User Needs

Measuring user experience helps teams understand how to meet user needs. Defining and measuring these needs isn’t just about driving business growth, it’s about aligning what users want with business goals. This balance is important, as some teams focus only on user needs without considering the bigger picture.


User needs fall into different categories. Basic needs—like usefulness, accessibility, and usability—are essential for a good experience. Without these, a positive user experience isn’t possible. Once these foundations are in place, teams can focus on higher-level needs, like desirability, to make the experience more engaging.


Since every organization has unique goals, user needs should reflect those differences. For example, an amusement park’s priorities differ greatly from a medical provider’s, so user needs must be defined accordingly.

What Are User Needs?

User needs are the foundation of meaningful user experiences. The Glare framework guides teams to align design efforts with what truly matters to users—solving real problems, supporting behavior, and building emotional connections. By defining and measuring user needs, teams create useful, engaging designs that align with user goals and business outcomes.

User needs describe what users require from a product to have a positive experience. They range from basic expectations like usefulness and accessibility to higher-level aspirations like delight and trust. These needs shape whether a user feels confident, satisfied, and empowered when interacting with a product.

Glare organizes user needs into five categories:

  • Basics: Functional needs like usefulness, findability, and accessibility.
  • Trust: Psychological safety, credibility, and intuitive interactions.
  • Personal: Needs related to inclusivity, adaptability, and connection.
  • Impact: Value and efficiency, whether the experience contributes to the user’s broader goals.
  • Feelings: Emotional resonance, from being delighted to feeling empowered.

The categories are drawn from decades of UX research and practical experience. They’re rooted in usability principles (like those from Jakob Nielsen), user-centered design thinking, and behavioral psychology. Glare adapts these ideas to be measurable and actionable within modern design workflows.

Here’s a table of the 20 User Needs, organized by category for clarity:

CategoryUser Needs
FeelingsDesirable, Delightful, Engaging, Empowering
PersonalInclusive, Adaptable, Connected, Insightful
TrustCredible, Secure, Reliable, Intuitive
ImpactValuable, Sustainable, Scalable, Efficient
BasicsUseful, Usable, Findable, Accessible

How UX Metrics Measure User Needs

Glare helps teams connect abstract user needs to concrete data. Each need can be assessed using UX metrics across three dimensions. These metrics help teams identify whether user needs are being met and where improvements are required.

Attitudinal Metrics (How users feel)

  • Sentiment, perceived usefulness, trustworthiness
  • Post-task satisfaction and emotional reactions
  • Likelihood to recommend or return

Behavioral Metrics (What users do)

  • Frequency of return or continued use
  • Time spent on tasks and completion rates
  • Drop-off points and friction patterns

Performance Metrics (How well the product works)

  • Helpfulness of features and support systems
  • Error rates and time on task
  • Accessibility and technical reliability

Why User Needs Matter

When teams define user needs clearly and track them with UX metrics, the result is a more purposeful design process. Instead of guessing what matters, teams prioritize what users actually value. This ensures that the experience not only functions well but resonates—emotionally, practically, and strategically.

Focusing on user needs helps teams:

  • Design experiences that feel essential rather than optional
  • Balance business goals with real user problems
  • Avoid building features that are polished but pointless
  • Guide design decisions with clear criteria for success
  • Create a shared language across teams (design, product, marketing)