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Copyright Š 2018

All Rights Reserved.

ISBN 978-1-387-56776-8

All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic, or mechanical, including photocopying or recording, or by an information storage and retrieval system, without permission in writing by the author.

All translations of this work must be approved in writing by the author. First Edition


Table of Contents Preface Introduction Chapter 1


Elements of Ux Chapter 2


User and Customer persona Chapter 3


Ux with brand Chapter 4


How Ux works in your products or services Chapter 5


How Ux and Cx will drive your business? Chapter 6


Values that Ux provide Chapter 7


Design that’s One Step Ahead of You


Preface “Ux parachute will save your products or services from a great fall, and gives you an opportunity to explore the user experience like never before”


Introduce the era of “User Experience” and also simplify






implementation into your products or services. Then

we will dive deep into this particular topic “User Experience”. Now a days “Ux” is in hype, from the start-up to fortune-500 companies wants to hire a “UX Designer”, and they are ready to pay a salary beyond your expectation. So you might be thinking, what the heck is “Ux Designer”? And what they do? As an entrepreneur you might be thinking, why should I hire an “Ux Designer”? What will be the ROI (Return on Investment) of that employee? So, here I’m going to reveal all the myths and reality of “Ux” and use of it’s in your products or services.


Where you will get to know about the emotions and attitudes about using a particular product, system or service. It includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. We should also distinguish UX and UI. According to the definition of usability, it is a quality attribute of the UI, covering whether the system is easy to learn, efficient to use, pleasant, and so forth. Again, this is very important, and total “User Experience” is an even broader concept. After that I’ll shortly explain an overview about the “Customer Experience” which is a fairly new concept and it's exciting to see it getting awareness in business and commerce. Customer Experience covers all types of interactions that customers have with your brand.

Here I want to help you to understand the broader concept of User Experience and Customer Experience and explore it like never before—let’s roll. SAIKAT ROY.




Ow a days almost everybody is confused by a term “UX” & “UI” design, So what is “UX” & “UI” design? There are so many people thought that these are same things,

which is not. In this E-book I’ll simplify all the features of “Ux”& “UI”, and how to implement the “Ux” design process into your project & business as well. “Ux” which is known as “User Experience Design“ or “UXD” is the intangible design of strategy that brings us to a solutions. Ux design key elements are look, feel & usability, which makes a great products.

UI which is known as “User Interface Design” or “UI” is the outer layer of a system, UI design key element are input & output of that system, where the users can use that interface to accomplish the tasks. First of all, we have to know the basic requirements to launch a new product or service, according to that we will jump into the process and decide how to implement User Experience and what are the benefits and outcome of it, which has been discussed below.


In 1993-1996, Apple’s Former user experience architect Donald Arthur Norman invented this term “Ux” or “User Experience Design” much of Norman's work involves the advocacy of usercentered design. Which is based on the needs of the user, leaving aside what he deems secondary issues like aesthetics. Usercentered design involves simplifying the structure of tasks, making things visible, getting the mapping right, exploiting the powers of constraint, designing for error, explaining affordances and seven stages of action. “User Experience Design” shapes your business needs, user needs & product design process as well. Creating a good user experience is often the key to a product’s success.


After all, how many customers will give a product or service a second chance if their first experience was a bad one? If you’re involved in creating a product, it pays to design each aspect of the user experience so that your customers come away satisfied and delighted. Of course, Ux design has many facets; trying to learn everything at once, it’s easy to get overwhelmed. “User Experience Design” can be delivered through design and services, it’s all about the customers & users satisfaction that we are providing them through our products or business which creates an impact to their daily life.

“User Experience Design” is all about creating an empathy ecosystem for the users or customers. Whereas, “User Interface Design” is all about the usability or functionality of a product or system. Now a days, the products and the services became virtual which is accessible for everyone, so according to that the product should be designed in that way, which have a great “User Empathy” and “Functionality”. Then the product became userfriendly for everyone.


There are so many questions to answer… • What the “Ux Designer” do? • What’s his job profile? • UI/UX designers, what they do? And so on… So, basically “Ux Design” is not a single step process, the designer requires multidisciplinary skill sets to execute the job. “Ux Designers” are the advocate between the users and the organization, for whom they are working. Many projects start without a clear sense of the final Objectives. The basic project “goal” may be known, but often the business goals and user goals are not articulated or shared. Additionally, the goals of a company don’t always play nicely with user goals. This leads to designs that either frustrate users or don’t align with business needs. What is the solution? The “Ux Designer” should identify all goals up front, and resolve conflicts early on. Conduct interviews with stakeholders and Clevel executives at the start of a project to learn their expectations. Then compare user goals and business goals, to help identify conflicts and create applicable design solutions. As I told you guys before “Ux” & “UI” are completely different things from each other, So UX ≠ UI. 9

The so called “UI/UX” designers are actually a “Font- End UI Developers” they used to develop the style sheet of the UI by using material css, Bootstrap etc.

In “User Experience” there are few things you should know, • HCI (Human Computer Interaction). • Utility. • Marketing. • Accessibility. • Human Factor. • Usability. • Design. • Ergonomics. • System Performance.


One Big Family • UX (User Experience) • IA (Information Architecture) • IXD (Interaction Design) • UI (User Interface) • UCD (User Centered Design) • HCI (Human Computer Interaction)


User Experience Design: As we discussed before, UX design is all about creating a user-friendly eco-system of a products. Where we can collect qualitative data. Focus groups and Contextual inquiries are the elements of qualitative data which will helps to find out “Why?”

1. That why people needs your product? 2. And how it will helps them in their daily life to execute a task?

Information Architecture: In IA the content will be logically grouped, so that flow of information digest to the user, through card sorting, IA validation, content mapping & auditing the information’s are grouped according to that process so, the access of information’s will easy for the users.

Interaction Design: In IXD the user can interact with the products with the help of objects, triggers & the response which is an output of interaction design process is done through a basic model,

Object + Trigger + Response = Interaction.


User Interface: UI is the surface of the visual design where, the user can execute the tasks according to their goals, it defines the product surface of the functional specs. It’s also define the aesthesis of the product. A visually appealing design is perceived to be easier to use. UI provides the smoothest experience for users to achieve their goals.

User Centered Design: UCD is about Research, Design & Evaluation it’s an iterative process where according to the requirements the system is continuously changed. UCD is existing situation to preferred situation.

Research: User Needs, Business Needs & Prioritize. Design: Information Design, Interaction Design, Visual Design.

Evaluation: Testing & Feedback.


Human Computer Interaction: HCI is a field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. It encompasses multiple disciplines, such as computer science, cognitive science, and human-factors engineering. It focuses on the way that interactions between human beings and computers interact to ever increasing levels of both complexity and simplicity.

Customer Experience: In commerce or business, “Customer Experience� is the product of an interaction between an organization









relationship. It’s a fairly new concept and it's exciting to see it getting awareness. CX covers all types of interactions that customers have with a brand. ... My guess is that people put an equal mark between the user and the customer.

User = Customer. Ux design = Cx design.


Chapter 1 Elements of Ux:


ser Experience Design is about gathering the user data and analyze them, by creating user personas. Where we are going to breakdown the entire process of “User

Experience Design”. The user experience of a products or services is specific. It is the experience that a user or customer has when they interact with that Product or service. There are three elements of “User Experience Design” psychology, science & art. They define…

• Psychology: The way it makes you feel. • Science: The way it works. • Art: The way it looks.


User Experience 6D phase: • Discover. • Define. • Design. • Develop. • Deploy. • Drive. Fundamental of good designs are Affordance, Signifiers & Feedback. These will helps the users to understand, the functional and non-functional requirements and also improve the user’s ability to complete their tasks. 16

Affordance determine just how the things could possibly be used. For example, even if you've never seen a coffee mug before, its use is fairly natural. The handle is shaped for easy grasping and the vessel has a large opening at the top with an empty well inside.

Signifiers sounds that communicate what actions are possible and how they should be done. For example, If we take a linguistic example, the word 'Open' (when it is invested with meaning by someone who encounters it on a shop doorway) is a sign consisting of: a signifier: the word open; a signified concept: that the shop is open for business.

Feedback is sending back to the users information about what system input has occurred. It’s about to help our users translate their intent into action.


Where As, products should be something which is innovative, useful, aesthetic, understandable, unobtrusive, honest, long lasting,& user-friendly as well, which makes a great “User Experience” to the users. The main goal in “User Experience Design” is to make the design timeless, make it look expensive & also create an interesting things happens in the interface. For example: aesthetically pleasing objects appear to the user to be more effective, by virtue of their sensual appeal. This is due to the affinity the user feels for an object that appeals to them, due to the formation of an emotional connection with the object.

User Experience Design is an important element when generating ideas for human-centered opportunities. People can more easily relate to a product, a service, a system, or an experience when they are able to connect with it at a personal level. Life is unenjoyable without appreciating what we do, and it is human intuition to seek pleasure.” The idea of incorporating pleasure into products is to provide the buyer with an added experience.


Chapter 2 User and Customer persona:


persona is a representation of a user, typically based off user research and incorporating user goals, needs, and interests.

“The persona is the voice of the user.” Marketing personas are focus on demographic information, buying







preferences, marketing message, media habits and such. They are typically described as a range (e.g., 30—45 years old, live in India), and explain customer behavior but do not get to the why behind it. Marketing personas are good for determining what types of customers will be receptive to certain products or messages, or for evaluating potential ROI of a product. What they are not good for is for defining a product or service – what it is, how it will work, and how it will be used; or for prioritizing features in a product or service.


Proto—personas are used when there is no money or time to create true research—based personas – they are based on secondary research and the team’s educated guess of who they should be designing for. According to Cooper, using a proto— persona to drive design decisions is still better than having no persona at all — though of course they should be validated with research!

Design personas are focus on user goals, current behavior, and pain points as opposed to their buying or media preferences and behaviors. They are based on field research and real people. They tell a story and describe why people do what they do in attempt to help everyone involved in designing and building a product or service understand, relate to, and remember the end user throughout the entire product development process. Design personas are good for communicating research insights and user goals, understanding and focusing on certain types of users, defining a product or service, and avoiding the elastic user and self—referential design. Scenarios, meanwhile, give a persona context and help us understand the main user flows. A scenario tells the story of how the product will be used in the future. It is guided by persona needs and goals, rather than by system features and capabilities.


The scenario’s context helps elicit and prioritize requirements. Personas are built by first conducting one-on-one interviews with a wide demographic of the targeted audiences. Patterns in the data gathered from the interviews begin to emerge after approximately 30 interviews for a typical project focused on one brand or product. These interviews work best when conducted in-context, such as the respondent's home or place of work. This way, ethnographic research techniques may be employed to gather information about the users' environments, providing insight into their behaviors, motivations, and attitudes that may not otherwise be uncovered in a survey, focus group, or one-on-one interview in a market research facility. Typically, the researcher begins with a broad conversation that ultimately narrows in on the use of specific products or services. 21

Analysis is then conducted on the research data over the course of one to two weeks. The researchers identify extremes in user behavior and group similar respondents together. Patterns of behavior define each user type and provide a clear understanding of how they relate to each other within the extremes.

The first step is to define the customer lifecycle and understand all of the corresponding touch points. Each touch point will have a corresponding key department that must understand the personas in order to provide an optimal customer experience.


Getting buy-in from leadership within each department early in the persona process is key to socializing the personas—spreading the knowledge







organization. Widening your target doesn’t improve your aim. To create a product that must satisfy a broad audience of users, logic will tell you to make it as broad in its functionality as possible to accommodate the most people. Logic is wrong. When you design for your primary persona, you end up delighting your primary persona and satisfying your secondary persona. If you design for everyone, you delight no one. That is the recipe for a mediocre product. If a company is collecting behavioral or qualitative data on its customers, it can spend some time and money mining that data to get a strong understanding of who its customers are and why they do what they do. Such data can help to inform the persona research and can reduce the costs.


Chapter 3 Ux with brand:


hen we think about branding in our present setting, our minds probably go more quickly to logos and slogans than to fear-inducing pirates. But even those concepts

are only the beginning of what brand means today. A brand is the representation of the product: something that identifies it in a recognizable way. This could be a name, a logo, colors, writing style, or other media forms such as sound marks. A brand is the product’s reputation, which creates certain customer expectations about the product. Building an emotional connection with users, conveying identity or personality. In other words, once customers recognize the brand representation, they also project specific attributes onto the product — maybe that it will be high quality, healthy, or allow them to be seen as trendy or fashionable. “Popular theory states that about 80% of people’s attitude towards a brand is based on emotion and 20% is rational, decisions are often based on feel then backed up with facts”.


If a website is frustrating to use, what will you think of it? You may well think they don’t care about making things easier for you, which will taint the perception you have of them. Now when you see or think of that company, you will likely think of any bad experiences you’ve had. At the same time, in the field of UX, we’re analyzing, researching and designing digital products that ultimately aim to make brands and their products a pleasure to use. Great UX creates positive feelings, while bad UX makes people angry. Your perception of that company has changed because of the user experience. Similarly, if you’ve had a wonderful experience with a website, you now have a more positive association of that brand. Imagine what would have happened if any of those companies compromised on their user experiences. User Experience as Branding Example: Apple


focuses on the user experience in everything they do, even right down to the way they package their products so the experience of opening them is the best it can be. It’s easy to think of them as giants now, but they had to start somewhere and they started with great







Remember how important the user experience is to branding on your next project. By doing so will also make the user experience true to the brand values. On the other hand, the user experience you design will contribute to forming a brand.

• Hierarchy of UX: The relationship between brand and Ux can be seen in the hierarchy of Ux.

1. Brand. 2. Friction and Flow. 3. Predictability. 4. Consistency. 5. Viability.


A fully realized brand should set expectations through a purpose, create







experiences, enable behaviors and lifestyles, and inspire social connection.

Now you already know how important a great user

experience is, but hopefully now you know the role it plays in branding and how you can use existing brands to create an appropriate user experience or use it to help define a brand. Either way, it plays a key part.

“UX dramatically impacts the way your brand feels.�


UX is an integral part of the overall customer experience. ‘Implementing a Customer Experience Strategy’ survey said that each department in their company is working to its own agenda as far as the customer experience is concerned. Perhaps it is now strategy and leadership, not legacy technology or complexity that is preventing brands from catching up with their best-in-class counterparts. So if brand is about creating positive emotional feelings, then brand ultimately comes down to creating great UX. Your brand is your UX. Your UX is your brand.


Chapter 4 How Ux works in your products or services:


here are two kinds of products available in the market 1. Physical Products, 2. Virtual Products. They both have different types of “User Experience” according to their

functionality and usability. “User Experience” is everywhere weather, it’s a products or services. Everything is customer or user oriented in the “User Experience Design”, and it’s also helps the businesses and organizations to align their vision with the society. So, the “Ux Designer” need to know the both sides requirements & goals according to that, the “Ux Designer” act as a advocate and validate the eco-system, also to discover, synthesize, balance all the needs & constrains. In this validation process there are few things to consider i.e. Ideation, Analysis, Strategy, User Research, Conception, Project Planning, Design, Development, User Testing & Implementation. These are the part of ux design sprit process. But before starting these design sprit process they need to answer the few questions like,


• What is profitable? • What is desirable? • What is feasible?

Only by answering those questions they were able to move ahead to the design sprit process. Where “Ux” can discover a product or service which is pleasurable, proficiency, usable, reliable & functional which is the part of ideation & analysis process. In the process of strategy making they have to think about the long term vision, building values, organizational alignment, transformation &holistic experience to the customers. In user research they found these questions answers, i.e.

Formative Research Questions: 1. What is the problem? 2. Who is the user?

Summative Research Questions: 1.

Does the solution meets user expectations?


How do we measure success?


The conceptualization phase of a project occurs in the initial design activity when the scope of the project is drafted and a list of the desired design features and requirements is created. In the conception or conceptualization process where they explore the options, which are core questions i.e.

• What is the product or service? • Who will use the product or service? • What is its one main purpose? • What is its one problem does it solve?

In this phase, “Ux Designer” get to know about the user or customer’s empathy map which means thoughts, feelings, frustrations & desires of the user. And on the other, side also get to know about the system goals as well. i.e. Interaction style, design philosophy & capability. Now a days dynamic “User Experience” is basically used which defines the need of the customer or user.


Dynamic Ux: • What? (Content/People) • When? (Situation) • Why? (User Needs) • How? (Interface)

The planning phase is all about understanding what you have been asked to do and working out the best combination of activities that will give you the outcome you need, within the time, budgetary and resource constraints of the project. It is your job as a UX professional to deliver the best user experience within the time and budget available. The planning of projects may take place when you are writing a proposal to do work that is yet to start as well as at the beginning of a “live” project. When planning work for proposal purposes, you can be faced with issues such as lack of information around budgets as well as limited access to clients to ask questions. The budget for the piece of work is always the key piece of information that can be really useful to help with planning, but often this is not always available. This information is useful if you charge by a daily rate, because it then determines the time you will have on a project, which in itself will determine the approach you take.


The beauty of UX projects is that there is always something you can do to add value regardless of the budget.

A low budget may result in a lighter touch, “guerrilla” approach, whereas a larger budget may allow you to do more extensive user research. If you can, always try to get an idea of budget as it will save both you and your client time by avoiding re-cutting proposals. An important concept in UX design is the process by which users form experiences. When first encountering a product, a user forms a momentary impression—which evolves over time, typically as the product is used throughout a period. In this process, the user’s perception, action, motivation, and cognition integrate to form a memorable and coherent story: called “the user experience.” This process elicits emotional responses, which largely determine whether the experience will be considered positive or negative.

User testing validation provides hard objective data to verify that you are making the right decisions at each phase of your project. User testing saves your time and money, and, more importantly, ensures users satisfaction and productivity.


Implementation planning happens at the end of the initial Ux cycle.

First, you observe users, and then you create an experience map to extract pain points, goals, and personas. This gives you the information needed to do ideation exercises. After ideation, bring things back to reality by creating scenarios, which you use to build a prototype for planning purposes. By investing time in these UCD activities, you'll enter the development









understanding of what you need to build to delight your users. Having a set of measurable goals and a prototype makes it easier to plan your implementation and set interim deliverables that you know will deliver value to your users it could be products or services.


Chapter 5 How Ux and Cx will drive your business?


ustomer Experience and User Experience is the reason that’s why the users or customers are willing to pay more for comparable products or services. We live in the

experienced based economy, where customer are less focused on the products or services they buy or used, and more interested in the way, where the brand transforms their lives and make the tasks easy which they performs. Now more than ever companies must re-think their process in order to deliver outstanding Customer Experience and User Experience keep them coming back for more.

"You‘ve got to start with the customer experience and work back toward the technology - not the other way around." – Steve Jobs, Founder of Apple.


Now a days, the modern business relies on Customer Experience and User Experience. We all want to have amazing experiences, in our personal lives and in business. We build our bucket lists and spend money based on what we think will give us the best, most exciting, most enduring memories. Here’s the thing: Your customers are also looking for a great experience when they do business with your company. Heck, we all prefer great experiences over bad ones, right? Nope, doesn’t happen—we all want amazing Customer and User Experiences. We’re even willing to pay a little more for it, share those experiences with our friends and family, and promote a company we love and believe in. Most businesses are noticing and reacting to an enormous shift in the market, but only the smart ones are able to tap into it effectively. We’ll cover this shift in the next section, and explore how your business can take an advantage.


Modern consumers are just a swipe or click away from a world of knowledge. With all the new tools of the Internet at their disposal, consumers aren’t going to sit around and wait for marketers to push out select information to them.

Today, consumers can choose the information they want to pull towards them. Rather than simply accepting what’s sent their way, consumers are taking control of their own buying journey. In the same way most companies get a feel for the market before they start selling anything, consumers don’t make purchases arbitrarily. They interact with others and learn about the products, brands, and experiences that they are looking for. As such, there are classic research methods like focus groups that can provide a good way to collect this type of feedback on a small scale, while Voice of the Customer (VoC) research can provide to be a great alternative if you are looking to collect this type of feedback on a larger and more representative scale.


Based on this, we can say that CX refers to how a customer feels about: • Customer service. • Advertising. • Brand reputation. • Sales process. • Pricing of products or services. • Products or services delivery. • Ux and Cx of each individual product. Gartner has stated that “the Customer Experience is the new competitive battlefield”. With customer buying power at an all-time high, the ability to offer a great brand experience is increasingly becoming the way that brands can stand out from the rest of the pack. If you take great UX out of the equation, you can be left with a shell of a great Customer Experience. After all, if customers associate your brand with a complex, convoluted and often outright frustrating user experience, then what are the odds that they’ll be willing to risk going through similar experiences with other aspects of your brand, whether that may be purchasing your products or getting support?


Simply put, brands must have a plan to continuously optimize the UX and CX. This includes putting a governance structure in place to make sure all efforts remain on track. Since your customers are the ones going through these experiences with your brand, it makes sense to leverage customer feedback as part of the strong foundation for your continuous UX and CX optimization efforts. At the end of the day, putting your customer first is the most important thing. It’s all about finding the balance that works for your business and both factors the necessary resources and attention to make a difference over time.


Chapter 6 Values that Ux provide:


ommunication is one of the key reasons why people turn to websites and apps, buy products and services, its flow has a great impact on user’s or customers life, from

personal chats with family and friends to professional online conferences and business negotiations. Creating user experience for this purpose, designers have to study the needs of the audience and offer the appropriate solutions which will make the product helpful for getting in touch with other people. They support fast, easy and productive communication worldwide via products such as various messengers, social networks etc. Today the world has a number of applications and tools enabling professionals to work effectively from different places. That creates new business contacts and supports a great variety of international projects. And by the way, sets the ground for creating new workplaces, raising profits and developing welfare which, no doubt, sound like credible value.


The platforms, apps, tools and software enabling specialists from different cities, countries, and continents to operate in a big number of professional activities all have “User Experience Designers” behind them. They support international collaboration working over successful experience for products or services enabling productive work within a team scattered around the worldwide. Every day, we are using some basic and simple things like alarms, news platforms, video apps or music players, most users don’t even imagine that simplicity of those interfaces and navigation which makes all the flow intuitive are the result of thorough work which takes many hours. “User Experience Designers” are the ones who have to build these products helpful and pleasant-to-use on the balance of applied content, target audience and business goals.


Why you should invest in “User experience”? Companies and their IT departments are facing dramatic changes. However, even as they must cope with emerging data,






trends like big




organizations often lack resources and budget to react. Therefore, companies need to change how they execute – which leads to a greater Return on Investment (ROI). Customers often confuse user experience (UX) with beautifully designed interfaces. But good design goes way

beyond this.

Good design can dramatically reduce operational costs by enabling users to work more efficiently.

What are the benefits that we are getting from “User experience”? The methods used in Ux design and design thinking foster innovation and enhance the efficiency of our customer’s. Using this approach, we are able to empathize with the user, as well as understand context, establish a clear focus, and determine the scope of the challenge at hand. We craft new and improved solutions using iterative and user-centric methods, incorporating diverse requirements from all stakeholders. In this way, we are able to ensure that solutions are desirable, technically feasible, and meet business requirements. In order to prove and measure


success, we establish KPIs that allow the customer to objectively measure the results once a project has been completed.

Where the monetary Benefits are, Gain Productivity: Focusing on the real needs of users reduces the complexity of processes and screens, letting users execute tasks faster. Save on Training and Support Costs-: Less complexity and better adjustment to the real world process result in reduced training and support costs. Decrease User Errors: Higher quality data helps customers minimize the effort needed to correct and helps prevent potential issues, such as road blocks in the follow up processes. Decrease Change Requests: By involving end users and relevant stakeholders throughout the creation process, there are fewer change requests and solutions cover the core needs of the users.

And the non-monetary benefits are, Increase User Satisfaction: A focus on the real needs of users means solutions meet their requirements, lowering the barriers to use the new solution, as well as leading to higher satisfaction and loyalty of the product or service.


Increase Customer Loyalty: Consumer solutions with a great user experience










recommendations, ultimately improving the brand experience. Increase Solution Adoption: Users will automatically adopt a solution that fulfills their true needs and requirements. Build







collaboration between stakeholders and customers pushes the demand and manages expectations. This improves the perception regarding the value and innovation, leading to more influence in business strategy decisions.


Chapter 7 Design that’s One Step Ahead of You:


ser Experience Design is the one which build these products helpful and pleasant-to-use on the balance of applied content, target audience and business goals.

They support everyday life of millions of people with products or services that solve actual problems. User research is one of the core parts of Ux design, and one of the objectives is finding the solutions for problems which could make using the product hard and tricky for some categories of users. Your perception of the company has changed because of the “User Experience” and “Customer Experience”. Everything is customer or user oriented in our industrial ecosystem, it might be products or services “User Experience” and “Customer







organizations to align their vision with the society. So, the “Ux Designer” need to know the both sides requirements & goals according to that, the “Ux Designer” act as a advocate and validate the eco-system, also to discover, synthesize, balance all


the needs & constrains. So they can make products or services more accessible which means closer to people of different ages and nationalities, levels of education and tech literacy, physical and mental abilities or disabilities. Your perception of that company has changed because of the user experience. Similarly, if you’ve had a wonderful experience with products or services, you now have a more positive association of that brand. Imagine what would have happened if any of those companies







Experience as Branding Example: Apple. The experiences defined their brands. Remember how important the user experience is to branding on your next project.

• “Ux can discover a product or service which is pleasurable, proficiency, usable, reliable & functional.” • “UX dramatically impacts the way your brand feels.” • “Customer Experience and User Experience is the reason that’s why the users or customers are willing to pay more for comparable products or services.” • “Ux provides an optimistic pathway to the products or services.”




The ux parachute  

The Ux Parachute will help to build these products helpful and pleasant-to-use on the balance of applied content, target audience and busine...

The ux parachute  

The Ux Parachute will help to build these products helpful and pleasant-to-use on the balance of applied content, target audience and busine...