User Need vs Want

@Helge made an important point about the difference between what users need and what they want. It’s a distinction that often gets overlooked, especially now that so many brands are trying to stand out by chasing “desirability”.

I think it’s a good moment to open this up for discussion.

Here are a few posts I’ve written on the topic.

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A crock pot of the good good!!! :pot_of_food:

From an Ops standpoint, this distinction shows up often.. Teams jump straight to people’s “wants,” and then wonder why the work doesn’t solve the real problem. When we focus on actual needs (the things blocking progress or causing friction) that’s where the magic happens. It keeps the work grounded in what really moves the product forward.

Love seeing more people dive into this.

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Thought I might expand on the idea of wants and needs using a “situation@Helge

Thoughts?

Situation

A user is trying to pay a credit card bill before it’s late.

Needs (what must be true)

The payment must go through correctly

Motivations (why it matters right now)

Avoid late fees

Wants (what the user asks for)

“I want this to be fast.”

Behaviors (what the user does or tries to do)

You can see how variable this could be based on the person:

  • Logs in and immediately looks for a “Pay now” button
  • Checks the due date before doing anything else
  • Skims the page to confirm the amount feels right
  • Clicks into transaction history to reassure themselves
  • Hesitates, backs out, then returns later
  • Uses autofill and submits quickly without reading
  • Takes screenshots of confirmation for peace of mind
  • Tries to pay early “just in case”

All of these behaviors are valid attempts to move forward toward the same need.

If we understand the situation, we can see that many behaviors are coping strategies for the same underlying risk.

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Good stuff @Bryan.

My approach:
In a given situation a person is motivated to action by their need for progress (progress = to achieve or overcome something). The type of action they choose depends on/ invites them to evaluate different products they can hire supporting their behavior.

People ‘want’ products to support their behavior motivated by their ‘need’ for progress.

e.g. If I just moved into my new student flat and need too furnish it today I can hire IKEA to get the job done.

Looking at the world through the lens of situations means investigation all influences having a positive or negative effect on what the person is trying to achieve.

When trying to identify what the most significant influences are I prefer to use an anthropological type of approach. Some of these influences could be (depending on situation):slight_smile:

  1. Culture
  2. Social Structure
  3. Environment
  4. Identity
  5. Economic factors
  6. Technology
  7. Relationships

This list is very broad / high altitude. Usually you would find influences that are more specific (sub-categories of these)..

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Interesting, so these start to feel like what we call audience attributes. Attributes make audiences measurable. We briefly considered using attributes as the main label, but ultimately kept audiences as the primary structure. Attributes sit inside each audience.

In Glare terms, attributes describe the traits that shape how different people experience your design, not as marketing labels, but as meaningful contexts that influence usability, trust, and satisfaction.

Core attribute types:

  • Behavioral: frequency, experience level, or product usage patterns
  • Motivational: what drives engagement (speed, mastery, trust)
  • Contextual: where and how they use it (device, environment, workflow)
  • Lifecycle: new, active, power, dormant, or churned users
  • Demographic: role, region, or background when it adds insight
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Goody @Bryan :star_struck:

First: We used situations as a frame to better understand what influenced what we were trying to achieve. Situations broadened our understanding of what has influence and where we can have influence.

It helped us understand what to design for.

e.g. in our work we found that physicians wanted both energy and to learn as a network from a learning experience. So we needed to design for these and measure if we were successful.

BUT, it’s only ONE part of what is helpful to measure. I’m not sure I can find these examples in you list, or maybe it’s another layer entirely? Not attributes, but influences?

Second: I hope I can ask two specific questions that came out of our work with physicians. And where in the entire Glare framework I would find help to solve these.

We learned that:

a). physicians needed to learn and wanted ‘learning’-experiences to #1. Help them learn #2. give them energy and #3. help them learn as a network.

b). physicians needed to teach patients about their disease and wanted our content to #1. Help them build a better relationship with their patients (teaching is more about the building of relationships than the transfer of knowledge)

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Yes, interesting. In participatory and consultative design, these worlds overlap. We need to consider how they influence each other.

In Glare let’s give this a whirl using sitruations, across three layers:

Situations (frame the problem)

  • Professional learning under cognitive load
  • Peer comparison and shared practice
  • Fatigue, time pressure, and identity as experts

This answers what forces are at play.

User Needs (what must be satisfied)

  • Understand: gain usable knowledge
  • Feel: energized, not drained
  • Belong: learn with peers, not alone

This clarifies what success means to the user.

UX Metrics (how you measure it)
Glare helps you translate those needs into signals:

  • Comprehension
    Do doctors and patients reach the same understanding of the condition, options, and next steps?
  • Trust
    Does the experience increase confidence in the information and in the relationship itself?
  • Sentiment
    Do patients feel reassured, supported, and clear rather than anxious or overwhelmed?

The goal is to go beyond saying “learning matters.” You are testing whether the experience actually delivers learning, energy, and shared meaning. You can start to test your hunches using the same metrics before implementing or building a solution.

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Really nice framework. I use a similar one for understanding the burden of information for me to have an insight about user behaviour. I have written about it here: https://medium.com/@nikhil.mahen/design-tools-breaking-down-insights-b4a454e9a3f4

I particularly like ‘perception’ as an aspect. When doing AI implementation, this is the toughest thing for people to articulate and also why AI implementations can fail - what perception of what AI is and can do.

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@nikhil_mahen thanks for sharing this.. @ben might be a good read :eyes:

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Great stuff Nikhil. Gave you a like and a follow!

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Thank you. Like this quote from the article!

“I have found a much stronger way to check if what you have is an observation or an insight is to check for the ‘Why’. Without the ‘Why’ it is always an observation — never an insight.”

Which highlights an important idea:

“If an insight is not actionable, then likely it’s not as important to the end result or does not impact the core idea/ business/ stakeholder in question.”

This is where I see the need for design signals that use observable behavior from ux metrics to find patterns.

I’ve found that, especially in product design, actionable design signals provide significantly more timely value when making decisions. Most teams would be better off continuing to build a thesis off design signals rather than chasing an insight that may not be relevant to their problem. Having a hunch and using intuition is necessary.