Dtech Unit 7 - UCD

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52 Terms

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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.

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Principles of UCD

  1. Understand users, tasks, and environments

  2. Involve users throughout

  3. Use iterative evaluation

  4. Address the whole user experience

  5. Include multidisciplinary teams.

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Empathy in Design

Designers step into users' shoes to improve usability and understand needs.

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Usability

How well a human-made product (tool, machine, webpage, system, or process) can be effectively and efficiently used by users.

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Usability Objectives

  1. Usefulness: How quickly users can perform tasks after learning the design.

  2. Efficiency: Perform tasks fast and with minimal effort.

  3. Effectiveness: Use the design completely and accurately, prevent errors, and recover from errors.

  4. Learnability: Ease of learning the design and remembering it on return.

  5. Attitude: User satisfaction and likability of the design.

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Benefits of Enhanced Usability

Improved product acceptance, enhanced user experience, increased productivity, reduced user errors, less need for training and support.

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Characteristics of Good User-Product Interfaces

  1. Simplicity: Clarity in design, e.g., iPod interface.

  2. Ease of Use: Limited menu items, quickly accessible.

  3. Intuitive Logic: Novice users can learn basic functions within 1-2 hours.

  4. Low Memory Burden: Users don't need to memorize functions or relearn tasks.

  5. Visibility: Controls are visible, and their use is obvious.

  6. Feedback: Provides immediate information, like a key click or an icon.

  7. Affordance: Indicates how an object can be used, e.g., handles for pulling.

  8. Mapping: Layout corresponds to required actions, e.g., cooker hob controls.

  9. Constraints: Limit how a product can be used, e.g., USB devices.

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Population Stereotypes

Categorizing individuals into groups based on culture, class, gender, etc., allowing assumptions about their behavior, aesthetics, or values.

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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.

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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.

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User Population Design

The design of a product for a particular population.

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Multiple Populations

A product designed for use by different or multiple populations.

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Classification of Users

The process of classifying people into groups based on age, gender, and physical condition.

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Physical Conditions

Issues like mobility issues, amputees, blindness, arthritis, etc.

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User Group Feedback

Detailed feedback gathered from specific user groups for design insights.

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Personae

Fictional characters created by designers to represent a user population.

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Secondary Personae

Users who are not the primary target audience but whose needs should be considered.

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Anti-Personae

Users for whom the product is not designed.

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Persona Data Collection

The use of personae to collect data for market understanding.

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User Requirements

Needs identified through observation and interviews.

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User Testing

Involving potential consumers in testing designs and prototypes for valuable data.

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Field Research

First-hand observation of a customer's user experience in their environment.

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Field Trials

Real-world trials for observing customer interaction with products.

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Ethnographic Interviews

In-depth, cultural context interviews with users.

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Method of Extremes

Selecting users from the extremes of a population for design efficiency.

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Observation

User trial where an expert observes the client using the product.

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Interviews

Responses from users through face-to-face interactions to gather feedback.

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Focus Groups

Group discussions for dynamic user feedback.

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Questionnaires

Surveys to solicit information from users.

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Affinity Diagramming

Graphical tool to collect and group information based on themes.

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Participatory Design

Involving all stakeholders in the design process for better results.

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Prototype

A model created to test product designs.

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Usability Testing

Testing of a product's usability in a controlled or natural environment.

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Natural Environments

Observing product use in real-world contexts.

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Usability Laboratories

Controlled environments for product usability testing.

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Testing Houses

Specialized facilities for observing product use in a controlled setting.

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Pleasure and Emotion Design

Designing products to evoke satisfaction through aesthetic appeal and emotional engagement.

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Attitude

Perceptions, feelings, and opinions a user has about a product.

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Brand Loyalty

Consumer's continued preference for a product due to satisfaction.

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Four-Pleasure Framework

A model identifying four types of pleasure in product design: socio-pleasure, physio-pleasure, psycho-pleasure, and ideo-pleasure.

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Socio-Pleasure

Pleasure derived from social interaction facilitated by products.

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Physio-Pleasure

Pleasure derived from the tactile feel of a product during use.

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Psycho-Pleasure

Pleasure from cognitive engagement and emotional reactions when using a product.

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Ideo-Pleasure

Pleasure derived from the values a product embodies, such as environmental or political values.

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Design for Emotion

Designing products to increase user engagement, loyalty, and satisfaction through emotional connection.

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Visceral Design

Design that aligns with people's expectations of how products should function and interact with them.

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Reflective Design

Design that evokes personal memories and cultural meaning.

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Behavioral Design

Design focused on functionality and how users will actually use a product.

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ACT Model

A framework for creating designs that trigger positive emotional responses through attraction, conversation, and transaction.

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Attract Part

Aesthetic-oriented component of the ACT model.

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Converse Part

Interaction-oriented component of the ACT model.

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Transact Part

Function-oriented component of the ACT model.