Topic 7 DT HL

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63 Terms

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User-Centred Design (UCD)

Designing with the user's needs, tasks, and environment in mind for a better experience.

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Iterative UCD Process

A process that involves users and uses their feedback often to improve the product.

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UCD Team

A team with different skills who understand the user, the task, and where the product is used.

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5 Stages of UCD

Research, Concept, Design, Implementation, Launch.

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Research Stage

Learning about users through interviews, focus groups, and observing how they use products.

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Concept Stage

Thinking of creative ideas to solve user problems.

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Design Stage

Creating and testing mock-ups of the product again and again.

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Implementation Stage

Final testing of the real, working product.

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Launch Stage

Releasing the product to users, making the change from old to new easy.

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Disadvantages of UCD

Takes more time, costs more, hard to use all the feedback.

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Advantages of UCD

The product fits users better and is easier to use.

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User

The person using the product.

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Task

What the user wants to do with the product.

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Environment

Where the product will be used.

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Inclusive Design

Designing for everyone, including those with disabilities or challenges.

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Anthropologist

Studies human behavior and why people do what they do.

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Ethnographer

Studies cultures and societies by observing people directly.

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Psychologist

Studies mental health and human behavior.

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Usability

How easy and effective a product is to use.

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Usability Objectives

Usefulness, effectiveness, learnability, and how users feel about the product.

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Enhanced Usability

Leads to better acceptance, fewer mistakes, faster use, and less training needed.

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Usefulness

How well the product helps the user do what they want.

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Effectiveness

How accurately and quickly the task can be done.

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Learnability

How easy it is to learn how to use the product.

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Attitude

How the user feels about using the product.

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Simplicity and Ease of Use

The product is not confusing or hard to use.

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Intuitive Logic & Organisation

The layout and features make sense.

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Low Memory Burden

The user doesn't have to remember too much to use the product.

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Visibility

Important features are easy to see.

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Feedback

The product gives responses to show actions were successful.

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Affordance

The shape/design shows how to use it (e.g. a handle shows it should be pulled).

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Mapping

Buttons and controls match the real-world outcome (e.g. stove knob positions).

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Constraints

Design that limits incorrect use.

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Population Stereotypes

Common expectations of how something works, based on culture.

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User Population

The people who might use the product.

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Classification of Users

Sorting users by age, gender, habits, physical condition, etc.

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Personae

Made-up characters that represent the typical user.

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Secondary Personae

Not the main user, but still important.

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Anti-Personae

People the product isn't for.

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User Research

Studying how users behave and what they need.

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Scenarios

Stories showing how a user might use the product.

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Use Case

A step-by-step explanation of how the user interacts with the product.

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Field Research

Watching people use the product in real life.

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Method of Extremes

Testing the product with users who are very different from each other.

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Observation Strategy

Watching how people use products and learning from their actions.

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Focus Groups Strategy

Talking to groups of users to hear their opinions and ideas.

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Affinity Diagramming

Organising ideas from group brainstorming.

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Participatory Design

Letting users help design the product.

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Paper Prototyping

Users test a paper version of the product.

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Role of Facilitator

Guides the test and explains how to use the prototype.

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Role of User

Pretends to be the real user of the product.

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Role of Computer

A person acts like the system and responds to the user's actions.

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Usability Laboratory

A place where users are tested and watched by researchers in another room.

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Testing House

A company that tests products with real users.

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Four-Pleasure Framework

Includes socio, physio, psycho, and ideo pleasure.

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Socio-Pleasure

Enjoyment from connecting with others (e.g. social media).

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Physio-Pleasure

Pleasure from touch, sound, or smell (e.g. good pen feel).

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Psycho-Pleasure

Satisfaction from thinking, learning, or solving (e.g. puzzles).

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Ideo-Pleasure

Pleasure from supporting values or ethics (e.g. buying eco-products).

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ACT Model

Design method to create positive emotional responses.

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Attract (ACT)

How it looks and draws attention.

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Converse (ACT)

How users interact with it.

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Transact (ACT)

How well it works and meets needs.