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User-Centred Design (UCD)
Designing with the user's needs, tasks, and environment in mind for a better experience.
Iterative UCD Process
A process that involves users and uses their feedback often to improve the product.
UCD Team
A team with different skills who understand the user, the task, and where the product is used.
5 Stages of UCD
Research, Concept, Design, Implementation, Launch.
Research Stage
Learning about users through interviews, focus groups, and observing how they use products.
Concept Stage
Thinking of creative ideas to solve user problems.
Design Stage
Creating and testing mock-ups of the product again and again.
Implementation Stage
Final testing of the real, working product.
Launch Stage
Releasing the product to users, making the change from old to new easy.
Disadvantages of UCD
Takes more time, costs more, hard to use all the feedback.
Advantages of UCD
The product fits users better and is easier to use.
User
The person using the product.
Task
What the user wants to do with the product.
Environment
Where the product will be used.
Inclusive Design
Designing for everyone, including those with disabilities or challenges.
Anthropologist
Studies human behavior and why people do what they do.
Ethnographer
Studies cultures and societies by observing people directly.
Psychologist
Studies mental health and human behavior.
Usability
How easy and effective a product is to use.
Usability Objectives
Usefulness, effectiveness, learnability, and how users feel about the product.
Enhanced Usability
Leads to better acceptance, fewer mistakes, faster use, and less training needed.
Usefulness
How well the product helps the user do what they want.
Effectiveness
How accurately and quickly the task can be done.
Learnability
How easy it is to learn how to use the product.
Attitude
How the user feels about using the product.
Simplicity and Ease of Use
The product is not confusing or hard to use.
Intuitive Logic & Organisation
The layout and features make sense.
Low Memory Burden
The user doesn't have to remember too much to use the product.
Visibility
Important features are easy to see.
Feedback
The product gives responses to show actions were successful.
Affordance
The shape/design shows how to use it (e.g. a handle shows it should be pulled).
Mapping
Buttons and controls match the real-world outcome (e.g. stove knob positions).
Constraints
Design that limits incorrect use.
Population Stereotypes
Common expectations of how something works, based on culture.
User Population
The people who might use the product.
Classification of Users
Sorting users by age, gender, habits, physical condition, etc.
Personae
Made-up characters that represent the typical user.
Secondary Personae
Not the main user, but still important.
Anti-Personae
People the product isn't for.
User Research
Studying how users behave and what they need.
Scenarios
Stories showing how a user might use the product.
Use Case
A step-by-step explanation of how the user interacts with the product.
Field Research
Watching people use the product in real life.
Method of Extremes
Testing the product with users who are very different from each other.
Observation Strategy
Watching how people use products and learning from their actions.
Focus Groups Strategy
Talking to groups of users to hear their opinions and ideas.
Affinity Diagramming
Organising ideas from group brainstorming.
Participatory Design
Letting users help design the product.
Paper Prototyping
Users test a paper version of the product.
Role of Facilitator
Guides the test and explains how to use the prototype.
Role of User
Pretends to be the real user of the product.
Role of Computer
A person acts like the system and responds to the user's actions.
Usability Laboratory
A place where users are tested and watched by researchers in another room.
Testing House
A company that tests products with real users.
Four-Pleasure Framework
Includes socio, physio, psycho, and ideo pleasure.
Socio-Pleasure
Enjoyment from connecting with others (e.g. social media).
Physio-Pleasure
Pleasure from touch, sound, or smell (e.g. good pen feel).
Psycho-Pleasure
Satisfaction from thinking, learning, or solving (e.g. puzzles).
Ideo-Pleasure
Pleasure from supporting values or ethics (e.g. buying eco-products).
ACT Model
Design method to create positive emotional responses.
Attract (ACT)
How it looks and draws attention.
Converse (ACT)
How users interact with it.
Transact (ACT)
How well it works and meets needs.