Can “Wow” Be a Design Goal?
James M. Hudson
PayPal | jamesmhudson@acm.org
Kameshwari (Kay) Viswanadha
PayPal | kviswanadha@paypal.com
[ 1] Although we internally refer to these as
“student accounts,”
it’s likely that the name
will change when we
release the product.
Most product and design professionals have been directed to
“wow our customers” at some
point in their careers. But what
does it really mean to wow
customers? The business world
throws around this word so
often that it’s become a cliché,
meaning little more than “let’s
copy that other great company
over there” or “let’s show off our
cool technology.” It’s little surprise that many designers find
themselves rolling their eyes
when it comes to “wow.” But it
shouldn’t be that way. It really
is a good thing for customers to
literally blurt out “wow!” as a
positive reaction when they’re
emotionally engaged. To rediscover what’s good about “wow,”
however, we need to move
beyond the cliché.
There are multiple ways in
which design can wow customers. By pulling apart the
generic wow and talking about
multiple, precise wows, we can
highlight clusters of design
principles that seem to evoke
different types of user engagement. Although these principles and techniques are well
established, examining them
in the context of multiple types
of wow helps us to describe
project goals more clearly and
to begin building a library of
design ideas useful for accomplishing those goals.
Our Motivation—
A Story
Over several months, we
worked (with Kay as UI designer
and James as user experience
researcher ) along with a team
of talented design professionals on a large project. As our
designs evolved, we noticed
something unusual happening. As the UI designer put it,
the participants in our usability tests “just seemed to be
having more fun” with the
earlier designs. This was puzzling because our final designs
seemed more desirable as a
product to our participants.
When we reviewed the video-tapes from multiple rounds of
usability testing, we observed
that participants literally said
“wow” about both earlier and
later designs, but this reaction
came at different times and in
different ways. Looking at it
closely, it became clear to us
that there were multiple types
of wow occurring. In the early
designs, our participants had
wow experiences. In our final
designs, however, we had a
wow product. But what do these
distinctions really mean? And
what was it about the design
that led to one type of wow
over another? Before we answer
these questions, however, it’s
useful to start with a key commonality.
Minimum Requirements
for Designing Wow
Usability experts have listed
ease of use as a minimum
requirement when discussing emotional design or user
engagement, so it comes as no
surprise that every wow reaction we observed occurred with
highly usable design elements.
To give an example, PayPal has
a project currently in an internal beta phase that will allow
teenagers to learn money-man-agement skills through a student account linked to their parent’s PayPal account [ 1]. For this
project, designers consciously
applied minimalism as a design
principle and removed anything
that was not strictly necessary
in the interface of the child
account. The financial language
of credits and debits, for example, has been replaced with
more straightforward terms like
“money in” and “money out.”
During testing, parents found
it so easy for their children to
use that they frequently asked
for their own PayPal accounts
to have this same interface.
Although using simple language
did not produce a wow reaction,
it helped create an easy-to-use
experience that formed the
basis for a wow reaction.
Designing Wow Products