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.
What HN saysHN commenters recommend it as a newsletter worth following and link to its 'this is broken' archive and posts on customer experience.
22HN people shared it
7linked it in comments
22stories submitted
126story points
7 years agolast shared
2007people per year2026
Most-shared posts
- 1Why "the customer is always right" is wrong2 people · 2 points · first shared 2010 · discussion on HN
- 2A hundred million mistakes: Microsoft's Bing search engine1 people · 43 points · first shared 2009 · 51 comments on HN
- 3A Kindle trick changes the reading experience1 people · 21 points · first shared 2009 · 14 comments on HN
- 4For the game designers and players: this is the best list of well-designed flash games1 people · 19 points · first shared 2007 · 6 comments on HN
- 5Ignore the customer experience, lose a billion dollars (Walmart case study)1 people · 9 points · first shared 2011 · 1 comments on HN
- 6Why Google+ will succeed wildly. At first.1 people · 6 points · first shared 2011 · 5 comments on HN
- 7A small, gentle question that could change your life1 people · 6 points · first shared 2009 · discussion on HN
- 8How to get fired on-stage, Steve Martin-style1 people · 4 points · first shared 2010 · discussion on HN
- 9A warning sign on the way to digital utopia1 people · 2 points · first shared 2008 · discussion on HN
- 10The future of typefaces: algorithmic fonts1 people · 2 points · first shared 2011 · discussion on HN
- 11A lesson in strategy, taught by a Cat (on working hard and direction)1 people · 2 points · first shared 2009 · discussion on HN
- 12"Life is short. No recession warrants wasting precious time."1 people · 2 points · first shared 2009 · 1 comments on HN
- 13Customer experience review: Crutchfield.com1 people · 1 points · first shared 2008 · discussion on HN
- 14Users weren't even aware that there was a problem to be solved1 people · 1 points · first shared 2010 · 1 comments on HN
- 15Good Experience: The flip side of customer experience1 people · 1 points · first shared 2008 · discussion on HN
What HN people wrote when they linked it
duck · 2010-07-29
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.
stevep98 · 2019-12-25
This reminds me of the classic ‘this is broken’, which has now been moved to:
http://goodexperience.com/tib/
Some real gems in there.
kanamekun · 2013-03-06
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
alabut · 2012-10-18
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-listenin…
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.
droithomme · 2012-05-14
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-ha…
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.…
fencepost · 2018-12-15
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.h…
rms · 2008-06-16
Congrats for making the good experience list: http://goodexperience.com/games/
Their original submission: http://news.ycombinator.com/item?id=84191