Random Thoughts on Object Design and UX

All UX designers should make things. Physical things. Making is the best way to cement the understanding that all design decisions have a resulting impact. When designing physical objects one is typically closer to the end user, we must make choices based on intended interactions. With software design often the focus is more on “what it can do” vs. how someone will use it. A user-centric design perspective helps keep your app useful. A great example of this is the difference between Zoho and {Basecamp}(https://basecamp.com/). One adds features on demand, while the other commits to less features and an easier to use UI.

When you design something some one will use (even just for ornamentation) you have to consider very specific use cases. All too often with UX design we approach design from all-too-general usability guidelines. While surely usability is the starting point for all UX, it is the very tip of the iceberg (or the least common denominator).

An application’s UX should be an extension of the brand. Using Zappos mobile app reminds me of how much is missing from most implementations. For them, adding fun interactions is really just an extension of their fun/quirky brand. For instance, pressing the ADD TO CART button releases the “flying superhero cat”, which jumps from the button to the cart icon at the bottom of the screen.

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These small touches delight. When designing something that someone will wear or use your thinking is more nuanced than what is typically expected with UX design. One thinks of the sensorial impact of buttons… their feel and sound. We are just starting to see things like gravity being represented in apps. The physical world has always been re-represented in software design. Everyone knows the metaphor of the “desktop” was an excellent tool for non-computer users to understand files and folders. To be sure this is just the beginning. I look forward to bringing my object design training to future UX projects.

 
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