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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
List the five stages of UCD
Research, Concept, Design, Implementation, Launch
Target user
A specific group of users for whom a product, system, or environment is designed
User population
The full range of users who may interact with a product or system
User requirements
The essential needs that a product must satisfy in relation to the user
Field research
First-hand observation of users in their natural environment
Research question
A focused question that guides user-centred research
Task analysis
Observing and breaking down how users perform a task to identify areas for improvement
User observation
Watching users interact with a product or complete a task to identify pain points
Secondary research
Research conducted by someone other than the designer
Primary persona
A detailed profile representing the main user group experiencing a key problem
Secondary persona
A non-primary user whose needs must still be considered
Anti-persona
A user group the product is not designed for
Scenario
A narrative description of how a persona interacts with a product in daily life
Population stereotype
Common responses or characteristics shared by a user population
One benefit of using stereotypes in design
They can make products intuitive and reduce the learning curve
One risk of using stereotypes
They can reinforce bias and exclude users
Demographics
Statistical data such as age, gender, location, income, and education level
Why must designers be careful with demographics?
Overgeneralisation can lead to exclusionary design
4 user-centred research methods
Interviews, surveys, task analysis, field research
Why are interviews valuable in UCD?
They provide deep qualitative insights into user experiences
What type of data do surveys mainly collect?
Quantitative data from a large user group
What is the purpose of focus groups?
To generate ideas and collective insights through group discussion
Why is task analysis effective for empathy?
It reveals real user struggles and inefficiencies during tasks
Usability objectives
Criteria used to assess how easy and satisfying a product is to use
5 usability objectives
Learnability, Efficiency, Satisfaction, Memorability, Errors
Learnability
Measures how easily users can learn to use a product
Efficiency
Measures how quickly users can perform tasks once learned
Why are errors an important usability objective?
They reveal safety, clarity, and recovery issues
Inclusive design
Designing products that meet the needs of the widest possible audience
Why is it impossible to design for an “average user”?
Users vary in age, ability, culture, and context
One limitation of inclusive design
It may be impractical or involve conflicting needs
What does “beyond usability” mean in HL design?
Designing for emotional, social, and value-based experiences, not just function
Name the four pleasures
Physio-pleasure, Socio-pleasure, Psycho-pleasure, Ideo-pleasure
Physio-pleasure
Pleasure from sensory experiences such as touch, sound, sight, smell, or taste
Socio-pleasure
Pleasure derived from social interaction, belonging, and shared experiences
Psycho-pleasure
Pleasure from understanding, learning, and cognitive satisfaction
Ideo-pleasure
Pleasure linked to personal values, beliefs, and identity
What does ACT stand
Attract, Converse, Transact
Attract
Focuses on aesthetics and desirability
Converse
Focuses on interaction and usability
Transact focus
Focuses on function and usefulness