Wireframe vs Mockup vs Prototype & Selection of Prototyping Tools

Wireframes, mockups, and prototypes are terms that are often used synonymously, and they are indeed quite confusing. This article explains what is hidden behind each term and provide helpful prototyping tools.

What are differences between wireframes, mockups and prototypes?

In a post on Designmodo, Marcin Treder writes:

“Confusing wireframes with prototypes is like assuming an architectural blueprint and a display house, are the same thing.”

design flow

Wireframes, mockups and prototypes actually represent the different stages of design flow.

Wireframe, a low-fidelity way to present a product, can efficiently outline structures and layouts. Wireframe is the basic and visual representation of the design. Your wireframe design doesn’t need to focus too much on minutiae, but must express design ideas and should not miss any important parts.A wireframe is like a channel that helps team member understand their projects better.

Mockup, a kind of high-fidelity static design diagram, should demonstrate information frames and statically present content and functions. Unlike a wireframe,a mockup looks more like a finished product or prototype, but it is not interactive and not clickable. It is rather a graphic representation. This can be helpful, for example, to provide investors with a picture of how a finished product can be,and help team members review their project visually.

Prototype is already very close to the finished product. Here, processes can be simulated and user interaction can be tested. A prototype looks very similar to the finished product. Early prototyping can save a lot of development costs and time so that the work of back-end product architecture will not be in vain because of unreasonable user interface design. A prototype is an excellent tool to obtain user feedback and to test the product.

How can you choose a tool?

When you try new tools, you are always confronted with these questions:

• Is it worthy of spending your time learning it?

• How long do you need to adapt a new tool?

• How fast can you actually develop a prototype by using this tool?

Before deciding on a new tool, you’d better consider the following question:

• Is the tool used for creating prototypes for website, desktop or mobile apps?

• Do you want to develop wireframes, mockups or prototypes and what are your requirements for a tool?

• What are the functions you need when working with other developers or designers?

• How expensive is the tool and is it worthy?

In the following, I would like to present you some prototyping tools.

What tools are available for wireframes, mockups and prototypes?

Mockplus, Balsamiq Mockup for wireframes and prototypes

Mockplus

With Mockplus you can easily create mockups for mobile and desktop apps. Without any programming knowledge, you can also master this easy-to-use tool. By simple drops & drags you can create interactions. Its pre-designed elements, like pop-up menus, sliding drawers and picture carousels, are also worthy to be highlighted here. In addition, Mockplus supports team collaboration.

Mockplus allows you to quickly and easily create mockups

If you just need to make a wireframe, you can use Balsamiq Mockup. Its interface operation is simple, and wireframes made by it have a unique hand-painted style and simple lines. This tool provides various commonly used components, which allows designers to focus more on design, rather than on visual effects. However, when it comes to interaction design, Balasmiq is utterly useless.

Sketch, Photoshop and Illustrator for mockup

Sketch

Sketch is a lightweight, easy-to-use vector design tool that is very effective for designing mockup. Its disadvantages are: it don’t have dynamic or interactive functions, which is not conducive to perform product features and associated logic; it only supports Mac. Its features are that the hierarchical structure is in line with the prototype file; commonly used functions are complete, shortcut keys are reasonable and convenient; a variety of component libraries and templates are very rich; plug-in is easy to install and plug-in library develops rapidly.

Some designers majoring in visual design can use Photoshop and Illustrator to design prototype because of their habits and also make Photoshop wireframe. However, to operate the two is relatively difficult, for they are easy to draw mockups and flow charts but not conducive to make interactive design and not good at text caption and annotations.

Conclusion

These tools have their own pros and cons. Which tool is better depends on whether you want to design wireframes, mockups or prototypes. I mainly use Mockplus to design prototypes, for it’s easy to use and affordable. I hope this post and the prototyping tools presented here can help you.

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5 Best UX Mobile Apps for Your Inspiration

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10 Inspiring Examples of the Best Responsive Web Design

The 5 Best UX Mobile Apps for Your Inspiration in 2017

The most important thing of a good Internet product is its own user experience and UI design, when designing the mobile user experience only the perfect combination of UX and UI design can a product be deemed as excellent. The current users’ requirements to the mobile phone APP interface are very high, we know that at application market a lot of APPs have about the same functions, but only one is enough for us to use, and it’s definitely one of the best UX design apps. Today I share 5 best UX mobile apps and hope to get your inspired.

1. Path

path

Path is a social network for mobile devices where you can exchange photos and messages. The main function is to share, exchange, tag and comment photos. In addition, messages can also be exchanged.

Path for iOS has long been associated with beautiful design. I’ve found that Path has always been an under-appreciated and overlooked product. The user onboarding flow is smooth and easy, without superfluous messages you just need to take a few simple steps to get started, the model fades away, then users are welcomed with simple interface and navigation menu. You can imagine how much time their designers put into the small details here.

2. Skype

skype

Skype is one of the best UX mobile apps which is used by millions of people across the world. User experience was front of mind for the launch and the users get a more natural app which also had a lot of new capabilities.

Skype has used a new smooth design pattern for navigations and menus. Once you click the dashboard of the app, several elements bubble in – the navigation slides in from the right and the clouds pop up in the background while your profile picture bounces into view. It’s a lot of simultaneous movement and gives you a very satisfying feel.

3. Evernote

evernote

Evernote is the place to store and make sense of all the notes that would otherwise clutter your desk on post-its or on the back of envelopes. It can even scan images for words, so you can upload a picture of a whiteboard full of handwritten notes and find it later using text search. What impresses me is the simple interface and a good interaction design example with clear logic.

4. Foursquare

foursquare

Foursquare is a location-based recommendation service for restaurants and other places. Through the sister app Swarm, social check-ins are possible in these places. The pull-to-refresh interaction has become a universally-known gesture for smartphone users. Being so universal provides a hidden challenge for app designers: how do we stand out to become one of the best UX mobile apps? Foursquare has embodied a clear simplicity in this detail – a pulsating ring, honing in on your location.

I love how smooth this detail is – the way the ring fills and expands as you pull down, springing to life once released.

5. Hyperlapse

hyperlaspe

Hyperlapse is a recording technique from the area of the time-lapse, in which the position of the camera between the single pictures is changed to allow a movement in the film. In contrast to a simple moving time-lapse (also motion timelapse) – usually camera shots realized on short rail systems – the camera is moved over long distances during a hyperpause.

As one of the best UX apps in 2017, the app is beautifully simple. What better way to onboard someone into a new app than to instantly share some of the beautiful creations they’ll be able to make? Hyperlapse nails this part, highlighting the function of the app in a concise and tasteful way.

Conclusion

All above are the 5 best UX mobile apps. Mobile apps are big business. With more businesses realizing the advantages of a dedicated app, increasingly designers are switching over to a mobile first designapproach because the usability of desktop websites lags well behind the usability of mobile apps. More work needs to be done in the testing phase to ensure that apps, such as the successful ones, be outlined above those commonly-founded ones in the market’s fierce competition.

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Principles & Tips for Designing the Great Mobile User Experience

Mobiles have fundamentally changed the way we live and shaped our everyday activities. With our mobile phones, we can not only access all kinds of content but also accept credit cards, order and purchase, sign digital documents and even lock our front door. These tasks have been simplified thanks to the existence of the smartphone. Mobile phones have many advantages and limitations as well. These strengths and limitations are important aspects of designing the mobile user experience.

1.Small screen

mobile UX design

Despite the mobile UX design trend with a larger screen, it is their small size that makes mobile phones so practical and portable. Compared to desktop or laptop screens, much less space is found on mobile phone screens. Therefore, the screen size is a real limitation of mobile devices. The content displayed on a 30-inch monitor above the fold must be distributed on a small 3-inch screen on five screens. Therefore, mobile users must accept higher interaction costs to access the same information, and rely on their short-term memory to return to information that is not on the screen. It is therefore not surprising that mobile content is twice as difficult to understand.

Whenever you present a new design element or new content on a mobile screen, other things are removed (or disappear under the fold). Consider the opportunity cost of each new item: what does it mean for the user when you remove item B and insert item A? Is element A more important than element B? When designing the mobile user experience, the prioritization of content and functions is crucial.

“Chrome” refers to the elements of the user interface, which are decisive for the use of a page or app. Users who come to a page to find needed information or to do a task can not be scared of the beauty of the buttons, bottom navigation or other design elements. Content should be always interesting in mobile UX design (both on the mobile phone and on the desktop). While content and Chrome can exist side by side on a desktop computer, designers on mobile devices often need to reduce the amount of Chrome to have more space for important content.

This does not mean that Chrome should disappear from mobile devices. It is very difficult to create a usable user interface without Chrome. However, the principle of designing the mobile user experience is that designers have to realize a high content-to-chrome ratio on the mobile screen.

2.Portable = Interruptible

portable

Mobile phones are portable: most fit easily into a handbag and we can take them anywhere. Since we use mobile phones in different contexts and situations, we are more likely to be interrupted while using such devices: an external event in the outside world might require our attention and force us to interrupt our activities on the small screen. The result is that the attention on a mobile device is often fragmented and meetings on mobile devices are short.

In order to design the mobile user experience better, designers should save contexts and make it easy for the user to restore connections to continue a broken task. The mobile app or website should always save the current situation and prepare for such interruptions. In addition, it should try to make the transition back to the app/website as seamless as possible so that the user does not have to repeat any work steps that he had already done before the interruption.

Designing for interrupts does not just mean saving the current state. It also means prioritizing important things and simplifying tasks and interactions. Because the attention is fragmented, you should show users the things they need as quickly as possible. The main content should always come before the details, a simple task can be completed quickly, which is crucial in designing the mobile user experience.

3.Single window

single window

Although some phone manufacturers are attempting to display multiple windows simultaneously on the screen, this type of usage becomes quickly impractical due to the limited size of mobile screens, even with modern phones with a larger screen. The majority of users only see a single window (and therefore a single app or website), the screen can also not be shared (as on a desktop computer) to simultaneously work with two different apps.

Restricting the individual window means that the design of the mobile UX should be independent: any mobile task should be easily done using a single app or a single site. Users should not leave the app (or website) to find information that the app needs but does not provide. Keep in mind that paper and pen can not be used frequently, even when they are available. If users need to transfer information from one app to another, you probably need to copy and paste them (or worse, keep them in memory, which increases the cognitive load), making the interaction more complex and error-prone. Apps and websites should be independent and need no external support, no matter whether they are physical or virtual.

The most important thing to keep in mind when designing the mobile user experience is to make sure it is both useful and intuitive. If the app is not useful, it has no practical value for the user and no one has any reason to use it. If the app is useful but requires a lot of time and efforts, people won’t bother learning how to use it. Good UI and UX designs address design problems.

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Step-By-Step Guide: Essential User Experience Design Skills

What skills are essential for user experience? We wanted to precisely answer this question when we looked at the working methods of the leading usability and conceptual experts. These experts are people from different professions within the interaction design, etc. We find that their individual skills are based on a few general user experience design skills that are indispensable.

Indispensable Skill # 1: Design

Making small sketches is often the best way to make our ideas understandable: How to make a surface look like a basic design? How to make information flow from here to there? How to make the user go from one step to the next?

The experienced designers don’t know much knowledge of this design process. It is not embarrassing to them if their designs are ugly or foolish. They focus on the ideas behind their designs. We don’t want to create Mona Lisa or a perfect work of impressionism.

sketch

We asked our UX professionals how they acquired their user experience design skills. The answer is through practice – in meetings, at the desk, or during the time when waiting for the end of the football training of the children. They constantly draw, scribble and sketch the thoughts that go through their heads. They even write the same sentences over and over again to improve the legibility of their handwriting.

Designing and sketching are not difficult, and they are about learned user experience design skills. And once learned, they become effective components of communication.

Indispensable Skill # 2: Story-Telling

What sets us apart from all other species is our ability to enjoy a good story. We love stories and we adore those of us who can tell the best stories. Stories can inspire and brighten. They can help us get into the people whom we create products for.

All experienced designers have one thing in common that they are great storytellers. It’s one of the key UX design abilities. When we asked them to describe something that they had developed, they were talking not only about the result, but how they had come to it. They told us what problems the application solved, how they convinced their team members to focus on the best and actually promising parts of the application, etc. And they did in such a truly fascinating way.

Like sketching, storytelling is a skill that these people regularly practice. They tell the same story over and over again and watch their audiences. When the audience reacts with the right ideas, they know they have told the story correctly. When the feedback goes in a different direction, they change their story until they get the effect they want to achieve.

Storytelling is, therefore, one of user experience design skills and important for designing a great application: fresh, interesting and most importantly relevant and informative.

storytelling

Indispensable Skill # 3: Criticize

It is very rare to find a usability specialist, who works alone in the quiet chamber. He is usually integrated into a team and works together with others in the planning and development process.

A key component of the cooperation is the insertion and practice of criticism. Outstanding applications come from iterations. The people who are good at criticism can give us constructive feedback and help us better understand what we are trying to do and how we can do it. These people also have the ability to generate great feedback, challenge our thinking processes and make us better problem-solvers.

Criticism directs our focus on how the user can solve problems and move through the application. Criticism is a discussion where the complete environment of the problem needs to be explored, and shouldn’t be just concerned about whether that’s right or wrong.

In user experience design skills good criticism is a stimulating and conducive matter. In the best case, each participant feels that he has learned something and has become more professional. Criticism encourages teamwork and improves our interim results.

Indispensable Skill # 4: Present

presentation

Presenting is one of the core skills of UX design. They constantly present their ideas to their team, manager and director or other usability experts at meetings.

Today, presentations are multimedia events with live action, sound and images. Presenting becomes choreographed performance. If a team has agreed in the concept phase and wants to get an OK from the head of product or department manager, the presentation form has to become more concrete, because these people usually do not have much time, you have to bring the idea over like an elevator pitch. Rapid prototyping tools such as Mockplus helps a lot.

In principle, a presentation is an exercise in creating good user experiences and understanding how to listen to your audience is essential. It is much harder to create and hold a presentation that is not only meaningful but also convincing and engaging, you can rock the hall through it.

Presenting is a performance-based capability that looks simple but is not easy. Improving these user experience design skills makes you an indispensable part of your team and business.

In general, we have mentioned 4 kinds of user experience design skills. The best UX designersare working hard to perfect those communicative skills that help to produce the ever-better product.

Read more:

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The Most Noteworthy Web Design Trends in 2017 ( I )

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Why Digital User Experience Always Has to Come First

Advances in digital user experience design are changing customers’ expectations and enabling them to be more addicted to rich, interactive and engaging digital experiences. As user perception becomes more and more critical, bad designs can no longer act as a stopgap. That is why digital services, especially mobile advertising, provide outstanding templates for evaluating business model.

Today, the importance of digital user experience goes beyond the screen design. Accessibility has become the key to making responsiveness a basic design feature and expecting flashlight towards micro-interaction. Easy-to-buy process, all-round support, and a positive experience for each tiny point have become the key to ensuring customer retention. As a negative example, Facebook makes a large amount of money for mobile advertising, but it’s now giving up further investment in optimizing technical efficiency, which, ruins its entire user experience. Consequently, 40% users turn off the Facebook App during 3 seconds of the unendurable loading time.

Facebook loading slowly

“We wanted to know what people find useful when they look at their friends’ profiles.” says Facebook UX researcher Shivani Mohan. “And what do they not find very useful? When people are going to the profile of a person who is not their friend, we wanted to know the same thing.”

If the page can be loaded fast, this can’t be wrong. But it can’t. It is very often that we confuse digital UX design and UI design. The most common mistake is to take a delicate interface as the best representation of good digital user experience. In fact, interface design or interaction design is only a small part of a much broader category. Digital UX is fundamentally the solution to the relationship between people and technology. With more and more appearance of diversified forms of technology such as wearable devices and VR/AR things, the conception that digital UX equals to interfaces will accelerate to fall apart.

UX VS CX

To thoroughly understand why digital UX design always has to come first, we must also take a deep look into the action promotion where we tend to put the cart before the horse. Actually, digital user experience is the basic nature of design. Then, what is the design that we keep talking about everyday? Generally, design is about making things that people want while promotion is about making people want things. Note that the difference hide in the cores of them, namely product and profit. UX designers need to explore every possible way to optimize product and sometimes they challenge the current habit of consumption. This might be an explanation that we see marketers quarreling with designers. By the way, mature and intelligent marketers never do that because they have learned the full story.

As a matter of fact, making digital user experience the first priority in the design process can benefit a company in many positive aspects:

1.Cultivate customer loyalty in a far more effective way

2.Improve conversion rates while advertising to fans

3.Lower support cost because of users’ habits brought by your painstaking digital user experience design

4.Create a virtuous customer-to-company circle

To reap these benefits, many temptations should be withstood no matter for the giants like Facebook or small businesses. Do remember that design is about making things that people want while promotion is about making people want things. Ask yourself: what is badly wanted by the market? You may finally get your own answer of why digital user experience always has to come first.

Material Design: Why the Floating Action Button is bad UX design

Material Design is a design language introduced by Google a year ago, and represents the company’s bold attempt at creating a unified user experience across all devices and platforms. It’s marked with bold colours, a liberal but principled use of shadows to indicate UI layers, and smooth animations that provide a pretty pretty user experience on Android (and some Google apps on iOS).

One thing about Material Design, however, has bugged me ever since it was introduced last year: Floating Action Buttons.

FABs are circular buttons that float above the UI and are “used for a promoted action,” according to Google. They act as call to action buttons, meant to represent the single action users perform the most on that particular screen.

And because of the bold visual style of Material Design, FABs are strikingly hard to ignore and stand out — and herein lies the problem.

While FABs seem to provide good UX in ideal conditions, in actual practice, widespread adoption of FABs might be detrimental to the overall UX of the app. Here are some reasons why.

They take immersive out of the experience.

FABs stand out visually — they’re literally on top of every other UI element on screen. As such, adding an FAB would automatically result in a UX that is less immersive, particularly affecting apps (or screens) that aim to provide an immersive experience.

The Photos app opens in a gallery view, with a floating search button. But the thing is, when I open a photos app, I just want to… view my photos.

The search FAB thus distracts the user from an immersive photo-browsing experience, which is the primary purpose of the app in the first place. Granted, smart photo searching is a unique function of Google’s Photos app. But does it mean it should be given a top-level, persistent FAB in the app? (I think not.)

Ironically, Google agrees with me. On its Material Design page about FABs, Google explains that “not every screen needs a floating action button.” It then goes on to add that “the primary action is to touch images in a gallery, so no button is needed.” Oops.

They stand out — and stand in the way.

This might feel like another side of the same coin, but there’s another, perhaps more important, implication of the FAB getting in the way. By taking up real estate on the screen, the FAB effectively blocks content.

But hey, the FAB is just a small circular button, right? How much content could it block?

If you look at the screenshot of the Photos app, you’ll realise that the search FAB blocks around 50% of an image thumbnail — definitely large enough to cover a face or two. That’s an additional scroll needed whenever you want to look at every 4th thumbnail of the last row on screen. And that’s not even the worst case.

User dumazy posted on Graphic Design Stack Exchange about a problem he encountered when the FAB blocked the “favourite” star as well as the time stamp on his app screen. This illustrates a problem all apps with list views face, and it becomes especially problematic when the last item on the list couldn’t be scrolled up any further.

This means that an entire column the width of the FAB has to be sacrificed (by repositioning the star button, etc.) to allow for proper usability of the screen.

Hence, while it might not seem like it, the FAB takes up way more screen real estate than its size suggests.

Promoted actions might not be used that often.

When doing UX design, it’s useful to remember the 80/20 rule, which states that users will use 20% of the features 80% of the time. In other words, most effort should be placed on designing the few elements that users will use most of the time.

The FAB actually does just that — theoretically. But what if the “promoted action” just isn’t used that often by users?

Take Google’s Gmail app for instance.

The Gmail app’s FAB is the compose button, suggesting that the primary action users perform is to create an email.

But is that true?

Multiple studies have shown that at least 50% of emails are now read on a mobile device, but little to none show the same shift in terms of composing emails. In other words, as our daily experiences would likely corroborate, most mobile users tend to use their email apps toread emails on the go.

Perhaps a handful would reply on their mobile devices, but that only happens after opening up an email (note that this means they’ll bypass the FAB). This user behaviour, likely caused by the rather imperfect input mechanism of virtual keyboards and autocorrect, means that the primary action users perform is actually reading (and replying) emails, not creating new ones.

So what does the “compose an email” FAB do? On rare occasions, it provides users with delight when they immediately want to compose an email on the go with the app. But on other times, it just takes up screen space, blocks the star button and time stamp, and is a persistent distraction painted in striking red.

Do we need FABs? Scratch that — Do we even want FABs?

Of course, not all applications of the FAB reduce the experience of using Material apps. There are some shining examples of FABs that make sense, and that therefore enhance the UX of those apps.

Maps by Google is a great example of FAB done right. The main action performed by users on Maps is to get directions, so it makes perfect sense for an FAB that does just that.

But consider that Maps is a pretty special case, where the content users are interested in almost always falls at the centre of the screen (where your blue position dot is). In most apps, however, grid or list views mean that users interact with content located everywhere on screen, including where FABs are most commonly located.

Consider also that the screenshots above only tell part of the story: in actual use, these FABs stay where they are even when users scroll (most of the time). As Google emphasised multiple times in Material Design, motion design is as important as UI design. The lack of motion — the persistence in screen space — in the context of moving content creates a higher level of distraction that screenshots can barely show.

So when examples of good FAB implementation are far and few between, it begs the question: do we need FABs?

When we look at the drawbacks of having FABs on apps, we can boil it down to a simple realisation: users don’t only perform actions on apps, they consume content as well (if not more of the time).

The design of the FAB in Material Design is based on the premise that users perform a certain action most of the time, and therefore it should be accorded an elevated status in the form of a persistent, high-level button. But in many apps, users are focused on consuming content just as much (if not more): in the Photos app, users want to view photos; in Gmail app, users want to read their emails; and in the Facebook app, users want to read their friends’ posts.

The FAB is thus a design philosophy (or at least, a design choice) that subordinates optimal content consumption to action-taking. And we need to ask ourselves: is such a trade-off needed? In fact, is such a trade-off wanted?

When FABs result in diminished UX most of the time, when it’s hard to figure out the single most-used action within an app, and when roundabout methods need to be explored (like an FAB that disappears when scrolled, or lists with differently positioned elements), I’d say the answer is a pretty resounding no.

Google’s Material Design is a pretty damn good piece of unified, principled design language, but the FAB, well, just isn’t that fab.

User Experience Model: Measuring And Understanding Behavior of Users

A good user experience is one of the key success factors for digital business models: How do the users discover the website or application? Do they abandon or leave? Do they use them regularly or even recommend to others? These are about the question of the user experience (UX), which can be measured with specific user experience model. Now, let me show you how to do it.

The performance of digital media can be traditionally controlled by technical metrics such as page impressions, retention time, or conversion rates. They can indicate the behavior of the users on the site, but they don’t predict its cross-platform behavior as well as its behavior outside the product. Either good or bad UX will influence not only the direct use of the product usage, it also has an impact on the brand perception and the customer’s behavior. It is, therefore, worthwhile to use the canon of the key performance indicators (KPI) and to raise them regularly. In order to understand the causes and the effects, a user experience model should be used.

In user experience model, the UX construct can be well-defined with a set of indicators. The first part is the user satisfaction towards the product. In addition, the so-called Joy of Use is an important point of reference for a positive experience – with less fun in the sense of entertainment (fun) than pleasure (joy) in the use. It is created when the user can easily and comfortably reach his or her usage goals with the product, when a smooth interaction is created by a seamless change of operation and system feedback, and when information is presented in an innovative, clever way. The greatest joy is the success of the user experience.

1. Overviews of UX Success Factors: Usability, Utility in user experience model

A good UX depends on a set of properties of the user interface. For these KPIs of the UI, the subjective perception by the users is again decisive.

Utility: What is the subjective value of the content and functions for the target group?

Accessibility: How good is accessibility and compatibility? How does the user feel about the performance and loading times? Is the product suitable for its terminal?

Usability: How effective and thus satisfying can users achieve their goal?

Brand promise: How well does the product meet the brand promise and therefore the user’s expectations?

These factors form the basis of user experience model, which should be firstly taken into consideration.

2. UX Testing

There are numerous approaches for UX testing in UX-model. One of the most effective ways is doing a user survey through an online questionnaire. If you ask the right questions in the right way, an efficient, permanent UX tracking can be used as an early warning system for user experience model. When you are planning a UX evaluation, the following points should be considered:

Selection and timing: You should usually randomly invite selected users during or immediately after use. When users are asked for a long time after interacting with the product, the perception of the interviewees falls behind other aspects such as the general brand image.

Profit: Participation in a UX-evaluation should always be incentivized. Especially satisfied and dissatisfied users are always motivated to get rid of their opinions. The best way to make the best use of cash is to use the same fillip.

Survey duration time: The survey should be as short as possible, depending on the involvement of the users, they should not take more than two to ten minutes to complete the survey.

3. Eye Tracking

In addition to the self-assessment of the users in a survey, there are numerous other measuring methods which more or less indirectly reflecting the user experience model:

For example, the eye action of users can be measured using a so-called eye tracker in the user experience laboratory. The behavior of the eye can reflect the user experience of a user and the usability of a user interface. The interpretation, however, is challenging. Thus, for example, the duration until the discovery of certain UI elements can indicate the efficiency of the use. Eye tracking is often used as a standard in the usability testing of apps and websites in the laboratory.

An interesting approach is the measurement of success rates for given use-cases. It can also be done by means of prototypes before a launch. In doing so, a sample where several hundred volunteers involved needs to set online tasks that come from the current website issues. Then you measure the proportion of the successful users as well as the duration to the solution. These results provide clues to usability issues and sub-optimal user experience model.

Conclusion

Depending on the purpose of the application, user experience research thus provides many approaches for the systematic record of the UX-model and the optimization of frontends. The values obtained form the basis for a user-oriented management. And they show out the direction to the user interface. Because a good user experience model with an interactive medium is the basis for customer loyalty, branding and future behavior, such as recommendations or the return – and thus relevant to a sustainable success.

Read more:

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