In a world where our interactions with services, companies, and even other people are increasingly mediated by mobile apps, software, and services, unpleasant user experiences can leave people feeling unsettled and exposed. Those negative experiences affect not only people’s opinions of the products but often the reputation of the company itself, spreading swiftly through social media and word of mouth. Some of these issues have been addressed, some are ongoing, but it seems that all share the same root cause - failure during design and implementation to consider potential bad outcomes from using the product.
Why does this happen?
It’s easy to focus on designing for the type of user you expect would be using your product, in the ideal situation, with an understanding of those users’ needs strictly in the context of product use. However, without actively considering negative user experiences, you can’t design to prevent them. Below are some of the contributing factors to irritating and unpleasant user experiences.
Medical devices (and software) that could potentially harm someone are required to go through a rigorous testing process and provide human factors data to the FDA showing that their devices can be used safely and effectively, with known risks mitigated through design, labeling or instruction. While there’s rarely actual physical harm involved in the unpleasant user experiences from apps, software or services, it would be short-sighted to dismiss anything short of that as not worth protecting people against..
Someone needs to consider the risk and severity of potential harm from unpleasant user experiences during the product development process. People can be harmed through the failure of a product to provide accurate information needed for decision making, through loss of security or privacy, through behaviors induced by dark patterns, or through exposure to particular types of content (such as white supremacist media or, disinformation). User researchers, designers, and product managers are well-positioned to assess the likelihood, type, and severity of potential harm and work to mitigate them before they affect people and fuel the inevitable backlash. Taking a proactive approach protects the users, the product, and the company.
There’s no way to anticipate everything, but even a modicum of effort put into mitigating future harm will build better products, and reduce the potential for negative PR that could affect not only sales but also the reputation of the company itself.
READ MORE: The Social Experience of Digital Reality Use, The Peaks and Valleys of UX in Modern Enterprise, The UX of Scrolling, Should Researchers and Designers Sign Their Own Hippocratic Oath?