“3 Practical Tips for Product Builders When Designing in an Era of Digital Exhaustion.” Summary

Li, Jacky. “3 Practical Tips for Product Builders When Designing in an Era of Digital Exhaustion.” Medium, UX Collective, 11 Jan. 2020, uxdesign.cc/3-practical-tips-for-product-builders-when-designing-in-an-era-of-digital-exhaustion-47131d933baa.

This article begins with a graph that shows the number one reason why people uninstall mobile apps is because of annoying notifications. It then goes into saying how as a product builder, a successful product is able to stand out from all the noise, and shares three tips about designing for digital wellbeing. The first tip mentioned is “Knowing the current landscape of our mental capacity.” Meaning it is important to think about your target audience’s cognitive capacity in order to make a product that people will continue to use that can blend well  into their daily routine. Tip number two is behavioural design. One way of making an impactful product is using the “Maintain/shift/inspire” framework. This can be done by maintaining a user’s behavior and updating something that will influence users to shift their behavior into doing something else and lasty to inspire users to sustain this way. The last tip the article provides is “The emotional piggy bank.” This serves as a way to empathize with users in a deeper way than interviews and field research. The piggy bank is a way for the builder and user to gain empathy for each other through meaningful conversations that build a deep relationship. The article then ends with two quotes: 

“Each year more than 30,000 new consumer products are launched and 80% of them fail.” — Clayton Christensen

“And out of the $4 trillion global technology spend that does successfully make it to production, “at least 67% of those efforts are either scrapped, or end up being under whelming with low-to-negative ROI.” — Gianni Giacomelli

The three tips, and more from this article helped me understand a few ways to create a better user experience for digital media. 

 

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