DP1 DT Unit 1 Design for People Review

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Last updated 11:42 AM on 8/27/26
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41 Terms

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Adjustability

The ability of a product to change size, usually to increase the range of percentiles that the product can fit.

<p>The ability of a product to change size, usually to increase the range of percentiles that the product can fit.</p>
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Anthropometrics

Measurement of human body sizes (height, weight, reach).

<p>Measurement of human body sizes (height, weight, reach).</p>
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Clearance

The physical space between two objects, or the space between a person and their objects or environment

<p>The physical space between two objects, or the space between a person and their objects or environment</p>
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Ergonomics

The interaction between people and products/systems to improve comfort, safety, and efficiency.

<p>The interaction between people and products/systems to improve comfort, safety, and efficiency.</p>
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Percentile Range

The number of people that fit into a statistical group of values to compare data within a population (5th, 50th, 95th).

<p>The number of people that fit into a statistical group of values to compare data within a population (5th, 50th, 95th).</p>
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Psychological Factors

Human data related to psychological interpretations (perception) of the senses caused by light, smell, sound, taste, temperature and texture.

<p>Human data related to psychological interpretations (perception) of the senses caused by light, smell, sound, taste, temperature and texture.</p>
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Physiological factors

Biomechanical data related to physical characteristics that affect a user's safety, healthy, comfort and performance (for example temperature, grip strength, effects of fatigue, etc)

<p>Biomechanical data related to physical characteristics that affect a user's safety, healthy, comfort and performance (for example temperature, grip strength, effects of fatigue, etc)</p>
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Percentile

A term that describes how data compares to all data in a set, if you divide it into 100 equal parts.

<p>A term that describes how data compares to all data in a set, if you divide it into 100 equal parts.</p>
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Range of sizes

A selection of sizes for a product that allows it to fit most users

<p>A selection of sizes for a product that allows it to fit most users</p>
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Static data

Measurements of the human body when at rest in a standard position

<p>Measurements of the human body when at rest in a standard position</p>
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Dynamic data

Measurements of the human body when moving

<p>Measurements of the human body when moving</p>
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Reach

The range that a person can stretch to touch or grasp an object

<p>The range that a person can stretch to touch or grasp an object</p>
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Workspace envelope

A 3D space around a person that the user can comfortably reach

<p>A 3D space around a person that the user can comfortably reach</p>
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Functional (Effective)

Usability objective - how well the product meets the performance requirements of most users

<p>Usability objective - how well the product meets the performance requirements of most users</p>
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Errors

Usability objective - how frequently and how severely a user makes mistakes when using the product. Products that are error tolerant allow for fewer errors.

<p>Usability objective - how frequently and how severely a user makes mistakes when using the product. Products that are error tolerant allow for fewer errors.</p>
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Learnability (Easy to learn)

Usability objective - how easy is it for the user to operate a product or system after learning how to use it

<p>Usability objective - how easy is it for the user to operate a product or system after learning how to use it</p>
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Memorability (Efficient)

Usability objective - how well a user can remember how to use the product after they have not used it for a period of time

<p>Usability objective - how well a user can remember how to use the product after they have not used it for a period of time</p>
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Satisfaction (Enjoyability)

Usability objective - how pleasant and enjoyable it is to use a product, based on the user's needs and preferences

<p>Usability objective - how pleasant and enjoyable it is to use a product, based on the user's needs and preferences</p>
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Anti-Persona

A fictional profile of a user who might misuse the product and how that can affect the product

<p>A fictional profile of a user who might misuse the product and how that can affect the product</p>
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Field Research

A first-hand observation of users in their real environment

<p>A first-hand observation of users in their real environment</p>
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Five stages of UCD

Research, Concept, Design, Develop, Launch

<p>Research, Concept, Design, Develop, Launch</p>
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Focus Group

A research method in which a small group of users sit together with a moderator (researcher) who guides a discussion about the product. Users discuss their preferences, impressions, and opinions of the product.

<p>A research method in which a small group of users sit together with a moderator (researcher) who guides a discussion about the product. Users discuss their preferences, impressions, and opinions of the product.</p>
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Interview

A research method that uses one-on-one questions to gain insight into a user's preferences, needs and limitations

<p>A research method that uses one-on-one questions to gain insight into a user's preferences, needs and limitations</p>
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Primary Persona

A fictional profile of the primary user for a product that outlines the needs, preferences and pain points of the typical user.

<p>A fictional profile of the primary user for a product that outlines the needs, preferences and pain points of the typical user.</p>
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Qualitative Data

Descriptive data, such as quotes, that conveys how the users think and feel in words

<p>Descriptive data, such as quotes, that conveys how the users think and feel in words</p>
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Quantitative Data

Data that can be measured in numbers, such as statistics, percentiles and sizes

<p>Data that can be measured in numbers, such as statistics, percentiles and sizes</p>
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Survey

A research method that uses both open-ended and closed questions to collect data from a large number of users.

<p>A research method that uses both open-ended and closed questions to collect data from a large number of users.</p>
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Task Analysis

A research method that observes a user carrying out a specific action to understand how they do it.

<p>A research method that observes a user carrying out a specific action to understand how they do it.</p>
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Inclusive / Universal Design

Designing products to be usable for the widest range of people

<p>Designing products to be usable for the widest range of people</p>
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Design for extremes

A strategy to design products for the most abnormal users. For example, designing for the 2.5th - 97.5th percentile instead of 5th - 95th

<p>A strategy to design products for the most abnormal users. For example, designing for the 2.5th - 97.5th percentile instead of 5th - 95th</p>
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Principles of Inclusive Design

Seven principles that guide designers to create inclusive products: 1. Equity in use, 2. Flexibility in use, 3. Simple & intuitive operation, 4. Perceptive information, 5. Tolerance for error, 6. Low physical effort, 7. Size & space for use

<p>Seven principles that guide designers to create inclusive products: 1. Equity in use, 2. Flexibility in use, 3. Simple & intuitive operation, 4. Perceptive information, 5. Tolerance for error, 6. Low physical effort, 7. Size & space for use</p>
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ACT Model - Attract, Converse, Transact

A framework for creating designs that improve the relations of users with the product to trigger an emotional response.

<p>A framework for creating designs that improve the relations of users with the product to trigger an emotional response.</p>
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Attract

First impression, aesthetics - Is the product desirable?

<p>First impression, aesthetics - Is the product desirable?</p>
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Converse

Interaction with the product - Is the product useful?

<p>Interaction with the product - Is the product useful?</p>
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Transact

Commitment to product - Does the product accomplish was it was designed for?

<p>Commitment to product - Does the product accomplish was it was designed for?</p>
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Four Pleasure Framework

A framework by Lionel Tiger (1992) that encourages design for emotion and pleasure, including Physio-pleasure, Socio-pleasure, Psycho-pleasure and Ideo-pleasure

<p>A framework by Lionel Tiger (1992) that encourages design for emotion and pleasure, including Physio-pleasure, Socio-pleasure, Psycho-pleasure and Ideo-pleasure</p>
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Physio-Pleasure

Physical comfort, sensory pleasure from product

<p>Physical comfort, sensory pleasure from product</p>
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Psycho-pleasure

Cognitive satisfaction, ease of use

<p>Cognitive satisfaction, ease of use</p>
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Socio-pleasure

Social connection, belonging, and social identity

<p>Social connection, belonging, and social identity</p>
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Ideo-pleasure

Values, ethics and moral identity

<p>Values, ethics and moral identity</p>
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Norman's Three Levels of Design

Don Norman identifies three components of emotional design: 1) Visceral - sensory appeal (correlates to Physio-pleasure), 2) Behavioral - function and performance (correlates to Psycho-pleasure), 3) Reflective - meaning and identity (correlates to Socio-pleasure and Ideo-pleasure)

<p>Don Norman identifies three components of emotional design: 1) Visceral - sensory appeal (correlates to Physio-pleasure), 2) Behavioral - function and performance (correlates to Psycho-pleasure), 3) Reflective - meaning and identity (correlates to Socio-pleasure and Ideo-pleasure)</p>