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UCD
A design philosophy prioritising user needs, usability and understanding
UCD key principles
User Involvement: Engage real users (not just stakeholders) Iterative Process: Design > Test > Refine > Repeat Multidisciplinary: Combines HCI, psychology, design
Why UCD?
70-80% product failures stem from ignoring user needs prevents costly redesigns ensures effective, efficient, satisfying products
Issues with non-UCD approaches
Waterfall: rigid, no user input until late Agile: focuses on functionality over usability
4 UCD Methodologies
Soft Systems Methodology (SSM) Usability Engineering Lifecycle Star Lifecycle Participatory Design (PD)
Soft Systems Methodology (SSM)
Used for complex system (7-steps) Views systems as holistic and interpretive Used for complex, fuzzy problems No guidance on implementation/evaluation
SSM example
A hospital having poor communication between doctors, nurses and admin causing delays with patients.
SSM 7 steps
Identify problem situation Express problem situation Establish root definitions of relevant systems Build conceptual models Compare models with reality Define feasible and desirable changes Take action to improve situation
Participatory Design
Users co-design solutions (e.g. workshops, prototyping)
Pros and Cons of PD
Pros: High user ownership, meets real needs Cons: Time-consuming, hard to manage stakeholder conflicts
PD example
Creating an app for elderly users or disabled users.
Star Lifecycle
Evaluation-centred, flexible ordering (opposite of waterfall)
Pros and Cons of Star Lifecycle
Pros: Adapts to context, ideal for iterative design Cons: Hard to track progress
Star Lifecycle example
Continuously changing the design of an app based on feedback and evaluation
Design Thinking
User-centred, problem-solving approach focusing on understanding users, challenging assumptions & testing solutions through iteration
Stages of design thinking
Empathise: understand user's needs Define: clearly state core problem Ideate: brainstorm creative solutions Prototype: build simple versions of possible solutions Test: try solutions with users and refine based on feedback
Double Diamond
Visual design process model that splits process into 2 diamonds: discover/define and develop/deliver
Diamond 1
Discover (research the problem) / Define (narrow down the real problem)
Diamond 2
Develop (explore possible solutions) / Deliver (implement, test and refine final solution)
Double Diamond example
Online shopping website redesign
Lean UX
Rapid iteration with MVPs, iterative and collaborative designs focusing on outcomes
Usability Engineering Lifecycle 3 phases
Requirements: User/task analysis Design/Testing: Prototyping + evaluation Installation: Post-launch feedback
UEL vs SL
UEL: structured phases, focuses on formal usability testing SL: no fixed order, evaluation drives next steps, focuses on flexibility
Pros and Cons of UEL
Pros: bridges gap between users + developers, metrics driven Cons: less flexible than Star/PD, may not suit rapidly changing needs