Wednesday, January 10, 2007

What comes after usability?

After usable, a software needs to flow and be engaging ...

"The software development process usually drives what users get. In the beginning, there was the Waterfall model based on a world where everything is known in advance and specs don't change (i.e. a figment). Users got something functional, just not what they wanted or needed by the time the software shipped. Then came various spiral flavors: Iterative, Agile, XP. Unlike waterfalls (which run in one direction and don't back up), spirals can produce software much more likely to match what users want. Spirals support usability, and usability drives the need for spiral development. But what comes after usability? And will new development approaches emerge to support it?

So, I guess I'm really asking two somewhat-related questions. This is just a first crack very rough look for me, so please feel free to hack away, remix, rearrange, and add your own more credible (or just as wild-ass as mine) ideas.

After Usability comes Flow
"Thanks for giving me something useable, well-designed, and useful. Now, can you make it as engaging as a game or sport? Can you keep me so immersed that time and all the clutter of daily existence drops away? Where I'm under a spell that's never broken by an intrusion from the software itself? Where the challenge is NOT in using the software, but in what I'm using the software TO DO?"

Even if users don't start demanding Flow... it's a huge opportunity and advantage for those whose products support it. (And one of the key attributes of products with passionate users)"    (Continued via Creating Passionate Users)    [Usability Resources]

Development Models Affet Users - Usability, User Interface Design

Development Models Affet Users


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