The dictionary of the Royal Spanish Academy (RAE) define the concept of user with simplicity and precision: a user is who ordinarily uses something . The term, which comes from Latin user, mentions the person that uses some type of object or that is the recipient of a service , either private or public.
For example: "Telecommunications users have the right to demand from operators the fulfillment of what they promise in their promotions", “A Facebook user committed suicide because of the criticism that his friends left on his virtual wall”, “Good afternoon, I would like to make a claim for the interruption of the service; my user number is 53542 ”.
The notion of user is very popular in the field of computing . In this sense, a user can be both a person and a computer or an application, since the concept is linked to access to certain resources or devices.
It is known as final user to the person to whom a product when it has already passed the various stages of development. It is, therefore, the subject that has a direct interaction with the product.
He registered user It is one that has an identifier (username) and an access code (also known as password) to make use of a service in Internet . The registration process can be free or paid and after that, the client obtains his own account that stores his personal information (his name, an email address, etc.); This allows you to access information not available to those who are not registered in the system in question.
Create an ideal user experience
When a developer IT is about to create a program or a video game, it must take into account a series of fundamental points, most of which revolve around the user experience. In the field of software and digital entertainment, the word client is too cold to talk about consumers; when referring to them as users, reference is made to a very particular level of intimacy, given the proximity between them and the products.
For this reason, each aspect of the development should be carefully reviewed, trying to put itself in the user's place to assess its potential satisfaction on every step. Let's look at some of the pillars of design that directly affect consumers:
* the graphical interface: these are all those elements present on the screen that allow navigation through the Program. They can be buttons, drop-down lists and menus, among others, and represent the means by which the user interacts with the software, so it is essential that it is clear, concise and that it responds in a solid and consistent manner to the orders;
* the controls: computer programs usually use the classic combination of mouse and keyboard; but since the birth of the devices with screen tactile, the variety of control types has grown considerably. From gestures to adapting mouse actions to the tip of a finger, the possibilities are many. It is important to look for as much functionality as possible, always thinking of what would a user do simply guided by his intuition, without having read the instructions;
* the funcionality: software development companies must always find a balance between the time needed to create a product, the number of employees and the amount of functions that will include, so that your projects are profitable. However, in this search to balance resources, it is essential not to make cuts that hinder the user experience or frustrate it in the absence of an element that it considers essential.