Hassenzahl (2008) defines User Experience (UX) as "the momentary feeling (good or bad) while interacting with a product or service" (p. 2). Even though this definition, or any other UX definition for that matter, do not mention that users' experiences need to be positive, the importance of experiencing positive emotions while interacting with a device is widely acknowledged. The equation "better UX = more business" is the motto that determined the industry to embrace this field, and at the same time, opened the path for the UX to go beyond usability guidelines and the human factors studies. It is clear that, by facilitating tasks to the users and by addressing their needs, they will be more satisfied, more engaged, and eventually, it will have positive consequences on the business. Nonetheless, some companies are willing to reach their economic goals at any cost, regardless of whether the customer's feels satisfied after obtaining what she needed. They wonder: how can we design the user interface in order to increase the possibilities of reaching our objectives in a much more effective way? Metrics related to purchase conversions, user retention and engagement become the main focus of design, and any UX research conducted is aimed at understanding the user's needs or preferences is used for this purpose. In these cases, design is mainly aimed at increasing the company's revenue, and companies sometimes cross the ethical line with this goal in mind. Such a phenomenon is called Dark UX.
翻译:Hassenzahl(2008年)将用户经验(UX)定义为“在与产品或服务进行互动时的即时感觉(好坏)”(第2页),尽管这一定义或任何其它的UX定义并不提及用户的经验必须是积极的,但与设备进行互动时经历积极情绪的重要性得到了广泛承认。“更好的UX=更多的业务”等式是决定行业接受这个领域,同时为UX开辟了道路,使其超越可用性准则和人类因素研究。很显然,通过便利用户完成任务和满足用户的需要,他们将会更加满意、更加参与并最终对企业产生积极的影响。尽管如此,一些公司愿意不惜任何代价实现其经济目标,而不管客户在获得所需后是否感到满意。他们想知道,我们如何设计用户接口,以便以更有效的方式提高实现我们的目标的可能性?与购买转换、用户保留和参与有关的计量将成为设计的主要焦点,最终也会对客户产生积极的影响。 该公司进行这种研究的目的有时是,这些公司在设计中进行这样的研究,其目标就是为了增加收入。