A while ago, I noticed a post on Twitter that said, “a user interface is like a joke. If you have to explain it, it’s not very good”. Now, that’s obviously true; if your users have to spend their valuable time figuring out what your website (for example) is trying to tell or sell them or how the interface works – it’s (probably) not very good.
As human beings, there are few things we find as engaging and exciting as stories. Since our earliest origins, storytelling has been a way for us to communicate with one another – just look at cave paintings, for example.
Think about a piece of creative – whether it’s a television advert, an email, a website or a physical object – that has had a lasting effect on you. It’s likely that as you’re picturing it, a huge part of what you remember will be the emotion you felt at the time. When you think about it, you won’t just recall what it was and what it looked like; you’ll remember if the images made you smile, or if the copy made you feel inspired.
We decided to bash our Bunnyfoot heads together to predict what we think will be the key trends to be aware of over the next year when it comes to implementing a user experience – and how to make them a success.
Bunnyfoot Consultant / Norwegian Huldra, Julie Zoe Kjernes, has developed a shiny new training course: Designing for Emotion. The course emphasises that great usability is no longer enough to be a differentiator in the user experience market. Learn how designing emotional experiences can have a real impact on your customer experience and keep people coming back for more!
On July 28th 2016, Bunnyfoot will be running an afternoon workshop on how to create exceptional customer experiences. The workshop will be hosted at The Goldsmiths Centre in Farringdon and run by 2 of our expert UX consultants Jon Dixon and Julie Zoe Kjernes
At Bunnyfoot we help our clients produce exciting and interesting ways to engage their customers whilst delivering the behaviours the business needs. Often this is achieved by introducing playfulness – partly to increase engagement and fun, but also as a way of guiding the actions and behaviours that are desired.