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Topic Title: E&T magazine - Debate - Is UX (user experience) design important for mobile phones?
Topic Summary: Should UX (user experience) design for mobile phones be secondary to getting the basic functions right?
Created On: 12 November 2014 12:23 PM
Status: Read Only
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 12 November 2014 12:23 PM
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jpwilson

Posts: 76
Joined: 16 May 2007

For:
This house believes that applying UX (user experience) design to mobile phones is secondary to getting the basics of customer needs right.

Against:
This house believes that applying UX (user experience) design to mobile phones should not be secondary to getting the basics of customer needs right.

The argument for:
There's always a danger when a buzzword comes along that everyone will jump on the bandwagon and start using it indiscriminately without putting any systematic thinking into why. What this leads to is a situation where manufacturers will claim that they are 'doing UX design' when all they are doing is bringing to market a gadget which is loaded with gimmicks rather than real innovation. A good example of this is the recently launched phone that says 'ouch' when you drop it on the floor.To me this is just adding bells and whistles, which is the American engineering jargon for something that is completely useless, and where the customer sees no benefit. My worry is that everybody developing products will claim that they are employing UX design, when they are not: when in fact all they have done is gone out into the market to do a little bit of research based on videoing people.

The argument against:
User experience (UX) design is about finding ways to present technology, its features and capabilities, in ways that engage with the user. It also magnifies the speed of the interaction and it seems to anticipate the user's needs. The alternative is where the user has to go through a long, convoluted series of steps, becoming alienated in the process.The concept of UX design has become a bit of a buzzword today in the world of mobile handsets, but the idea goes back a long way. We can point to the PalmPilot as an early success, and before that there were more complicated, more feature-rich, touch-enabled computers such as the Apple Newton. The designers of the PalmPilot thought long and hard about the interactions that the user would actually want on the device, and also about the core requirements that needed to be met. It did this extremely well and the users fell in love with it. So UX actually has a long history.
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