CS2003 - Week 18 - User-Centered Design

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24 Terms

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UCD

A design philosophy prioritising user needs, usability and understanding

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UCD key principles

User Involvement: Engage real users (not just stakeholders) Iterative Process: Design > Test > Refine > Repeat Multidisciplinary: Combines HCI, psychology, design

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Why UCD?

70-80% product failures stem from ignoring user needs prevents costly redesigns ensures effective, efficient, satisfying products

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Issues with non-UCD approaches

Waterfall: rigid, no user input until late Agile: focuses on functionality over usability

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4 UCD Methodologies

Soft Systems Methodology (SSM) Usability Engineering Lifecycle Star Lifecycle Participatory Design (PD)

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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

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SSM example

A hospital having poor communication between doctors, nurses and admin causing delays with patients.

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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

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Participatory Design

Users co-design solutions (e.g. workshops, prototyping)

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Pros and Cons of PD

Pros: High user ownership, meets real needs Cons: Time-consuming, hard to manage stakeholder conflicts

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PD example

Creating an app for elderly users or disabled users.

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Star Lifecycle

Evaluation-centred, flexible ordering (opposite of waterfall)

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Pros and Cons of Star Lifecycle

Pros: Adapts to context, ideal for iterative design Cons: Hard to track progress

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Star Lifecycle example

Continuously changing the design of an app based on feedback and evaluation

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Design Thinking

User-centred, problem-solving approach focusing on understanding users, challenging assumptions & testing solutions through iteration

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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

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Double Diamond

Visual design process model that splits process into 2 diamonds: discover/define and develop/deliver

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Diamond 1

Discover (research the problem) / Define (narrow down the real problem)

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Diamond 2

Develop (explore possible solutions) / Deliver (implement, test and refine final solution)

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Double Diamond example

Online shopping website redesign

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Lean UX

Rapid iteration with MVPs, iterative and collaborative designs focusing on outcomes

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Usability Engineering Lifecycle 3 phases

Requirements: User/task analysis Design/Testing: Prototyping + evaluation Installation: Post-launch feedback

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UEL vs SL

UEL: structured phases, focuses on formal usability testing SL: no fixed order, evaluation drives next steps, focuses on flexibility

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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