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    Good Experience

    goodexperience.com · Personal blog · on HN since 2007

    Mark Hurst writes about customer experience, user-centered design, and technology, alongside occasional pieces on games, reading, and personal reflection.

    Visit blogHN submissions
    Design & UXBusiness & Strategy
    What HN says

    HN commenters recommend it as a newsletter worth following and link to its 'this is broken' archive and posts on customer experience.

    Stats for nerds
    22HN people shared it
    22linked in comments
    126story points
    Dec 2019last shared
    2008people per year2019

    Top posts on HN

    1. 1
      A hundred million mistakes: Microsoft's Bing search engine
      1 person · 43 points · first shared 2009 · 51 comments on HN
    2. 2
      A Kindle trick changes the reading experience
      1 person · 21 points · first shared 2009 · 14 comments on HN
    3. 3
      For the game designers and players: this is the best list of well-designed flash games
      1 person · 19 points · first shared 2007 · 6 comments on HN
    4. 4
      Ignore the customer experience, lose a billion dollars (Walmart case study)
      1 person · 9 points · first shared 2011 · 1 comments on HN
    5. 5
      A small, gentle question that could change your life
      1 person · 6 points · first shared 2009 · Discussion on HN
    6. 6
      Why Google+ will succeed wildly. At first.
      1 person · 6 points · first shared 2011 · 5 comments on HN
    7. 7
      How to get fired on-stage, Steve Martin-style
      1 person · 4 points · first shared 2010 · Discussion on HN
    8. 8
      Why "the customer is always right" is wrong
      2 people · 2 points · first shared 2010 · Discussion on HN
    9. 9
      A warning sign on the way to digital utopia
      1 person · 2 points · first shared 2008 · Discussion on HN
    10. 10
      The future of typefaces: algorithmic fonts
      1 person · 2 points · first shared 2011 · Discussion on HN

    What HN people wrote when they linked it

    • droithommeMay 2012

      I think you bring up a reasonable point: that the forced tipping system with no values below 20% was previously discussed in other articles such as that of Grynbaum from January 8, 2012:

      http://www.nytimes.com/2012/01/09/nyregion/new-nyc-livery-cabs-wont-have-to-have-tvs.html

      In fact it's not a secret at all since New Yorkers and those visiting the city are quite acquainted with the system, it's no secret, so I am not sure Mr. Grynbaum is a reasonable original source of information about the system, millions who have taken a
      taxi are reasonable sources.

      Worth mentioning is the article on the usability blog from which Mr. Gross hotlinked his image of the interface, dating back to February 2011:

      http://goodexperience.com/2011/02/how-a-taxi-button-cha.php

      Their reaction was similar to many others, that a design that forces a minimum tip of 20% is an annoying dodgy system for forcible shakedowns of hapless credit card customers, and sure to enrage many people.

      GoodExperience's blog's conclusion was nearly the opposite of Mr. Gross's:

      > The lesson: details matter. One change to one button in the interface changes the experience from delightful to annoying, leaving the rider feeling taken advantage of.

      The cab customers are the victims here, they are in essence a captive audience who can not seek competition since the system has been dictated system wide by the same government that profits well from the system since it prevents drivers from underreporting tips.

      Mr.…

    • alabutOct 2012

      No, it's not a contradiction to have an agenda in mind and to also try not to ask leading questions.

      An example of a leading question in this context would be like asking them "do you see the button labeled 'learn more' to your right?", which really doesn't test anything other than the fact that they're literate and their eyes work.

      Compare this to asking them "now what do you see on the page and what do you want to do?" Maybe they'll want more information and hit the learn more button, maybe they want info and don't see it, or maybe they want to do something else entirely.

      And sure, you can just give the app to the user and see what they do, without writing up goals in advance. That's the unscripted method that Mark Hurst popularized and I linked to. Here's an even longer article by him on the same method:

      http://www.goodexperience.com/blog/2004/12/tips-on-moderating-listening-l.php

      But that's not appropriate for every situation. Unscripted stuff is great for getting the lay of the land and uncovering as many problems as you can, or finding out if they'd use your app at all even if you got rid of all the obstacles. Often times you already know about specific usability issues, however, or you want to make sure they cover all the bases in an app with a lot of moving pieces.

    • kanamekunMar 2013

      I love this game!! Once I got past the second level, I really got the hang of it and loved the mental challenge of solving levels.

      One thought: I'd consider making the first few levels much easier. This article on Yoyodyne's trivia games is along those lines:

      "As Yoyodyne got busier, we had less and less time to write each game's questions. Finally, one day, we launched a game that had very little effort put into the questions - a rush job, as I recall. The questions were factually correct, but there was no witty writing, no twist, and the questions were really easy to answer.

      When the game ran, we were surprised to see that the response rate, instead of hovering around 30%, actually exceeded 60%. We had put less work into crafting the experience, and there were more players who wanted to participate. ... [u]sers wanted two things from their e-mail game experience:

      1. POSITIVE REINFORCEMENT: Users wanted to be told that they got the answer right, and that they were winning.

      2. NO INVESTMENT: Users did not want to pay for that positive reinforcement in any way. They didn't want to think, work, get up from their chair, or otherwise make any effort to get the reward."

      http://www.goodexperience.com/columns/04/0513.slots.html

    • duckJul 2010

      Great post and I agree... I think newsletters fit with what people are looking for these days and the market is wide open.

      A newsletter/founder that probably isn't big enough to make it on that list, but that I would highly recommend is Mark Hurst's Good Experience newsletter - http://www.goodexperience.com.

      It is what originally inspired me to want to create a newsletter (which ended up finally being Hacker Newsletter - http://www.hackernewsletter.com) and is the only newsletter that I open and read each one. To me it is just like getting your favorite magazine, but better since I don't have to do anything but open gmail.

    • fencepostDec 2018

      This was (is?) a service also provided by some loyalty cards that have small versions that attach to the keyring, most notably some grocery store cards. Checking what's on my keyring right now, Mariano's (WI/IL chain, now owned by Kroger) appears to have this.

      Albertson's at least had this policy in 2004, with some details from an employee: http://www.goodexperience.com/tib/archives/2004/06/albertsons_supe_1.html

    • rmsJun 2008

      Congrats for making the good experience list: http://goodexperience.com/games/

      Their original submission: http://news.ycombinator.com/item?id=84191

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