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Practitioners-Guide-User-Experience-Design

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BUSINESS GOALS WILL OFTEN OVERSHADOW UX INNOVATION<br />

Companies and products that boom out of the gate by offering some great innovation for<br />

users often run into difficulties in balancing the needs of the business, which may<br />

encroach on the beautiful new user experience. Venmo, the former competitor and now<br />

subsidiary to PayPal, came onto the scene with a great innovation for users: send money to<br />

others for free. Venmo could offer the service for free at first because its business goal at<br />

the time, like that of any young startup, was to grow its user base. The goals of the user<br />

and that of the business were one and the same. I loved the service, because I could send<br />

money to friends with my credit card or pay my rent, all with no surcharge, whereas<br />

PayPal takes a fee out of whatever amount of money is being transferred. But once Venmo<br />

had grown a large user base, the business goal became to make money and to leverage that<br />

user base to do so. The app began charging users a transaction fee. Things presumably<br />

worked out well for the founders, because they sold the company to PayPal, but many<br />

companies have struggled mightily to make this transition. A key rule here is that the more<br />

business goals diverge from user goals, the more care needs to be put into designing the<br />

parts of an experience that serve only the business. They must be made as consonant with<br />

the positive experience your product offers users as possible.<br />

For a successful example, let’s look at how Facebook has evolved. At its start<br />

Facebook provided value to its users simply by connecting them to one another. The<br />

interface was extremely simple, basically mimicking a phone directory, because that’s all<br />

that was needed. Too much more might have detracted from the primary goal of its users<br />

—to easily get in touch with their friends—and Facebook smartly stayed out of the way.<br />

But as the company sought to grow beyond its original user base of college students, it<br />

began to innovate more features. Mark Zuckerberg wanted to bring more and more people<br />

into the network and to make communicating through it continuously more engaging.<br />

Facebook did this by introducing instant messaging, photo storage and tagging, and<br />

timelines of events in a user’s life. These changes weren’t particularly difficult UX<br />

challenges, because they were still rooted in the goal of growing the user base and the<br />

interface was still not imposing anything unrelated to connecting people. Some users<br />

objected to the introduction of the timeline, because it revealed so much all of a sudden<br />

about what they’d been up to. Facebook’s approach of surprising users with new features<br />

has been periodically jarring and has led to many hiccups for the company (about which<br />

more later). But ultimately most users became convinced of the benefits of the timeline, or<br />

at least habituated to it, because it did in fact serve the user goal of being more closely<br />

connected with one’s friends. In order to become a viable business in the long term,<br />

though, Facebook eventually had to find a way to make revenue, and to do that, like<br />

Venmo, they had to leverage the human capital they had built up.<br />

The product teams were charged with creating an experience to sell things like<br />

stickers for messaging, ads for brands that kept users on the Facebook platform, and ways<br />

of promoting your posts by paying a fee. These were informed product innovations<br />

because they were still about enhancing users’ interactions with their social network. But<br />

they presented real UX challenges. They had to inspire users to interact with things other<br />

than their friends’ posts and messages while preserving the feelings of personal<br />

connection, intimacy, and friendship the site had always offered. When Facebook

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