UCD

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Last updated 11:19 AM on 1/22/26
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42 Terms

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UCD

A design process that prioritises users’ needs, wants, and limitations by involving them in all stages of the design process

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List the five stages of UCD

Research, Concept, Design, Implementation, Launch

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Target user

A specific group of users for whom a product, system, or environment is designed

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User population

The full range of users who may interact with a product or system

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User requirements

The essential needs that a product must satisfy in relation to the user

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Field research

First-hand observation of users in their natural environment

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Research question

A focused question that guides user-centred research

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Task analysis

Observing and breaking down how users perform a task to identify areas for improvement

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User observation

Watching users interact with a product or complete a task to identify pain points

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Secondary research

Research conducted by someone other than the designer

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Primary persona

A detailed profile representing the main user group experiencing a key problem

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Secondary persona

A non-primary user whose needs must still be considered

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Anti-persona

A user group the product is not designed for

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Scenario

A narrative description of how a persona interacts with a product in daily life

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Population stereotype

Common responses or characteristics shared by a user population

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One benefit of using stereotypes in design

They can make products intuitive and reduce the learning curve

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One risk of using stereotypes

They can reinforce bias and exclude users

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Demographics

Statistical data such as age, gender, location, income, and education level

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Why must designers be careful with demographics?

Overgeneralisation can lead to exclusionary design

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4 user-centred research methods

Interviews, surveys, task analysis, field research

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Why are interviews valuable in UCD?

They provide deep qualitative insights into user experiences

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What type of data do surveys mainly collect?

Quantitative data from a large user group

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What is the purpose of focus groups?

To generate ideas and collective insights through group discussion

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Why is task analysis effective for empathy?

It reveals real user struggles and inefficiencies during tasks

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Usability objectives

Criteria used to assess how easy and satisfying a product is to use

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5 usability objectives

Learnability, Efficiency, Satisfaction, Memorability, Errors

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Learnability

Measures how easily users can learn to use a product

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Efficiency

Measures how quickly users can perform tasks once learned

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Why are errors an important usability objective?

They reveal safety, clarity, and recovery issues

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Inclusive design

Designing products that meet the needs of the widest possible audience

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Why is it impossible to design for an “average user”?

Users vary in age, ability, culture, and context

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One limitation of inclusive design

It may be impractical or involve conflicting needs

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What does “beyond usability” mean in HL design?

Designing for emotional, social, and value-based experiences, not just function

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Name the four pleasures

Physio-pleasure, Socio-pleasure, Psycho-pleasure, Ideo-pleasure

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Physio-pleasure

Pleasure from sensory experiences such as touch, sound, sight, smell, or taste

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Socio-pleasure

Pleasure derived from social interaction, belonging, and shared experiences

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Psycho-pleasure

Pleasure from understanding, learning, and cognitive satisfaction

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Ideo-pleasure

Pleasure linked to personal values, beliefs, and identity

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What does ACT stand

Attract, Converse, Transact

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Attract

Focuses on aesthetics and desirability

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Converse

Focuses on interaction and usability

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Transact focus

Focuses on function and usefulness