User-Centred Design

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Description and Tags

design = kill me now

52 Terms

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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.

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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.

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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.

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Environment (Task, User & Environment)

A product must be designed for the environment in which it will be used.

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UCD is…

Multi-Disciplinary = UCD puts people at the centre of everything. Multi-disciplinary approach allows for better products.

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Multi-Disciplinary use…

Anthropologists, Ethnography and Psychology

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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.

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5 Stages of UCD (2)

Research - Concept - Design - Implementation - Launch

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UCD Collection - Task Analysis

Observing users interact with a product and analysing the steps to help identify a user’s pain points.

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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.

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UCD Collection - Observation

Watching users interact with a product or system. Reveals false assumptions about users, can identify pain points.

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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.

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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.

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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.

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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.

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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.

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Quantitive Data

Measurable data that is recorded using numbers.

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Primary Data

Research collected by the designer. Harder and takes longer to collect, but targeted to the needs of the user.

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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.

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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.”

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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

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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.

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Usability Objectives - Efficiency

How much cognitive/physical effort is required to use a product. Good = satisfying.

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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.

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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.

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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)

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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)

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Characteristics of Good Product Interfaces - Visibility

The controls of a product should be easily identifiable. (E.g. colour-coding)

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Characteristics of Good Product Interfaces - Intuitive Logic

Product that is intuitive to use and require little to no instruction to operate it.

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Characteristics of Good Product Interfaces - Affordance

Affordances determine what actions are possible when interacting with a product. (E.g. handles)

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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)

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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)

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UCD Techniques - User Population

The range of users expected to use a product or service. There may be multiple user populations per product.

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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.

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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.

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User Population - Secondary Personae

Profile of a group of users who are not the target audience, but will still use the product.

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User Population - Anti-Personae

Profile generated for people the product was not designed for.

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User Population - Scenario

A real or imagined sequence of events in the daily life of a user.

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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.

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ACT Model - Attract

The user’s attention must be attracted through use of the senses. (E.g. appearance or operation)

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ACT Model - Converse

The product must create a feeling of authority in the user, that it will perform reliably and consistenly.

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ACT Model - Transact

Thus, convincing the user that the product is worthwhile and they will continue having a pleasurable experience using it.

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The Four Pleasure Framework

Framework describing the range of positive, pleasurable human experiences whilst using a product or system.

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Physio-Pleasure

Pleasure gained through the senses (scent, touch, sight, taste and sound)

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Psycho-Pleasure

Relates to intellectual satisfaction gained by using product (E.g. using complex product with no manual)

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Socio-Pleasure

Relates to social interaction and facilitates communication amongst users.

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Ideo-Pleasure

The gratification from a product relating to one’s values or beliefs (E.g. sustainability)

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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.

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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.

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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.

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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.

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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.