Topic 7: User-Centered Design (UCD)

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38 Terms

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User-Centered Design (UCD)

A design approach that places the user's needs and abilities at the center of the process, optimizing products for user experience rather than forcing users to adapt.

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UCD Principles

Understanding users, tasks, and environments. Involving users in design and evaluation. Iterative process. Inclusive design for accessibility. Multidisciplinary teams.

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Iterative UCD

Continuously testing prototypes with users, refining designs through repeated cycles to achieve desired results.

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Inclusive UCD

Universal design for all users, addressing physical, sensory, and perceptual challenges to accommodate diverse needs.

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Multidisciplinary Design Teams

Teams with members from various fields (e.g., anthropology, psychology) collaborating to solve complex problems creatively.

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Five Stages of UCD

Research: Understanding users and contexts. Concept: Developing innovative solutions. Design: Iterative testing and refinement. Implementation: Prototyping and final usability testing.
Launch: Market rollout with user feedback and metrics.

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Usability

The ease with which a product or system can be used by specified users to achieve specific goals effectively and efficiently.

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Usability Objectives

Usefulness: Meets user goals. Effectiveness: Achieves results with minimal errors. Learnability: Easy to understand and relearn. Attitude: Positive user perceptions.

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Benefits of Enhanced Usability

Increased product acceptance, user experience, and productivity. Decreased user error and reduced training/support needs.

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Effective User Interfaces

Features include low error rates, high satisfaction, simplicity, intuitive controls, and easy-to-remember functions.

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Visibility

Controls are visible, reducing errors and making functionality clear.

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Feedback

Provides confirmation of actions (e.g., click sounds, button lights).

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Affordance

Indicates how an object can be used (e.g., knobs for turning, buttons for pushing).

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Constraints

Limit ways a product can be used to prevent errors (e.g., USB plugs fit only one way).

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Mapping

Logical layout of controls corresponding to their functions for intuitive use.

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Population Stereotypes

Common expectations of product use within a culture; essential for intuitive and safe design.

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User Population

The group expected to use a product, classified by age, gender, physical conditions, and other criteria.

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Personas

Fictional characters representing user groups, helping designers empathize and focus on user needs.

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Secondary Personas

Users not in the primary target audience but whose needs must also be considered.

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Anti-Personas

Represent users for whom the product is not designed.

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Scenarios

Imagined sequences of events in a persona's life, showing best, worst, and average use cases.

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Use Cases

Documents detailing specific user-product interactions, including steps, goals, and system responses.

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User Trials

Observations, interviews, and focus groups to gather feedback on ease of use, performance, and aesthetics.

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Natural Environments

Observing users in real-world settings, providing realistic usability data.

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Usability Laboratories

Controlled environments with sensors and observation tools for consistent, detailed user testing.

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Field Trials

Observing users in their natural contexts (e.g., homes, stores) to gather in-depth, qualitative data.

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Affinity Diagramming

Grouping ideas and information into clusters to identify patterns and themes.

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Participatory Design

Involving users directly in the design process, such as through paper prototyping.

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Paper Prototyping

Low-cost, quick prototypes where users interact with paper representations of a product.

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Optimum Compromise

Balancing factors like cost, function, and aesthetics to achieve the best possible design outcome.

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Design for Emotion

Enhancing user engagement, loyalty, and satisfaction by incorporating emotional and personality-driven elements into designs.

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Four-Pleasure Framework

Socio-Pleasure: Derived from social interactions or belonging (e.g., phones, jewelry). Physio-Pleasure: Sensory enjoyment from touch, smell, or effectiveness (e.g., ergonomic tools). Psycho-Pleasure: Cognitive/emotional reactions to a product. Ideo-Pleasure: Values and ideologies reflected in a product (e.g., eco-friendly designs).

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Visceral Design

Immediate emotional response to a product's appearance (e.g., "I want it!").

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Behavioral Design

Focused on usability and performance, prioritizing function over appearance.

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Reflective Design

Tied to self-image and prestige (e.g., luxury brands, environmentally conscious products).

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ACT Model

Framework for enhancing user-product relationships: Attract: Aesthetic appeal. Converse: Interaction quality. Transact: Functional excellence.

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Empathy in Design

Understanding users' needs, values, and beliefs to create better-suited products.

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Sympathetic Design

Making decisions to maximize a product's helpfulness under specific conditions.