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HCD meaning
In HCD, researchers and designers cooperate with or learn from potential users of the products or services they are developing. The goal is to develop products or services that match users’ practices, needs, and preferences
HCD vs UCD
HCD focuses on people, whereas user-centered design has a narrower focus on people's roles as users and can be dehumanizing
HCD Process
Empathise, Understand, Design & Build, Assess, Evolve.
Isn’t linear
Is repetitive
Can be seen as a cycle or double diamond
HCD aims
Create products/systems/services that meet people's needs.
Understand how humans perform tasks and act to achieve goals.
Understand how humans process information (transmission, perception, storage, understanding).
Perform analytic and empirical use evaluations.
Three 'waves' of Human-Computer Interaction:
1970s: Rigid rules for Human-Machine Interaction (engineering and ergonomics)
1980s and 90s: Groupware (how groups work with software)
2000s and later: Beyond work and software (technology at home, smartphones)
User-Centred Design (UCD) (80s/90s)
Included workers in the design process
Focusing on productivity and efficiency in the workplace
Perspectives on "User"
Micro
Meso
Macro
Micro
Cognitive
Usability
Human factors
Meso
Socio-emotional
Coordination
User experience
Macro
Political
Collective engagement
Importance of Understanding (Empathy Map)
HCD emphasizes understanding what people
think
say
do
feel
Why was HCD created?
Lack of understanding people's needs is a key factor in innovation failure
User involvement has positive effects on system success and user satisfaction
Empathy in HCD meaning
Designers attempt to get closer to the lives and experiences of users to increase the likelihood that the design meets their needs
Empathy vs. Sympathy
Empathy is a way of "knowing" and understanding the other person
Sympathy is a way of "relating" and feeling for the other person
In empathy, you feel as if you are the other
In sympathy, you feel like you are the other.
Four Qualities of Empathy
Perspective-taking
Avoiding judgement
Recognising emotions
Communicating emotions
Empathy in design
Involves stepping into the shoes of the people being designed for
Designers act as interpreters of user experiences
Empathy framework (4 phases)
Discovery
Immersion
Connection
Detachment
Discovery
Approaching the user, raising curiosity and willingness to explore.
Immersion
Wandering around in the user's world (qualitative research data), taking the user's point of reference, absorbing without judging
Connection
Recalling own memories and experiences to reflect and create understanding, emotional resonance, understanding feelings and meanings (affective and cognitive components)
Detachment
Stepping back into the role of designer with increased understanding, making sense of the user's world, deploying insights for ideation.
Importance of Designer’s Willingness
The designer's personal connection, emotional state, and commitment influence the level of empathy achieved
Empathic Tecniques
Research: Direct contact with users (observation, generative sessions).
Communication: Using raw data (photos, quotes) and storytelling (personas, scenarios, storyboards, role-playing) to convey user experiences.
Ideation: Simulating user conditions (role-playing, experience prototyping, bodystorming).
Usability
The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments. Considers context, user, and task
Key aspects of Usability
Effectiveness (successful task completion)
Efficiency (task completion without retrace)
Satisfaction (liking the product for the task).
User experience
The capacity of an (interactive) product to please senses (beautiful to look at, pleasant to hear, smell, or touch)
Subjective experience ranging from feelings to values, memorable situations, and personal significance
Use optimisation
It does not necessarily make interaction more satisfactory
A rewarding experience may help overcome usability issues.