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User experience

User experience is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand User experience rather than just read about it. In short: 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.

Key takeaways

  • User experience belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect User experience to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of User experience from memory before moving on to harder problems.

Reference excerpt

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. User experience is subjective. However, the attributes that make up the user experience are objective.

Definitions 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 system, product or service". According to the ISO definition, user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors, and accomplishments that 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 from both pragmatic and hedonic aspects of the system. Many practitioners use the terms interchangeably. The term "usability" pre-dates the term "user experience". Part of the reason the terms are often used interchangeably is that, as a practical matter, a user will, at a minimum, require 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 the user will not have an effective, efficient, and satisfying search. In addition to the ISO standard, there exist several other definitions for user experience. Some of them have been studied by various researchers.

History Early developments in user experience can be traced back to the Machine Age, which includes the 19th and early 20th centuries. Inspired by the machine age intellectual framework, the quest to improve assembly processes and increase production efficiency and output led to the development of major technological advancements, such as the mass production of high-volume goods on moving assembly lines, high-speed printing presses, large hydroelectric power plants, and radio technology, to name a few. Frederick Winslow Taylor and Henry Ford explored ways to make human labor more efficient and productive. Taylor's 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 affective aspects of usage. A review of his earlier work suggests that the term "user experience" was used to signal a shift to include affective factors, along with the pre-requisite behavioral concerns, which had been traditionally considered in the field. Many usability practitioners continue to research and attend to affective 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 widespread use of the term "user experience" and its imprecise meaning as a consequence thereof. Several developments contributed to the rise of interest in user experience:

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with User experience

Start with the simplest possible case. Write down what User experience claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to User experience before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about User experience ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of User experience

In research
User experience appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses User experience in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
User experience is common in secondary-school and first-year university syllabi. It links to neighbouring topics Human–computer interaction, User interfaces, so understanding it makes those chapters shorter.
In everyday life
Look for User experience outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study User experience in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what User experience means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain User experience out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is User experience in simple terms?

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.

Why does User experience matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study User experience?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on User experience.

Tags

  • Human–computer interaction
  • User interfaces

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