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Mad about YOU - The How to Guide for Usability

Date post: 01-Jul-2015
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In this digital age, where users can make or break a product or service, product manufacturers and marketers have an impending need to delight YOU . This presentation brings out how organizations can focus on users/consumers,customers, and stakeholders to succeed and benefit from this effort.
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Page 1: Mad about YOU - The How to Guide for Usability
Page 2: Mad about YOU - The How to Guide for Usability

YOUsability is in

Page 3: Mad about YOU - The How to Guide for Usability

YOUsability is in

Page 4: Mad about YOU - The How to Guide for Usability

‘YOU’sability is in!

YOUsability is in

Page 5: Mad about YOU - The How to Guide for Usability

Who has the control

Nintendo Wii

• First Mover advantage

• Wiimote (Wii Remote) was the first of its kind Motion controller

Sony PlayStation Move

• PlayStation has been a powerful gaming experience

• Launched PS ‘Move’ a few months before

Microsoft Kinect

• Xbox 360 has been popular but late entrant into motion controller

• Kinect (a.k.a Project Natal) has been in the lab for a few years

• Ground-breaking concept – no external motion controller

YOU are the Controller!

Page 6: Mad about YOU - The How to Guide for Usability

User, consumer, customer, stakeholder

Who is YOU

Page 7: Mad about YOU - The How to Guide for Usability

Who is YOU?

YOU are an…

• Employee, young student, home-maker, banker, engineer…

• To put into a few buckets, YOU are a :-

• User

• Consumer

• Customer

• Stakeholder

Page 8: Mad about YOU - The How to Guide for Usability

Who is YOU?

YOU are a User/Consumer

• Use the product, service or process

• Usage experience

• Before usage (OOBE – Out of Box Experience)

• During usage (delight, pleasant experiences)

• After usage ( memorable, significant impact and value)

Page 9: Mad about YOU - The How to Guide for Usability

Who is YOU?

YOU are a Customer

• Buy the product, purchase the service offering

• Take decision or influence decision to purchase

• Most important target for Marketers

• Pre-sales service from the vendor

• After-sales service is also important

Page 10: Mad about YOU - The How to Guide for Usability

Who is YOU?

YOU are a Stakeholder

• Directly or indirectly influenced by the product, service /process

• Significant stake in the product, service or process

• Information and communication is key

• More by regulation and law than from source

Page 11: Mad about YOU - The How to Guide for Usability

Person of the Year, 2006 is… YOU

Why YOU

Page 12: Mad about YOU - The How to Guide for Usability

Why YOU?

Page 13: Mad about YOU - The How to Guide for Usability

Why YOU?

Because YOU control today!

“The old age computing was about what computers could do.

The new age computing is about what people can do!”

- Ben Shneiderman

• User generated content – blogs, tweets and posts

• Penetration of computers, internet and mobile phones making communication easy and quick

• You can be the self-appointed Journalist /reporter

• Anytime ,anywhere photography, and video-shooting, thanks to the digital age technologies

Page 14: Mad about YOU - The How to Guide for Usability

Give power to users

What should Organizations do

Page 15: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 16: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 17: Mad about YOU - The How to Guide for Usability

What should Organizations do

Know the Users

‘Know thy user and you are not the user [of your product, always]’

• Know the needs of users, evolving with the changing times

• Technology is an enabler and so a means /vehicle for the goal

• Business is a going-concern and bottom-line always matters

• Your users are the ultimate consumers of your products

• Users decide the success or failure of the product, service

• So, User Delight must be your goal

Page 18: Mad about YOU - The How to Guide for Usability

Let Users decideVodafone – Power to YOU

• Service-oriented self appreciation (Happy to Help)

• User-centered products and services (Power to You)

• Choose your own talk-plans, billing cycles etc.

• Option for electronic bills etc. reserved with users

• Shift in strategy and operations now

• ‘Pull’ by users and not ‘Push’ from Organizations

• Consumer is the king so let her decide

What should Organizations do

Power to YOU

Page 19: Mad about YOU - The How to Guide for Usability

User is King (or Queen)

What should Organizations do

Page 20: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 21: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 22: Mad about YOU - The How to Guide for Usability

User is KingYahoo – Its YOU!

• Previously, Yahoo’s focus was on content

• Yahoo thought it was a portal and ‘content is king!

• Re-positioned the brand and the products with ‘YOU’ in mind

Remember

• ‘User is the King’

• User focus in your products brings out better experience and value to users

What should Organizations do

Page 23: Mad about YOU - The How to Guide for Usability

Keep Users in mind

What should Organizations do

Page 24: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 25: Mad about YOU - The How to Guide for Usability

Design and Develop user-centered Solutions

What should Organizations do

• Involve users in the entire life cycle of your product development

• Reach out to the users for understanding their needs

• Design and develop solutions that work for your users

• Evaluate your products with users if they indeed work for them

• Test with users often, and test regularly

“User-centered design means understanding what your users need, how they think, and how they behave - and incorporating that understanding into every aspect of your process”

- Jesse James Garrett

Page 26: Mad about YOU - The How to Guide for Usability

Delight your users

What should Organizations do

Page 27: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 28: Mad about YOU - The How to Guide for Usability

Delight Your users

What should Organizations do

• Quality and Customer satisfaction is no more the requirement

• Customer experience and delight are the newer targets

• Think beyond the briefing

• Delight your customers, who in turn will delight you!

“ There are only two ways to get a new customer: 1. solicit a new customer any way you can. 2. Take good care of your present customers, so they don't become someone else's new customers.

- Ed Zeitz

Page 29: Mad about YOU - The How to Guide for Usability

Leverage viral marketing

What should Organizations do

Page 30: Mad about YOU - The How to Guide for Usability

What should Organizations do

Page 31: Mad about YOU - The How to Guide for Usability

Viral Marketing

What should Organizations do

• It’s the age of networking – both social and professional

• Social networks – Facebook, Twitter, Orkut

• Professional networks – LinkedIn, Intranets, Twitter

• A happy or unhappy user will tell her experience to others

• Thanks to digital age, news can spread in seconds!!!

• So, job number 1 is to delight the customers and users!

‘Satisfied customers will speak to 3 other companies

Unsatisfied customers will speak to 19 other companies!’

Page 32: Mad about YOU - The How to Guide for Usability

Summary

• Know your users, consumers, customers and stakeholders

• Give them the power to decide and use the product/services

• Design and Develop the products and services with users in mind

• Use viral marketing, provide collaborative platform

• Provide delight and not just aim for meeting their stated wants

Who is responsible for UX

Page 33: Mad about YOU - The How to Guide for Usability

Mail : [email protected] Site : www.texavi.comTwitter : @pardhasLinkedIn : pardhasaradhimantravadiBlog : www.texavi.com/blog

Thank YOU

There is no S_CCESS without U

There is no F_N without U

There is no _SABILITY without U

Thank YOU


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