Usability in the Offline World
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1. Consumer gives money
2. Usability takes place
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The consumer or user buys a piece of software.
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The user then loads the software on their computer, interacts with the product and then decides if the user experience is good or bad.
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If the user experience is bad the consumer will most likely end up taking a class in order to better understand how to use the software.
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Usability in the Online World
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1. Usability takes place
2. Consumer gives money
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The consumer logs on to a web site and decides if they have a good user experience.
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If the user experience is good, the user will most likely continue exploring the site and perhaps make a purchase and even return to the site. However, if the user experience is bad the user will simply leave the site and probably never return.
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