User experience is defined as the satisfaction an average user gets from a product. It is important to understand the context, or environment and circumstances, surrounding the product and user to identify the typical user and their needs. Only then can you design a product that provides a good user experience. For example, an aesthetic clock may provide a bad experience for travelers in an airport who need to quickly see the time, but a good experience for hobbyists in an art gallery who just need to know the time. The context and needs of the typical user must define the user experience design.
4. Average User 80% of the target user with similar needs, a Typical User Typical User for Blackberry phone are executives User Experience Blackberry Users
18. Current Product Product Aesthetic clock Context Airport User Traveler Need Minute detail hh:mm / Clear Analog User Experience Bad
19. Current Product Product Aesthetic clock Context Sport Stadium User Crowd watching the game Need Precise seconds detail hh:mm:ss User Experience Bad
20. Current Product Product Aesthetic clock Context Art Gallery User Artist / Hobbyist Need Just Time User Experience Good
21. Conclusion: Context and typical user define the User Experience Context- User UX Airport-Traveler Bad Stadium-Crowd Bad Gallery-Hobbyist Good
22. User Experience - Live Example Based on the Presentation Can you think of any?