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
1. Understand users, tasks, and environments
2. Involve users throughout
3. Use iterative evaluation
4. Address the whole user experience 5. 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. It functions predictably and consistently, is intuitive, pleasant to use, prevents user errors, and allows easy recovery from errors
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.
Usability
How well a human-made product (tool, machine, webpage, system, or process) can be effectively and efficiently used by users. It functions predictably and consistently, is intuitive, pleasant to use, prevents user errors, and allows easy recovery from errors
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, a range of users for a particular product or system
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.
Usability
How well a human-made product (tool, machine, webpage, system, or process) can be effectively and efficiently used by users. It functions predictably and consistently, is intuitive, pleasant to use, prevents user errors, and allows easy recovery from errors
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, a range of users for a particular product or system
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.
UCD, strategies for integrating usability into the design process to meet user requirements
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.
Usability
How well a human-made product (tool, machine, webpage, system, or process) can be effectively and efficiently used by users. It functions predictably and consistently, is intuitive, pleasant to use, prevents user errors, and allows easy recovery from errors
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, a range of users for a particular product or system
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.
UCD, strategies for integrating usability into the design process to meet user requirements
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