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Human Centered Design
an approach to system design that focuses on users' needs, requirements, and social context
Philosophy of HCD
users first, context matters, Iterative Process, Inclusive thinking
Users first
design decisions are based on user needs not assumptions
context matters
always consider the 3 Ws: where, when, and why people use your design
Iterative Process
design, test, learn, repeat
inclusive thinking
design for diverse users and use cases
what is the goal of HCD
create products and systems that are useful, usable, and meaningful to the intended users
What is the HCD Approach
you and your design adapt to the users. solutions must be adaptable and flexible to your users' needs and uses cases. design decisions should be heavily drive by user research.
What are the key principles of HCD?
Involvement of users throughout the process, Understand the whole context, Solve the right problem
Involvement of users
users should be included from identifying what the problem is to refining your solution
Solving the Right Problem
Focus on the underlying needs, not the surface level requests
What are the user benefits of HCD?
improved usability, better experience, increased accessibility, reduced errors fewer mistakes and frustrations
What are the benefits of HCD for organizations?
higher adoption rates, reduced support costs, competitive advantage, innovation opportunities
What is the HCD Process?
The HCD Process is an iterative cycle. Observation - Idea Generation - Prototyping - Testing - Repeat
Why the iterative process?
first ideas are never the best, users can't always explain what they need, real-world uses reveal unexpected issues, continuous improvement leads to better solutions
What does the Spiral Method do?
each cycle gets you closer to the optimal solution, allows for progressive refinement, risks are reduced through early testing, faster time to market with validated solutions
What is User Feedback?
information provided by users about their experience with a product or system
what is user feedback made of?
user opinions, complaints, and suggestions, behavioral data from user interactions, performance metrics in completion of tasks
what is the key principle of user feedback?
A continuous loop of input from users to designers.
what is the goal of user feedback?
improving the product's usability, functionality and user satisfaction
What does User Feedback achieve?
pain points and areas for improvement are identified, design assumptions are validated or challenged, prioritization of features and updates are guided, user engagement and sense of ownership is enhanced, product development is aligned with user needs and expectations, design decisions driven by data is supported
What are the methods for collecting user feedback?
surveys and questionaries, user interviews and focus groups, usability testing sessions, analytics and user behavior tracking, social media and customer support channels
What is the process of integrating feedback?
collect and analyze feedback, prioritize issues and opportunities, develop solutions and prototypes, test with users, implement changes, monitor impact and collect new feedback
What are the human core elements of HUCD
understand, define, ideate, prototype, test, iterate
What is the purpose of observation?
understanding users in their natural context, uncovering unspoken needs and behaviors, challenging assumptions and preconceptions, and gathering rich, qualitative data
What should you observe?
Actions: what people actually do vs what they say they do, Environment: Physical and social context, Tools: What the users are currently using, Pain Points: Where users are struggling or create workarounds, Emotions: How users feel during tasks
What is the purpose of idea generation?
generating a wide range of possible solutions, encouraging creative and innovative thinking, building on diverse perspectives, and avoiding settling for the first idea
What are the best practices for idea generation?
Quantity over Quality, Build on others' ideas, No criticism during brainstorming, Visual thinking like sketching, Diverse Perspectives by including different POVs
What is the purpose of making a prototype?
Making ideas tangible for testing and feedback, Exploring multiple concepts quickly, Identifying problems early when they're cheap to fix, Communicating ideas clearly to stakeholders
What is the purpose of testing?
Validating or challenge design assumptions, Gathering user feedback on concepts, Identifying usability issues, Ensuring solutions meet real needs
Testing Principles
Test Early and Often, Use Realistic Scenarios, Observe Behavior, not just opinions, Be Open to Unexpected Insights, Iterate Based on Learning
Double Diamond Model
Discover, Define, Develop, Deliver
What is the first key phase of the double diamond model?
First diamond is finding the right problem. diverge to explore the problem space. converge to define the core problem.
What is the second key phase of the double diamond model?
Second diamond is finding the right solution. diverge to generate many solutions. converge to refine and implement solution
What is the focus of the problem space and solution space?
problem space: understanding before building, solution space: creating the right solution
What is the key insight of the DD model?
spend enough time in the problem space before jumping to solutions
What is the complete HCD process?
flexible - iterative - collaborative - evidence based
Good observation practices
be systematic by using structured frameworks, look for patterns, document every detail, separate observation from interpretation where facts are first, analysis is second
what are common pitfalls in observation?
observer bias where observer presence changes tester behavior, confirmation bias, surface behaviors, snapshot fallacy - single observations over patterns over time
improved approaches to idea generation
silent start where individual inputs before group discussion, build on others - yes and, diverse perspectives by including different backgrounds and roles, quantity goals where generating volume before evaluating quality
Key principle of prototypes
build the minimum needed to test your assumptions
best practices for prototyping
Start Rough, Get Refined, Embrace imperfection: Perfect prototypes discourage feedback, Focus on key questions: What are you trying to learn?, Involve stakeholders: Get input during creation, not just after, Document decisions: Why did you choose this approach?
Different types of test methods
Task-based usability testing: Can users accomplish goals?, A/B testing: Which version performs better?, Concept validation: Is this solving the right problem?, Accessibility testing: Does this work for all users?
What to measure during testing?
Behavioral data: What do users actually do?, Performance data: How efficiently do they do it?, Emotional data: How do they feel about the experience?, Preference data: What do they say they want?
How to turn data into decisions?
Prioritize by impact: What problems affect the most users?, Consider effort required: What's feasible to change?, Look for patterns: Individual feedback vs. systematic issues, Plan next iteration: What will you test next?
why do we need models?
act as translation tools that bridge the communication gap between designers, developers, stakeholders, and users by simplifying complex ideas, creating a shared understanding, and supporting collaboration
Systematic observation…
Systematic observation reveals problems intuition misses
Structured ideation…
Structured ideation produces more creative solutions
Iterative prototyping…
Iterative prototyping improves ideas efficiently
Evidence-based testing…
Evidence-based testing guides better decisions
Simple interfaces…
Simple interfaces often require complex underlying systems
Models and standards…
Models and standards enable collaboration at scale
Communication tools…
Communication tools are essential for team coordination
Human-centered principles…
Human-centered principles apply even in technical contexts
Affordances
the perceived actions possible in an environment or with an object. not what the object can do but what users perceive they can do. based on visual cues, past experiences, and context
what are examples of affordances
a door handle - shape suggests pulling, button - raised surface suggests pressing, knob - circular shape suggests rotating
Digital Affordances
Screen-Based Interactions, Buttons: Raised appearance suggests clicking, Links: Blue underlined text suggests clicking, Text Fields: White rectangles suggest typing, Sliders: Track with handle suggests dragging, Scroll Bars: Suggest content extends beyond view
Features
what can object can do or lets a user do. specific capabilities built into the product. defined by designers and developers. technical specifications.
Examples of features
a search function on an app, an elevator playing music while riding it, a like button to like a post, a bluetooth icon to turn on/off bluetooth connection
What are signifiers?
perceivable indicators that communicate how to use something
What is the purpose of signifiers?
To make affordances more obvious and understandable
What is the key principle of signifiers?
Good signifiers reduce cognitive load and increase usability
types of signifiers
labels, symbols, color, shapes, links, buttons or any perceivable indicator of functionality
examples of signifiers in the physical world
push and pull signs on doors, traffic lights indicating stop and go, handle shapes indicating how to grip
examples of signifiers in the digital world
button styling - shadows, borders, colors, icons - trash can for deleting, magnifying glass for searching, color conventions - red for danger, green for go
What is Mapping?
The relationship between the elements of two sets of things
user's mental model
simplified understanding of how something works based on previous experiences and visual cues. may not match with reality but guides user behavior and can change through experience
designer's conceptual model
intended understanding of system structure based on technical architecture and design goals communicated through interface and interactions that should align with user's mental model
symbolic systems
structured representations that use symbols, notations, or diagrams to model complex real-world systems, processes, or concepts in a simplified and standardized, manner
key characteristics of symbolic systems
Use abstract symbols to represent concrete elements, Employ defined rules for symbol manipulation and interpretation, Enable communication of complex ideas in a standardized format, Support analysis, design, and problem-solving in various domains
example of symbolic systems
customer journey maps and task flow diagrams
affordances…
Affordances are about perception, not just capability
signifiers…
Signifiers make affordances discoverable
good mapping…
Good mapping reduces cognitive load
mental models
Mental models drive user behavior
sometimes…
Sometimes difficult design is appropriate
Feedback…
closes the interaction loop
What does UML stand for?
Unified Modeling Language
UML is…
the solution to design communication
What are the three pillars of design communication?
DESIGN MODELS - Simplified representations of your design vision, DESIGN VIEWS - Different perspectives on your design model, UML DIAGRAMS - Visual representations of your design views
what are the two types of UML diagrams?
Structural diagrams and dynamic diagrams
Structural diagrams
Class, component, and deployment
Dynamic diagrams
Use case, state, activity, and sequence
What is a design model?
simplified representation that captures essential design decision
examples of design model
map - design model of navigation with roads/landmarks, recipe - design model of cooking process with key steps/ingredients, floor plan - design model of space with layout/flow
what is a design view?
a perspective that emphasizes certain design aspects
examples of design views
customer experience design - menu, seating, service flow, kitchen workflow design - equipment layout, ingredient organization
what do multiple design views matter?
Each stakeholder cares about different design aspects, Good design must work from all relevant perspectives, Design problems often appear in one view but not others, Complete design requires considering all views,
what are the different types of design views
Structural Design Views: What design components exist and how they're organized, Behavioral Design Views: What design processes happen and when, User Experience Design Views: Who uses the system and what value they get, Implementation Design Views: How the design gets built and deployed
what is a UML diagram
a visual way to communicate a design view
what are the different common design concepts in UML diagrams?
Design Components: Rectangles, ovals, stick figures, Design Relationships: Lines, arrows, diamonds, Design Groupings: Boxes, packages, boundaries, Design Behaviors: Arrows with time, decision points
what question does a class diagram cover?
What design components exist in my system?
what question does a use case diagram cover?
What value can users get from my design?
what question does a activity diagram cover?
How does this design process work?
what question does a sequence diagram cover?
How do design components interact?
what question does a component diagram cover?
What are the major design modules?
what question does a deployment diagram cover?
How is my design physically implemented?
what question does a state diagram cover?
How does this component behave in different situations?
what type of UML diagram should you use in this case? "I need to show my team the design of different user types and what value they get from our app"
use case
what type of UML diagram should you use in this case? "The developers need to understand the design relationships between different elements"
class