push the limits of what it can do. ! Willing adopters Tempted to use something more sophisticated, but they're not comfortable playing with something entirely new. ! Mainstreamers Don't use technology for its own sake; they use it to get a job done.
attitudes, and emotions about using a particular product, system or service. User Experience includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. Source: http://en.wikipedia.org/wiki/User_experience
is the process of enhancing customer satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction between the customer and the product. Source: http://en.wikipedia.org/wiki/User_experience_design
focus on creating a unique experience that guests could not get anywhere else. This focus on making as many special moments as possible resulted in happy (and repeat) customers. Human beings retain bad memories more than good, so providing happy moments results in people revisiting in a desire to relive or recapture those special moments. Source: http://uxmag.com/articles/walt-disney-the-worlds-first-ux-designer
better, more useful products, we need to stop designing solutions too early and start instead with product discovery: a process that helps us understand the problem properly so we don’t just design things better, but design better things. Usable yet Useless: Why Every Business Needs Product Discovery, by Rian van der Merwe Source: http://alistapart.com/article/usable-yet-useless-why-every-business-needs-product-discovery