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The process of product design
Understand what the users need and/or want (whats in demand)
Create a product
Evaluate the product relative to users’ needs/wants
This a closed loop system that always feed into each other > there can be external factors; people can create need, external events (COVID > masks).
Good design is an iterative & evolutionary process
The evaluation of bikes
Build, evaluate, improve, evaluate, improve, evaluate
With each generation, features are improved, added, delated
Engineers are not typical users
Where designers go astray
They know the product in detail, they have mental image of the product thats deeper then the population
Engineers are not the consumers they don’t understand the users
Creeping featurism
Where designers go astray
The primary symptom of featuritis
Engineers add features that few users are wanting/asking for but everyone has to deal with & pay for
Image concerns may outweigh function
Where designers go astray
Engineers are concerned with the product looking cool or imposing aesthetics instead of allowing form to follow function
Form, follow, function > the form is designed/created by its function,
Image concerns: form should follow function
Engineers take a “reductionist” approach
Focus is on product function
Products are divided into components
Components designed to meet specifications
Components are assembled into products
They don’t look at the big picture but at the pieces and how it would work in the real world
Human factor specialists take a “systems” approach
Focus is on product use
Component systems interact with each other
Product interactions with user in a environment
They see how the pieces connect to each other the bigger picture of the product
Engineers may no see Human Factors as equal partners
Engineers underestimate the importance of human issues
Human factors specialists often don’t present information in a way that is familiar or useful to engineers > They might not speak the language
Human factors specialists may need to market their skills
Product sales > increase if the quality/productivity is improved
Training costs > reduced
Reduced errors > of user error/resulting court costs
Personnel savings > because of reduced error, turnover, accidents
Manufacturers priorities (1)
Want production to be inexpensive
Ability to use existing production systems and processes
Inexpensive materials and components
Distributors priorities (2)
Want products that retailers will stock
Established, popular and high volume products
Shipping costs matter too
Retailers priorities (3)
Want profitable sales
Desirable and prestigious brands
Attractive product and packaging
Purchaser priorities (4)
Not this be the user
Builder grade materials in new construction > someone else buys the supplies
Stock options in cars
Software system in organizations
What do users value in product
Price > What costs less
Features
Dependability
Usually in this order
Sometimes prestige > wild card some people really care for it and others don’t, may be higher or lower priority depending upon the users & the visibility of the product → Rolex
The poor consumer cycle
They are constantly having to buy the cheap product because they have no choice they need the product they are spending more money on poor products → in the long run they are spending more money
Versus those that are higher income are able to buy the more expensive product up front and saving money in the long run
Understanding users’ needs: Tasks analysis
Observe people and their tasks, from their view
Access the non-behavioral goals and processes
“people who buy a ¼ drill bit actually want a ¼ hole”
Front end analysis
Done at the very start of the design process before the design begins
Front end analysis: user issues
Who are the user, what are their ability and preferences
What are their tasks, what do they wish to accomplish with the product
What is their environment > the physical or social situations factors
What tasks must the product fulfill, what is everything it must do
Front end analysis: Design constraints
Balancing what the user wants with the physical limitations that the product has
Not all features are equally attractive or equally expensive > Cost benefit analysis
Would putting in that feature pay off for the company
Front end analysis: Design heuristics
List the design goals & requirements (used guid books to help/HF handbooks)
Products has to have a certain look & feel to be the product > Apple Mac
Think about who is the intended population & what would they value
Collecting Task & process data: Direct observation
Seeing how the user is using the product in real time
See the environment where the product is used in & see what needs to be added to be helpful
Collecting Task & process data: Verbal protocol
Have the user speak out loud when they are using the product to understand better whats happening and how the product is being used & whats the goal
People vary in the ability to recognize and verbalize their own actions
Collecting Task & process data: Interviewing
Faster way to get the needed information but aren’t given a deeper understanding of the product
Can be individual or groups
Understanding user’s needs
One way is through surveys and questionnaires
Surveys strengths
They are cheap and easy to reach a large number of people
They are flexible and can ask questions about literally anything
Survey weakness
Representative sample of users is important and difficult to get
Can lead to asking bad questions > leading, confusing, ambiguous question and making sure the sentences are appropriate for readers
You only get answers to questions you ask > you don’t always know what to ask, wished you offered other options, wised you asked other follow up questions
Doing a pilot survey is essential but its easy to over look
Existing records
Understanding users’ needs
Using past information > production data, complaints, and repair orders to guide the design of a product, because companies are already collecting & keeping that data
Objective data is not free from bias or contamination
Consider the task (not just the product)
Creating the product
Consider possible scenarios where the product will be used in > place yourself in the user’s role - where am I using it
Functional allocation > task might be part of a larger goal, which of the tasks should the product take over & which ones should be left to the user
Create user personas > invent a hypothetical user/ image one user for each groups that use the product
Prototypes and mock-ups
Creating low-fidelity mock-ups can give user feedback
As the product development continues, high-fidelity prototypes are made
> Hand-drawn examples of software layout/cardboard cut-out with sticker for displays
Evaluate the product
Creating the product
Put the product in the users hands
Focus groups/pilot tests/ verbal protocols
Use the information gained to the next iteration
Support materials (user centered)
Creating the product
User guides, instructions/References, manuals/Training programs
Usually written from the engineer’s point of view > arranged by components
They should be written for the user’s point of view > arranged by tasks/goals
As the product is tested, note what user’s ask and misunderstand
Norman’s Seven stages of action model
Establish a goal
Intention to act
Action specification
Interface mechanisms
Interface display
Interpretation
Evaluation
Establish a goal
What do I want to accomplished
Bridge gulf of execution
Over the gulf between goals and system actions
Intention to act > User forms a specific goal to pursue
Action specification > User identifies an action or sequence to carry out goals
Interface mechanisms > User executes system controls
Bridge of evaluation
User to evaluation system state relative to goals
Interface display > user must perceive the system state
Interpretation > user must interpret the underlying system state
Evaluation > user must evaluate the system state relative to goals
Mental models
Perception is the formation of an internal representation of the external world
Software doesn’t have a physical external world to represent
Software stems from the designer’s mental model
Users’ mental model
The users’ mental representation of the software’s conceptual model >
Users’ mental models are usually incomplete, fragmented, unstable
Users may have different mental models for different facts of the software
Are based on users’ inferences from inputs & outputs