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User-Centred Design (UCD)
A design approach focusing on user needs, wants, and limitations at every stage of the design cycle. Avoids assumptions and bias.
Principles of UCD
Understand users, tasks, and environments
Involve users throughout
Use iterative evaluation
Address the whole user experience
Include multidisciplinary teams.
Empathy in Design
Designers step into users' shoes to improve usability and understand needs.
Usability
How well a human-made product (tool, machine, webpage, system, or process) can be effectively and efficiently used by users.
Usability Objectives
Usefulness: How quickly users can perform tasks after learning the design.
Efficiency: Perform tasks fast and with minimal effort.
Effectiveness: Use the design completely and accurately, prevent errors, and recover from errors.
Learnability: Ease of learning the design and remembering it on return.
Attitude: User satisfaction and likability of the design.
Benefits of Enhanced Usability
Improved product acceptance, enhanced user experience, increased productivity, reduced user errors, less need for training and support.
Characteristics of Good User-Product Interfaces
Simplicity: Clarity in design, e.g., iPod interface.
Ease of Use: Limited menu items, quickly accessible.
Intuitive Logic: Novice users can learn basic functions within 1-2 hours.
Low Memory Burden: Users don't need to memorize functions or relearn tasks.
Visibility: Controls are visible, and their use is obvious.
Feedback: Provides immediate information, like a key click or an icon.
Affordance: Indicates how an object can be used, e.g., handles for pulling.
Mapping: Layout corresponds to required actions, e.g., cooker hob controls.
Constraints: Limit how a product can be used, e.g., USB devices.
Population Stereotypes
Categorizing individuals into groups based on culture, class, gender, etc., allowing assumptions about their behavior, aesthetics, or values.
Advantages of Population Stereotypes for Designers
Allows assumptions and predictions about user behavior. Enables quick judgments and decisions. Identifies user needs and behavior to enhance usability.
Disadvantages of Population Stereotypes for Designers
Assumptions may not fit everyone in a group. Judgments can be incorrect. Behavior or product use may differ from the intended design.
User Population Design
The design of a product for a particular population.
Multiple Populations
A product designed for use by different or multiple populations.
Classification of Users
The process of classifying people into groups based on age, gender, and physical condition.
Physical Conditions
Issues like mobility issues, amputees, blindness, arthritis, etc.
User Group Feedback
Detailed feedback gathered from specific user groups for design insights.
Personae
Fictional characters created by designers to represent a user population.
Secondary Personae
Users who are not the primary target audience but whose needs should be considered.
Anti-Personae
Users for whom the product is not designed.
Persona Data Collection
The use of personae to collect data for market understanding.
User Requirements
Needs identified through observation and interviews.
User Testing
Involving potential consumers in testing designs and prototypes for valuable data.
Field Research
First-hand observation of a customer's user experience in their environment.
Field Trials
Real-world trials for observing customer interaction with products.
Ethnographic Interviews
In-depth, cultural context interviews with users.
Method of Extremes
Selecting users from the extremes of a population for design efficiency.
Observation
User trial where an expert observes the client using the product.
Interviews
Responses from users through face-to-face interactions to gather feedback.
Focus Groups
Group discussions for dynamic user feedback.
Questionnaires
Surveys to solicit information from users.
Affinity Diagramming
Graphical tool to collect and group information based on themes.
Participatory Design
Involving all stakeholders in the design process for better results.
Prototype
A model created to test product designs.
Usability Testing
Testing of a product's usability in a controlled or natural environment.
Natural Environments
Observing product use in real-world contexts.
Usability Laboratories
Controlled environments for product usability testing.
Testing Houses
Specialized facilities for observing product use in a controlled setting.
Pleasure and Emotion Design
Designing products to evoke satisfaction through aesthetic appeal and emotional engagement.
Attitude
Perceptions, feelings, and opinions a user has about a product.
Brand Loyalty
Consumer's continued preference for a product due to satisfaction.
Four-Pleasure Framework
A model identifying four types of pleasure in product design: socio-pleasure, physio-pleasure, psycho-pleasure, and ideo-pleasure.
Socio-Pleasure
Pleasure derived from social interaction facilitated by products.
Physio-Pleasure
Pleasure derived from the tactile feel of a product during use.
Psycho-Pleasure
Pleasure from cognitive engagement and emotional reactions when using a product.
Ideo-Pleasure
Pleasure derived from the values a product embodies, such as environmental or political values.
Design for Emotion
Designing products to increase user engagement, loyalty, and satisfaction through emotional connection.
Visceral Design
Design that aligns with people's expectations of how products should function and interact with them.
Reflective Design
Design that evokes personal memories and cultural meaning.
Behavioral Design
Design focused on functionality and how users will actually use a product.
ACT Model
A framework for creating designs that trigger positive emotional responses through attraction, conversation, and transaction.
Attract Part
Aesthetic-oriented component of the ACT model.
Converse Part
Interaction-oriented component of the ACT model.
Transact Part
Function-oriented component of the ACT model.