When Twitter‘s platform lead Ryan Sarver sent out a missive to developers last week telling them to stop building Twitter clients, he argued that users should rely on the “official” Twitter apps. Sarver maintained that, indeed, most users were already doing so: “According to our data, 90% of active Twitter users use official Twitter apps on a monthly basis.”
That assertion caught the attention of Sysomos, as Twitter’s data seemed inconsistent with some of the analysis that the social media analytics company has done of the Twitter ecosystem.
So Sysomos took a sample of 25 million tweets from Friday March 11. That data shows that 42% of tweets were made by unofficial apps – more than four times the figures that Twitter claims.
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Which Unofficial Apps Are Popular?
Sysomos notes that among these unofficial apps, the most popular are TweetDeck, UberSocial and Echofon, all owned by UberMedia, a company that ran into trouble with Twitter last month when two of its apps, UberTwitter and Twidroyd were suspended.
Despite the strong showing of the UberMedia clients here, it’s worth pointing out that these stats put the popular TweetDeck at just 5.5% of total tweets, down from 19.9% in its June 2009 report.
Why Are Sysomos’ Numbers Different From Twitter’s?
Sysomos says that the “disconnect” between its analysis and Twitter’s claims probably comes from the way in which these figures were calculated. Sysomos has presented the client usage here based on the total number of tweets on March 11. Twitter’s numbers comes from the total number of users.
It may be that the users who are on Twitter’s official apps aren’t as active as those who are using the unofficial ones. That’s not terribly surprising considering that these apps tend to offer more features than you can find via Twitter’s website – they offer analytics, better notifications, and integration with other social media services, for example.
Even though the Sysmos analysis shows that there is still strong usage of unofficial Twitter apps, that number may be steadily on the decline. The June 2009 study found that 55% of tweets were made on these apps, while Friday’s figures now put unofficial app usage at 42%. As Twitter improves its own mobile and web offerings, this trend will continue, helped on by what seems to be a strong stance from Twitter that it will be so.
For this year’s SXSW festival, CNN debuted a new platform for journalism to combat the sort of technological hearsay that festers in the world of social media. The way CNN sees it, the best way to keep your website relevant amongst the ever-changing #sxsw Twitter feed is to make its CNN.com into its own sort of social media outlet.
In collaboration with the Barbarian Group (which of course created the CNN.com T-shirt application a few years back), the cable news network is launching “Open Stories,” with SXSWi appropriately enough as its first topic for reportage. By utilizing its 750,000 active “reporters worldwide,” CNN is putting their stories in the hands of the public, creating a living, breathing story that changes as the news comes in. The first Open Story is posted to CNN’s site currently, and it features maps, pictures and real-time updates as the hoopla is Austin continues for the next week.
The site’s flexibility allows for personal video updates and commentary, live CNN video across devices and smart content playlists that users can use to switch between media devices. Right now, it’s obviously a work in progress, but we suspect anyone with the CNN mobile app and smartphone who has a B.A. is journalism might find the opportunity too sweet to pass up. Maybe if it’s accurate enough, CNN will just cut costs and get rid of all of their actual reporters. After all, CNN: The Blog might reach that Generation Y consumer where cable TV doesn’t.
A lot of designers seem to be talking about user experience (UX) these days. We’re supposed to delight our users, even provide them with magic, so that they love our websites, apps and start-ups. User experience is a very blurry concept. Consequently, many people use the term incorrectly. Furthermore, many designers seem to have a firm (and often unrealistic) belief in how they can craft the user experience of their product. However, UX depends not only on how something is designed, but also other aspects. In this article, I will try to clarify why UX cannot be designed.
Heterogeneous Interpretations of UX
I recently visited the elegant website of a design agency. The website looked great, and the agency has been showcased several times. I am sure it delivers high-quality products. But when it presents its UX work, the agency talks about UX as if it were equal to information architecture (IA): site maps, wireframes and all that. This may not be fundamentally wrong, but it narrows UX to something less than what it really is.
The perception might not be representative of our industry, but it illustrates that UX is perceived in different ways and that it is sometimes used as a buzzword for usability (for more, see Hans-Christian Jetter and Jens Gerken’s article “A simplified model of user experience for practical application”). But UX is not only about human-computer interaction (HCI), usability or IA, albeit usability probably is the most important factor that shapes UX.
Some research indicates that perceptions of UX are different. Still, everyone tends to agree that UX takes a broader approach to communication between computer and human than traditional HCI (see Effie Lai-Chong Law et al’s article “Understanding, scoping and defining user experience: a survey approach”). Whereas HCI is concerned with task solution, final goals and achievements, UX goes beyond these. UX takes other aspects into consideration as well, such as emotional, hedonic, aesthetic, affective and experiential variables. Usability in general can be measured, but many of the other variables integral to UX are not as easy to measure.
Hassenzahl’s Model Of UX
Hassenzahl’s “Model of User Experience”.
Several models of UX have been suggested, some of which are based on Hassenzahl’s model. This model assumes that each user assigns some attributes to a product or service when using it. As we will see, these attributes are different for each individual user. UX is the consequences of these attributes plus the situation in which the product is used.
The attributes can all be grouped into four main categories: manipulation, identification, stimulation and evocation. These categories can, on a higher level, be grouped into pragmatic and hedonic attributes. Whereas the pragmatic attributes relate to the practical usage and functions of the product, the hedonic attributes relate to the user’s psychological well-being. Understanding the divide can help us to understand how to design products with respect to UX, and the split also clarifies why UX itself cannot be designed.
Manipulation
Hassenzahl explains the hedonic and pragmatic qualities with a hammer metaphor. The pragmatic qualities are the function and a way for us to use that function. However, a hammer can also have hedonic qualities; for instance, if it is used to communicate professionalism or to elicit memories. (Image: Velo Steve)
In this model, the pragmatic attributes relate to manipulation of the software. Essentially, manipulation is about the core functionalities of a product and the ways to use those functions. Typically, we relate these attributes to usability. A consequence of pragmatic qualities is satisfaction. Satisfaction emerges if a user uses a product or service to achieve certain goals and the product or service fulfills those goals.
Examples of attributes that are typically assigned to websites (and software in general) are “supporting,” “useful,” “clear” and “controllable.” The purpose of a product should be clear, and the user should understand how to use it. To this end, manipulation is often considered the most important attribute that contributes to the UX.
Identification
Although manipulation is important, a product can have other functions as well. The first of these is called identification. Think about it: many of the items connected to you right now could probably be used to get an idea of who you are and what you care about, even though some of them would be more important or descriptive than others. The secondary function of an object is to communicate your identity to others. Therefore, to fulfill this function, objects need to enable users to express themselves.
The growth of social media can be explained by this identification function. Previously, we used personal websites to tell the world about our hobbies and pets. Now, we use social media.
Facebook, blogs and many other online services help us to communicate who we are and what we do; the products are designed to support this identification need. MySpace, for example, takes advantage of this identification function; it allows users to customize their profiles in order to express themselves. WordPress and other platforms let bloggers select themes and express themselves through content, just as users do through status updates on Facebook, Twitter and all the other social platforms out there.
Stimulation
Gmail notifies users when they forget to attach a file to an email.
The Pareto principle, also known as the 80-20 rule, states that 80% of the available resources are typically used by 20% of the operations. It has been suggested, therefore, that in traditional usability engineering, features should have to fight to be included, because the vast majority of them are rarely used anyway.
This is necessarily not the case with UX, because rarely used functions can fill a hedonic function called stimulation. Rarely used functions can stimulate the user and satisfy the human urge for personal development and more skills. Certain objects could help us in doing so by providing insights and surprises.
From this perspective, unused functions should not be dropped from software merely because they are used once in a blue moon. If they are kept, they could one day be discovered by a user and give them a surprise and positive user experience. As a result, the user might think “What a brilliant application this is!” and love it even more.
In fact, this is exactly what I thought (and found myself tweeting) when Gmail notified me that I had forgotten to attach the file I’d mentioned in an email. If you do a Twitter search for “gmail attachment,” you’ll probably find many otherswhofeelthesame.
Furthermore, I think “Pretty cool!” when YouTube enhances its presence by modifying its logo on Super Bowl Sunday (or Valentine’s Day). I also discovered something new when MailChimp’s monkey whispered, “Psst, Helge, I heard a rumor…” and linked me to a Bananarama song on YouTube. There are many examples, but the best “stimulating” functions are probably those that are unexpected but still welcome (like the Gmail notification).
Evocation
Souvenirs tend to have weak manipulative qualities, but they can be evocative when they elicit memories. (Image: meddygarnet)
The fourth function that a product can have, according to Hassenzahl’s model, is evocation, which is about recalling the past through memory. We enjoy talking and thinking about the good old days (even yesterday), and we want objects to help us with this. Even weird, dusty and practically useless souvenirs (with weak manipulative qualities) have evocative function because they help us to recall the past.
In design, we can certainly give a website a vintage look and feel to remind us of our childhood, high school or the ’60s… or the ’30s. But even websites with a modern and minimalist design can have evocative attributes. For instance, don’t Facebook and Flickr (by way of their users and your friends) provide you with a huge number of pictures from the past, some of which are highly evocative?
Thus, UX Cannot Be Designed
The MailChimp monkey’s words will probably appeal to some users more than others.
Having said all this, why is it argued that UX cannot be designed? It’s because UX depends not only on the product itself, but on the user and the situation in which they use the product.
You Cannot Design the User
Users are different. Some are able to easily use a website to perform their task. Other simply are not. The stimulation that a product provides depends on the individual user’s experience with similar products. Users compare websites and have different expectations. Furthermore, they have different goals, and so they use what you have made in different modes.
Think about it: when judging the food and service at a restaurant, you will always compare what you experience to other restaurants you have been to. They have shaped your experience. Your companions compare it to their previous experiences, which are certainly different from yours. The same goes for software, websites and apps. Evocative qualities vary even more, simply because all users have a unique history and unique memories.
You Cannot Design the Situation
UX also depends on the context in which the product is used. A situation goes beyond what can be designed. It can determine why a product is being used, and it can shape a user’s expectations.
On some occasions, you may want to explore and take advantage of the wealth of features in WordPress. In other situations, the same functions may make things too complex for you. On some occasions, you may find it totally cool that the MailChimp monkey tells you randomly that, “It’s five o’clock somewhere,” but in other cases it would feel entirely weird and annoying, because you are using the application in a different mode.
Furthermore, UX evolves over time. The first time a user tries an application, they may be confused by it and have a slightly negative experience. Later, when they get used to it and discover its wealth of features and potential and learn how to handle it, they might get emotionally attached to it, and the UX would become more positive.
We Can Design For UX
Are roller coasters fun, thrilling and exciting or just breathtakingly scary? It’s hard to tell. (Image: foilman)
Many designers label themselves “UX designers.” This implies great confidence in the capabilities of the designer; it suggests that the user experience can be designed. But as explained, we cannot do this. Instead, we can design for UX. We can design the product or service, and we can have a certain kind of user experience in mind when we design it. However, there is no guarantee that our product will be appreciated the way we want it to be (again, see Hassenzahl). We can shape neither our users’ expectations nor the situation in which they use what we have designed.
It is certainly possible to have a fairly good idea of the potential ways a user will judge what we make, as Oliver Reichenstein points out. Movies, rhetoric and branding demonstrate as much: they predict certain experiences, and they often achieve their goals, too.
However, a thrilling movie is probably more thrilling in the theater than at home, because the physical environment (i.e. the UX that shapes the situation) is different. In the same way, the effectiveness of an advertisement will always depend on the context in which it is consumed and the critical sense and knowledge of the consumer (i.e. the user’s prior experience). The commercials are designed to elicit certain experiences, but their level of success does not depend solely on the commercials themselves.
The difference between designing UX and designing for UX is subtle but important. It can help us understand and remind us of our limitations. It can help us think of how we want the UX to be.
It has been suggested, for instance, that UX is the sum of certain factors, such as fun, emotion, usability, motivation, co-experience, user involvement and user engagement (for more, see Marianna Obrist et al’s article “Evaluating user-generated content creation across contexts and cultures”). In turn, we must address some of these factors when we design for UX, depending on how we want our product to be perceived. If we want an application to be fun, then we need to add some features that will entertain; a joke, a challenging quiz, a funny video, a competitive aspect or something else. We should keep in mind, however, that, as designers, we can never really predict that the application will be perceived as fun by the user. Users have different standards, and sometimes they aren’t even willing to be entertained.
Extra Credit: How To Design For UX
Peter Morville’s “Facets of User Experience.” (Image: Semantic Studios)
Understand UX
If we want to design for UX, then we need to understand what UX is all about. For example, knowing which variables make users judge a product might be advantageous, and Hassenzahl’s UX model is one such model for this.
Other models have been suggested as well, such as Peter Morville’s “seven facets of user experience.” Here, UX is split into useful, usable, desirable, findable, accessible, credible and valuable. As you may have noticed, these facets fit Hassenzahl’s model pretty well: useful, usable, findable, credible and accessible could all be considered as pragmatic (i.e. utilitarian and usability-related) qualities, while desirable and valuable would qualify as hedonic (well-being-related) qualities.
As mentioned, UX has also been viewed as the sum of particular factors. Other models have been suggested as well, some of which are linked to at the bottom of this article.
Understand Users
Following this, we need to understand our users. Traditional methods are certainly applicable, such as user research with surveys, interviews and observation. Also, personas have been suggested as a means of designing for UX, as have UX patterns. Smashing Magazine has already presented a round-up of methods.
Exceed Expectations
Finally, give users what they want — and a little more. In addition to enabling users to use your service effectively and efficiently, make them also think, “Wow, this application is genius.” Exceed their expectations desirably. If you do so, they will use your website or app not because they have to but because they want to.
Other Resources
To learn more about UX, you may want to read the following:
Ecommerce juggernaut eBay this morning announced that it is making it free to list up to 50 items per month in auctions at any start price, and free to add the “Buy it Now” option to those listings.
In related news, eBay is reducing Final Value Fee rates for Store and Fixed Price sellers (on July 6, 2011), and will apply the Final Value Fee to the total amount of a sale to encourage sellers to give buyers more options for low-cost or even free shipping.
That should be good news for buyers, but not so much for sellers as eBay will take a larger commission from merchants that charge for delivery.
I’m writing from a Jetblue flight from Austin back to Silly Valley, it’s a great chance for me reflect on what happened in the last few days at SXSW and sober up both from last night’s party and the excess of stimuli –they both require some detox. First of all, this is the type of event people love talk about when they’re there, but those who aren’t there may find the noise excessive. I’ll try to boil down the key things I observed, caveat, this is just one person’s perspective, leave a comment with your experience.
SXSW, Bigger Than Ever
Attendance was up, many rumored that it was up around 30% over last year, which was also growing. There were so many events and panels that even spilled out of the traditional convention center to neighboring hotels some as far as 6+blocks up hill at the Sheraton. The attendees trend a similar look: often younger than older, stylish glasses, blinking device in hands, the occasional ironic tattoo, and glossy shimmer of sweat from last night’s drinking binge.
Panel Content: Hit or Miss
While I didn’t attend many panels, several folks mentioned to me the quality of content in panels was very hit and miss, often dependent on the quality of the moderator to draw out insights and guide the panel. Because SXSW deploys the scalable way of voting up panels to determine who will speak this leads to panels that have popular speakers (but that doesn’t guarantee the best speakers) or topics that are liked by the mainstream. Fortunately, given the vast assortment of panels, the opportunity to find niche topics is available, providing you can easily get to the physical location. Colleague Susan Etlinger blogs how Deb Schultz lead an insightful session on the ‘manners’ of the internet and social web. I think it was Robert Scoble who said that the best content at SXSW will just appear on blogs later, so Ill continue to keep a watch out for the panels that were a “hit”.
Yet Parties, Events, and Dinners Galore
There were many, many parties and events, even during the day. During the evening there were several events, parties, and dinners all happening consecutively. In particular, the Social Business crowd was assembled around the All Hat (pics) even held by David Armano and Richard Binhammer off campus, the Corporate Social Strategists and those that serve them were present, this was the market I serve, and was glad to see them all. To me this was the best event, as it was off campus, a mixture of dialog, meet and greeting, and good food and music, great mixer. I heard that the SocialMedia.org (formerly SMBC) event was a great mix for Corporate Soicial Strategists who glean a lot of value from peer to peer interactions.
Influencer Outreach: Samsung, Chevy, AMEX, Apple, Pepsi.
One of my mottos is to ABR (Always be Researching) and I did just that for clients. In fact, several a few brands were present, and sought to reach this influencer and early adopter crowd, notables include:
Samsung hosts bloggers, and showcases electronic products. I spent time in the Samsung blogger lounge, which was well attended by influencers, and featured product demos and their tweeting fridge. One nice treat was Guy Kawasaki was giving away signed books, Enchantment, (which I read and recommend) at the blogger lounge. Also, Samsung brought the social media space to their own devices and worked with Jess3 an information design firm to showcase hand-selected curated tweets in their large airport-styled screens for passerbys to see what the zeitgeist was of the event. I even was a panelist in an impromptu “unpanel” on the topic of curation.
Chevy doubles down on this influencer market. Last year, Ford had a strong presence at the event, which likely drew the interest of General Motors, who I learned was the sole exclusive sponsor for the show, I’d estimate that buy out certainly be in the millions as they had integrated branding, product demos, charging stations, sponsors of the Techset party, and had inter-city rides available to anyone using their vehicles. Ford was not present this year, nor other auto-manufactures. See Twitter exchange between myself and Scott Monty who commented on spending, here, here, and here.
Apple pops up a store in downtown. Apple assembled a “pop up” store in downtown where lines went around the block to purchase the iPad 2 and hours extended to the wee hours of the night. The store was a former Gold’s gym, and was assembled virtually overnight to serve this specific market. I saw several proud owners of this shiny device with colored covers touting their purchase at a variety of venues, it was the hot physical product (see friend David Berkowitz with his orange topped one). I experimented with it and believe the features to be evolutionary, but not a major upgrade, that being depending on new software to emerge to take advantage of the cameras such as augmented reality gaming, or new forms of video conferencing.
Pepsi tells their story. Other notable brand out-reach booths was Pepsi’s touchdown station that let people recharge and learn about the variety of products. Clearly an influence play, as Pepsi as a lifestyle brand isn’t directly related to ‘interactive’ that SXSW sports.
No Technology Winners –Although “Intimate” and “Hyper Local” are Trends to Watch. I was at SXSW when Twitter, Foursquare ‘broke out’ in previous years, yet this year there were no clear winners our ‘breakout technologies’ that I saw from the space. Why? There’s an over saturation of products due to low barriers to entry –while innovation certainly isn’t stifled the number similar or ‘like’ products is hard to swallow.
The closest to it was SMS chat tools with a small social group of friends like GroupMe and Beluga were being used by this early adopter crowd, even the press picked up on some of these trends (thanks Julie Viola for the link). Secondly, I asked my network what technologies to watch for and saw some adoption of local Q&A tool LocalMind (screenshot from iPhone). This tool allows you to ask very specific question “where are the cleanest restrooms in this hotel?” and it shows it on a localized map.
In both of these new toolsets, they are less about mass broadcasting to your network like Twitter and blogs, but are more about intimate discussions with your most immediate circle and localized content down to the building that you’re present at.
So that’s my perspective: This year, SXSW was great for networking. New technologies trend towards smaller personal networks and hyper localized content, but I didn’t see any clear winners, at least from my limited perspective.
Please leave a comment or link to your experience so we can share what we heard.