After having lunch with one of my founder friends today, I was reminded about how important it is — make or break — to know what you’re final goal is when you’re designing, and how much it can make or break your company.
When it comes to analytics, new designers and people that don’t look at user behavior numbers have no intuition about what is “good” or “bad”. That’s ok, nobody is born with that skill, but how do you know if your conversion rate is “enough”?
In the business world — which is where UX lives, mostly — everything has a cost. UX is no different. So when you start telling your clients or bosses that they should do A/B testing, they might ask:
“How much does an A/B test cost?”
The answer to this one is probably going to be exactly the opposite of what you expect. So let’s get into it:
“Does gamification always work?”
Of all the things I have heard people say about defining their target users, or their UX strategy, the thing I hear most is that someone is designing for power users. Let me explain why that is impossible.
Whether you are evaluating a new idea, or designing a new solution, or testing different versions of your product, there is always a chance you won’t improve on the existing design.
And that isn’t a bad thing.
In meetings with UX designers, other people often start sentences with, “from a UX perspective…" And I can’t help but wonder: what is their other perspective?
If you want something to be really contagious, ideally it should jump from person to person as fast as possible. In product design, the time it takes to download something and “infect” the next person is called: