the user themselves. Since usability is about getting a task done, aspects of user experience like information architecture and user interface can help or hinder a user's experience. If a website has bad information architecture and a user has a difficult time finding what they are looking for, then a user will not have an effective, efficient, and satisfying search.
Starting point is 00:05:43 In addition to the ISO standard, there exist several other definitions for user experience. Some of them have been studied by various researchers. Early developments in user experience can be traced back to the machine-eastern that includes the 19th and early 20th centuries. Inspired by the machine age intellectual framework, a quest for improving assembly processes to increase production efficiency and output led to the development of major technological advancements, such as mass production of high-volume goods,
Starting point is 00:06:28 unmoving assembly lines, high-speed printing press, large hydroelectric power production plants, and radio technology to name a few. Frederick Winslow Taylor and Henry Ford were in the forefront of exploring new ways to make human labor more efficient and productive. Taylor's pioneering research into the efficiency of interactions between workers and their tools is the earliest example that resembles today's user experience fundamentals. The term user experience, was brought to wider knowledge by Donald Norman in the mid-1990s. He never intended the term user experience to be applied only to the effective aspects of usage.
Starting point is 00:07:23 A review of his earlier works suggests that the term user experience was used to signal a shift to include effective factors, along with the prerequisite behavioral concerns, which had been traditionally considered in the field. Many usability practitioners continue to research and attend to effective factors associated with end users, and have been doing so for years, long before the term user experience was introduced in the mid-1990s. In an interview in 2007, Norman discusses the wide use of the term user experience, and its imprecise meaning as a consequence thereof. several developments affected the rise of interest in the user experience. One, recent advances in mobile, ubiquitous, social, and tangible computing technologies
Starting point is 00:08:33 have moved human computer interaction into practically all areas of human activity. This has led to a shift away from usability engineering to a much richer scope of user experience, where users' feelings, motivations, and values are given as much, if not more attention than efficiency, effectiveness, and basic subjective satisfaction, i.e. the three traditional usability metrics. Two, in website design, it was important to combine the interests of different stakeholders, marketing, branding, visual design, and usability. Marketing and branding. Marketing and branding people needed to enter the interactive world where usability was important. Usability people needed to take marketing, branding, and aesthetic needs into account when
Starting point is 00:09:36 designing websites. User experience provided a platform to cover the interests of all stakeholders, making websites easy to use, valuable and effective for visitors. This is why several early user experience publications focus on website user experience. The field of user experience represents an expansion and extension of the field of usability, to include the holistic perspective of how a person feels about using a system. The focus is on pleasure and value, as well as on performance. The exact definition, framework, and elements of user experience are still evolving. User experience of an interactive product or a website is usually measured by a number of methods,
Starting point is 00:10:44 including questionnaires, focus groups, observed usability tests, user journey mapping, and other methods. A freely available questionnaire available in several languages is the user experience questionnaire. UEQ. The development and validation of this questionnaire is described in a computer science essay published in 2008. Higher levels of user experience have been linked to increased effectiveness of digital health interventions, targeting improvements in physical activity, nutrition, mental health, and smoking. Google Ngram viewers shows wide use of the term starting in the 1930s. He suggested that more follow-up in the field would be welcomed by the user, and would be a means of incorporating the results of users' experience into the design of new machines.
Starting point is 00:11:52 Use of the term in relation to computer software also predates Norman. Many factors can influence a user's experience with a system. To address the variety, factors influencing user experience have been classified into three main categories. Users' state and previous experience, system properties, and the usage context situation. Understanding representative users, working environments, interactions, and emotional reactions, help in designing the system during user experience design. Single experiences influence the overall user experience. The experience of a key click affects.
Starting point is 00:12:49 the experience of typing a text message. The experience of typing a message affects the experience of text messaging, and the experience of text messaging affects the overall user experience with the phone. The overall user experience is not simply a sum of smaller interaction experiences, because some experiences are more salient than others. Overall user experience is also influenced by factors outside the actual actual interaction episode, brand, pricing, friends' opinions, reports and media, etc. One branch in user experience research focuses on emotions. This includes momentary experiences during
Starting point is 00:13:45 interaction, designing effective interaction and evaluating emotions. Another branch is interested in understanding the long-term relation between user experience and product appreciation. The industry sees good overall user experience with the company's products as critical for securing brand loyalty and enhancing the growth of the customer base. All temporal levels of user experience, momentary, episodic, and long-term, are important, but the methods to design and evaluate these levels can be very different. Developer experience, DX, is a user experience from a developer's point of view. It is defined by the tools, processes, and software that a developer uses
Starting point is 00:14:45 when interacting with a product or system while in the process of production of another one, such as in software development. DX has had increased attention paid to it, especially in businesses, who primarily offer software as a service to other businesses, where ease of use is a key differentiator in the market. User research focuses on understanding user behaviors, needs, and motivations through interviews, surveys, usability evaluations, and other forms of feedback methodologies.
Starting point is 00:15:28 It is used to understand how people interact with products and evaluate whether design solutions meet their needs. This field of research aims at improving the user experience, UX, of products, services, or processes, by incorporating experimental and observational research methods to guide the design, development, and refinement of a product. User research is used to improve a multitude of products like websites, mobile phones, medical devices,
Starting point is 00:16:05 banking, government services, and many more. It is an iterative process that can be used at any time during product development and is a core part of user-centered design. Data from users can be used to identify a problem for which solutions may be proposed. From these proposals, design solutions are prototyped and then tested with the target user group, even before launching the product in the market. This process is repeated as many times as necessary. After the product is launched in the market,
Starting point is 00:16:52 user research can also be used to understand how to improve it or create a new solution. User research also helps to uncover problems faced by users when they interact with a product and turn them into actionable insights. User research is beneficial in all stages of product development, from ideation to market release. Mike Giniowski further notes that it is the process of understanding the impact of design on an audience. The types of user research you can or should perform will depend on the type of site, system, or app you are developing, your timeline, and your environment. Professionals who practice user research often use the job title user researcher. User researchers are becoming very common, especially in the digital and service industries,
Starting point is 00:17:58 even in the government. User researchers often work alongside designers, engineers, and programmers in all stages of product development. With respect to user research in the field of design, research is typically approached with an perspective in order to humanize data collected about people. This method can also be referred to a human-centered approach to problem solving. User researchers aim to uncover the barriers or frustrations users face as they interact with product, services, or systems. The unique facet of user research is the brand of UX research, which focuses on the feelings,
Starting point is 00:18:51 thoughts and situations users go through as they interact with products, services, and systems. Many businesses focus on creating enjoyable experiences for their users. However, not including users in their development process can result in failed products. Involving users in the development process helps design better products, adapt products to change in behaviors and needs, and design the right products and desirable experiences for the users. User research helps businesses and organizations improve their products and services by helping them better understand who their users are, what their users are trying to achieve, what their needs are,
Starting point is 00:19:44 how do their users currently try to do things, and what are their current pain points? What is the best way to help users achieve their time? tasks. There are various benefits to conducting user research more than just designing better products and services. Understanding what people want before releasing products in the market will help save money. Additionally, user research helps to gather data that can help influence stakeholders' decisions based on evidence and not opinions. User research is interrelated with the field of design.
Starting point is 00:20:31 In many cases, someone working in the field can take on both roles of researcher and designer. Alternatively, these roles may also be separated, and teams of designers and researchers must collaborate through their projects. User research is commonly used in software development and user experience design. There is pure and applied research. User research utilizes applied research to make better products. There are many ways of classifying research. Erica Hall and her book, Just Enough Research mentions four ways of classifying user research.
Starting point is 00:21:18 Generative research or exploratory research is done to understand and define the problems to solve for users in the first place. It can be used during the initial stages of product development to create new solutions, or it can be applied to an existing product to identify improvements and enhancements. Interviews, observational studies, secondary research, etc. are some of the common methods used during this phase. These methods are used to answer broad and open questions, where the aim is to identify problems users might be experiencing. Usually, the data collected through general.
Starting point is 00:22:07 regenerative research must be synthesized in order to formulate the problems to be solved, for whom and why it is important. Descriptive research or explanatory research helps to define the characteristics of the problem and populations previously identified. It is used to understand the context of the problem and the context in which users have the problem. The methods in this phase can be very similar. to the methods used in the generative research phase. However, this phase helps to identify what is the best way to solve a problem,
Starting point is 00:22:55 as opposed to what problem to solve. During this phase, experts in the problem area are consulted to fill knowledge gaps that will be required to create a solution. This phase is required to avoid making assumptions about the problem or people that might otherwise result in a biased solution. The aim of this phase is to get a good understanding of the problem, to get the right solution ideas. Evaluative research is used to test the solution ideas to ensure they work and solve the problems identified. Ideas are usually tested by representatives from the target population.
Starting point is 00:23:47 This is an iterative process and can be done on prototype versions of the solution. A commonly used method in this phase is called usability testing, and it focuses on measuring if the solution addressed the intended problem. Users can also be asked to provide their subjective opinion about the solution, or they can be given a set of tasks to observe if the solution is intuitive and easy to use. In simple words, evaluative research assesses whether the solution fits the problem, the problem and whether the right problems were addressed. Casual research typically answers why something is happening. Once the solution is up and running, one can observe how people are using it
Starting point is 00:24:48 in real time and understand why it is or isn't used the way the solution was envisioned. One of the common methods used in this phase is A-B testing. The user research process follows a traditional iterative design approach that is common to user-centered design and design thinking. User research can be applied anywhere in the design cycle. Typically, software projects start conducting user research at the requirement gathering stage to involve users right from the start of the projects. There are various design models that can be used in an organization. They include a wide range of research methods used in the field,
Starting point is 00:25:41 of user research. The Nielsen-Norman group has provided a framework to better understand when to use which method. It is helpful to view them along a three-dimensional framework with the following axes. Attitudinal versus behavioral. This distinction is the contrast between what people say and what people do. Attitudinal research is used to study users' perceptions, beliefs, opinions, and what they think about a certain product or problem, whereas behavioral research measures how people really use a product. Interview studies, focus groups, surveys, and diary studies often measure attitudes. Some usability studies that look at how people use products can fall under behavioral research.
Starting point is 00:26:40 Web analytics and click rates provide a good behavioral measure. Qualitative versus quantitative. Qualitative research helps generate data by asking users about their attitudes through open-ended questions via surveys, interviews, and observing behaviors directly. Quantitative research aims to measure attitudes and behaviors via surveys and analytics. Contrast lies in the context. the ability to analyze data, quantitative research typically uses mathematical analysis, or the instrument of data collection gathers data that can be coded numerically, whereas in qualitative
Starting point is 00:27:29 research analysis is not mathematical. Affinity diagramming, thematic analysis, grounded theory, are some commonly used qualitative analysis methods. Context of use. This describes how participants are using the product in question and whether they are using it in the first place. Products can be used in a natural or near-natural setting where there is minimum interference from the researchers, and this method provides data with great validity, but lacks the ability to ask clarifying questions to users. Scripted use of the product are typically used in lab-based or usability studies, where the goal is to test or know about very specific aspects of the product.
Starting point is 00:28:28 Some exploratory studies like interviews are done when a product does not exist yet, or user's perception about a product is gathered when the product in question is not in use. User research deliverables helps summarize research and make insights digestible to the audience. There are multiple formats of presenting research deliverables, regardless of the format the deliverable has to be engaging, actionable, and cater to the audience. The following are some most common user research deliverables. Research reports, personas, customer user journey maps, mental model diagrams, wireframes, storyboards.
Starting point is 00:29:23 In 2018, a group of like-minded professionals in the user research industry, called the Research Ops community defined a new practice called Research Ops to operationalize user research practice in companies. Research Ops is similar to DevOps, design ops, and sales ops, where the goal is to support practitioners by removing some operational tasks from their daily work. The goal of research ops is to enable researchers to be efficient in their roles by saving time taken for data collection and processing data for analysis. Research Jobs aims to support researchers in all facets of user research, starting from planning, conducting, analyzing, and maintaining user research data.
Starting point is 00:30:22 The research jobs community defines it as the people, mechanisms, and strategies that set user research in motion, providing the roles, tools, tools, and processes needed to support researchers and delivering and scaling the impact of the craft across an organization. Research Jobs focuses on standardizing research methods across the organization, providing support documentation like scripts, templates, consent forms, etc. to ensure quick application of research, managing participants and recruitment and studies, providing governance, having oversight of research ethics, ensuring research insights are accessible to the organization.

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