7) User-Centered Design (UCD)

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49 Terms

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UCD

the approach of paying attention to a potential user (group)

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International standards organisaton (ISO)

describes the fundamental priciples of UCD

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the fundamental priciples of UCD

that a design is based on the explicit understanding of users, tasks and environment.

  • users are involved throughout the whole design process,

  • the design is driven by user feedback,

  • process is iterative (repetative).

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designers think of the concept of ‘use’ through

user experience trinity; understand the user, the task, the environment

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the user experience

is a persons perception and response that comes from the users use of the product

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usability

is the ease of use (learnability) of the product

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usability experience

describes the usefullness, likeability, productivity, and effectiveness of the product

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UCD requires

a multi-disciplinary team of engineers of designers, psychologists, ethnographers and anthropologists.

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UCD 5 main stages

  1. research

  2. concept examining

  3. iterative testing

  4. implementation

  5. launch

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inclusive design

means designing universally accesible products for all users (of any impairements/disabilities)

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if a product has usability it is

intuitive

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intuitive design objectives

  • usefulness

  • effectiveness

  • learnability

  • likeability (attitude)

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characteristics of usability

  • simplicity

  • ease of use

  • organisation

  • low memeory burden

  • feedback

  • affordance

  • mapping

  • constraints

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population stereotypes

refer to the cultural differences and how they reflect the use of a product

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User population

the range of users for a products or system

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user populations vary by

culture, health, finance, society

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user classification

populations that have characteristics that are simialr or different from other groups

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why do desginers use user classifications

to determine personae

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personae

are fictional constructs derived from ethnographic research

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accurate personae are created by

gathering data from feedback, task analysis and prototyping

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primary personae

are typical stakeholders

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secondary personae

are those who may be affected by or beneffited from the use of the product

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anti personae

are those who the product is not designed for .

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use case diagrams

aim to capture the dynamic aspect of a system to gater usage requirements and display systems of operations

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use paper prototyping

allows the user to interact with system interface for the designer to gather feedback;

  • storyboarding

  • scneario planning

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primary research

is the collection and analysis of original informations;

  • user trial

  • user research

  • product analysis

  • observation

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secondary research

involves the use of available research and information;

  • literature research

  • web research

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quantitive data

uses data and statistics

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qualitive data

uses characteristics

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field research

means to collect primary data from the users environment

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methods of extremes

collecting user research at the extreme ends of the spectrum

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observation of user trials gives

first hand data on how users interact

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interviews and questionanires

help with market research as well as understanding the individual user

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focus groups

are selected people from a target audience to help guide the feedback

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affinity diagrams

are a graphic toll designed to help organize unstructured ideas which were made by brainstorming or problem-solving

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participatory design

involves users in design process to make them part of the decision making process rather than simply seeking their opinions

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paper prototyping

is a low fidelity prototyping design, allowing users to be included

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natural environments

are real world settings where users interact with a product in their usual context

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usability labs

are controlled environments designed to observe and evaluate user interactions with a product under ‘test’ conditions

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socio-pleasure

comes from a feeling of belonging to a social group

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physio-pleasure

comes from touch, smell, sound, taste

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psycho-pleasure

is the type of pleasure from the cognitiive discovery or knowledge that satisfies the intellect

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ideo-pleasure

are linked to our ideals such as aesthetics, culture or values

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design for emotion UCD

makes ucd more effective

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Visceral

evokes inner instinct such as feeling and emotion

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reflective

points to culture, how do we view the product

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behavioural

how do we use it

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design for emotion

a design strategy focuses on increasing user engagement, loyalty, and satisfaction with a product by incorporating emotion and personality

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attract-coverse-transact (ACT) model

aesthetics-interactions-function.