Dtech Unit 7 - UCD

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107 Terms

1

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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3

Empathy in Design

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

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4

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

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5

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

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6

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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7

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

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8

Population Stereotypes

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

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9

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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10

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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11

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

New cards
12

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

New cards
13

Benefits of Enhanced Usability

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

New cards
14

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

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15

Population Stereotypes

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

New cards
16

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

New cards
17

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

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18

user population design

the design of a product for a particular population

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19

multiple populations

a product designed for use by different or multiple populations

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20

classification of users

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

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21

physical conditions

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

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22

user group feedback

detailed feedback gathered from specific user groups for design insights

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23

personae

fictional characters created by designers to represent a user population

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24

secondary personae

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

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25

anti-personae

users for whom the product is not designed

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26

persona data collection

the use of personae to collect data for market understanding.

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27

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

New cards
28

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

New cards
29

Benefits of Enhanced Usability

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

New cards
30

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

New cards
31

Population Stereotypes

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

New cards
32

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

New cards
33

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

New cards
34

user population design

the design of a product for a particular population

New cards
35

multiple populations

a product designed for use by different or multiple populations

New cards
36

classification of users

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

New cards
37

physical conditions

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

New cards
38

user group feedback

detailed feedback gathered from specific user groups for design insights

New cards
39

personae

fictional characters created by designers to represent a user population

New cards
40

secondary personae

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

New cards
41

anti-personae

users for whom the product is not designed

New cards
42

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

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43

user requirements

needs identified through observation and interviews

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44

user testing

involving potential consumers in testing designs and prototypes for valuable data

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45

field research

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

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46

field trials

real-world trials for observing customer interaction with products

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47

ethnographic interviews

in-depth, cultural context interviews with users

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48

method of extremes

selecting users from the extremes of a population for design efficiency

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49

observation

user trial where an expert observes the client using the product

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50

interviews

responses from users through face-to-face interactions to gather feedback

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51

focus groups

group discussions for dynamic user feedback

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52

questionnaires

surveys to solicit information from users

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53

affinity diagramming

graphical tool to collect and group information based on themes

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54

participatory design

involving all stakeholders in the design process for better results

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55

prototype

a model created to test product designs

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56

usability testing

testing of a product's usability in a controlled or natural environment

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57

natural environments

observing product use in real-world contexts

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58

usability laboratories

controlled environments for product usability testing

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59

testing houses

specialized facilities for observing product use in a controlled setting.

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60

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

New cards
61

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

New cards
62

Benefits of Enhanced Usability

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

New cards
63

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

New cards
64

Population Stereotypes

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

New cards
65

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

New cards
66

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

New cards
67

user population design

the design of a product for a particular population

New cards
68

multiple populations

a product designed for use by different or multiple populations

New cards
69

classification of users

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

New cards
70

physical conditions

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

New cards
71

user group feedback

detailed feedback gathered from specific user groups for design insights

New cards
72

personae

fictional characters created by designers to represent a user population

New cards
73

secondary personae

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

New cards
74

anti-personae

users for whom the product is not designed

New cards
75

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

New cards
76

user requirements

needs identified through observation and interviews

New cards
77

user testing

involving potential consumers in testing designs and prototypes for valuable data

New cards
78

field research

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

New cards
79

field trials

real-world trials for observing customer interaction with products

New cards
80

ethnographic interviews

in-depth, cultural context interviews with users

New cards
81

method of extremes

selecting users from the extremes of a population for design efficiency

New cards
82

observation

user trial where an expert observes the client using the product

New cards
83

interviews

responses from users through face-to-face interactions to gather feedback

New cards
84

focus groups

group discussions for dynamic user feedback

New cards
85

questionnaires

surveys to solicit information from users

New cards
86

affinity diagramming

graphical tool to collect and group information based on themes

New cards
87

participatory design

involving all stakeholders in the design process for better results

New cards
88

prototype

a model created to test product designs

New cards
89

usability testing

testing of a product's usability in a controlled or natural environment

New cards
90

natural environments

observing product use in real-world contexts

New cards
91

usability laboratories

controlled environments for product usability testing

New cards
92

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

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93

attitude

perceptions, feelings, and opinions a user has about a product

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94

brand loyalty

consumer's continued preference for a product due to satisfaction

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95

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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96

socio-pleasure

pleasure derived from social interaction facilitated by products

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97

physio-pleasure

pleasure derived from the tactile feel of a product during use

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98

psycho-pleasure

pleasure from cognitive engagement and emotional reactions when using a product

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99

ideo-pleasure

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

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100

design for emotion

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

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