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design = kill me now
User-Centred Design
User-centred design is an iterative design process that prioritises the needs, goals, and behaviours of the end-user throughout the product development cycle.
Task (Task, User & Environment)
The task to be performed. Designers use techniques like observation, field research, focus groups and others to gain a good understanding about the user’s issues.
User (Task, User & Environment)
A designer must have a deep understanding of the user by empathising with their needs. Tools like story boarding and task analysis help identify pain points that must be addressed.
Environment (Task, User & Environment)
A product must be designed for the environment in which it will be used.
UCD is…
Multi-Disciplinary = UCD puts people at the centre of everything. Multi-disciplinary approach allows for better products.
Multi-Disciplinary use…
Anthropologists, Ethnography and Psychology
5 Stages of UCD (1)
UCD is an iterative process in which the consumer is consulted a number of times throughout the process. The solution can be tested and changed repeatedly until a suitably developed design is produced.
5 Stages of UCD (2)
Research - Concept - Design - Implementation - Launch
UCD Collection - Task Analysis
Observing users interact with a product and analysing the steps to help identify a user’s pain points.
UCD Collection - Storyboarding
Visual way to communicate product usage through images, pictures or drawings. This is recorded to find opportunities to redesign to provide solutions to issues.
UCD Collection - Observation
Watching users interact with a product or system. Reveals false assumptions about users, can identify pain points.
UCD Collection - Field Research
Conducting research in a user’s intended environment, instead of a lab. Maximises potential for authentic observation allowing for better research.
UCD Collection - Interviews
A face to face consultation which usually gathers qualitative information. An advantage of interviewing vs survey are the follow-up questions for clarification and more detail.
UCD Collection - Focus Groups
Selected groups of people representing the target market are interviewed to answer questions and interact with products to provide feedback. A disadvantage is small groups aren’t always an accurate representation, yet, it’s still a powerful tool for diagnosing usability tools.
UCD Collection - Surveys
Predefined lists of questions that usually provide structured, quantitative answers. Questions are carefully written to generate useful information and Likert Scales (1-5) structure answer options. Results are easy to analyse.
Qualitative Data
Descriptive data used to find detailed information about people’s feelings or thoughts, their perception. Research helps with research for individuals or small focus groups.
Quantitive Data
Measurable data that is recorded using numbers.
Primary Data
Research collected by the designer. Harder and takes longer to collect, but targeted to the needs of the user.
Secondary Data
Pre-existing data. Often quantitative data from databases from large groups. Less reliable and could be from any time period. Easier to use as it doesn’t need collecting.
Usability Objectives
The International Standards Organisation defines usability as, “the extent to which a product can be uses by specified users to achieve specific goals.”
Usability Objectives - Learnability
How easy a system or product is to learn how to use with a predetermined level of training. Good = minimal training and no manual
Usability Objectives - Memorability
Whether a user can remember how to use a product after a period of time. Good = ‘low memory burden’ and are intuitive to use.
Usability Objectives - Efficiency
How much cognitive/physical effort is required to use a product. Good = satisfying.
Usability Objectives - Satisfaction
How satisfying a product is to use. Good = they will want to use it again and is part of the ACT model.
Usability Objectives - Errors
How many errors a user makes when using a product. Good = low number of errors indicate good learnability/usability and are satisfying.
Population Stereotypes
Assumptions designers make about the way they expect users to interact with a product. May be guided by industry standard, the government or cultural standards (E.g. Light switch)
Characteristics of Good Product Interfaces - Mapping
Designing controls to be in relation to their intended function. Good = intuitive, avoids learning controls (learnability) and needs no manual. (E.g. stove top)
Characteristics of Good Product Interfaces - Visibility
The controls of a product should be easily identifiable. (E.g. colour-coding)
Characteristics of Good Product Interfaces - Intuitive Logic
Product that is intuitive to use and require little to no instruction to operate it.
Characteristics of Good Product Interfaces - Affordance
Affordances determine what actions are possible when interacting with a product. (E.g. handles)
Characteristics of Good Product Interfaces - Feedback
Product/system that provides a response to the user’s input to show that it was received and is doing something. (E.g. flashing light, vibration)
Characteristics of Good Product Interfaces - Contraints
Constraints limit the number of possible actions to be done. (E.g. differently-sized screws that only fit certain holes)
UCD Techniques - User Population
The range of users expected to use a product or service. There may be multiple user populations per product.
User Population - All the Personae
Profiles of real or fictional people that represents the information gathered from research or user trials. Used to develop empathy for user.
User Population - Primary Personae
Profile of the primary user for a product experiencing a challenge in a process that presents a design opportunity. Has human face and story to a particular audience, enables for empathising and catering to the user’s needs effectively.
User Population - Secondary Personae
Profile of a group of users who are not the target audience, but will still use the product.
User Population - Anti-Personae
Profile generated for people the product was not designed for.
User Population - Scenario
A real or imagined sequence of events in the daily life of a user.
ACT Model
It aims to define the process by which an emotional response can be stimulated by a user, and identify factors that need to be considered when designing for emotion.
ACT Model - Attract
The user’s attention must be attracted through use of the senses. (E.g. appearance or operation)
ACT Model - Converse
The product must create a feeling of authority in the user, that it will perform reliably and consistenly.
ACT Model - Transact
Thus, convincing the user that the product is worthwhile and they will continue having a pleasurable experience using it.
The Four Pleasure Framework
Framework describing the range of positive, pleasurable human experiences whilst using a product or system.
Physio-Pleasure
Pleasure gained through the senses (scent, touch, sight, taste and sound)
Psycho-Pleasure
Relates to intellectual satisfaction gained by using product (E.g. using complex product with no manual)
Socio-Pleasure
Relates to social interaction and facilitates communication amongst users.
Ideo-Pleasure
The gratification from a product relating to one’s values or beliefs (E.g. sustainability)
Strategies for UCD - Use Case Diagrams
A use case is a description of how a user will interact with a product or system. Could be multiple use cases and/or user groups. Used to understand how a user will interact with a product from their POV.
Strategies for UCD - Affinity Diagrams
Tool for organising thoughts, ideas and unstructured research responses. It groups ideas by affinity or commonality. Used to assess usability and identify issues.
Strategies for UCD - Testing Houses
Third party organisation that specialises in usability testing, testing with trained specialised staff. Advantage = designers removed, isolates assumptions or biases.
Strategies for UCD - Usability Laboratories
Dedicated facility with specialist equipment to test products. Like interview rooms, testing rooms and specialist equipment like eye-tracking software.
Strategies for UCD - Participatory Design, Prototype, Usability Testing
Where a potential user is asked to interact with a simulated, working product. Used to test user’s understanding of using a product with no instructions.