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UCD
the approach of paying attention to a potential user (group)
International standards organisaton (ISO)
describes the fundamental priciples of UCD
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).
designers think of the concept of ‘use’ through
user experience trinity; understand the user, the task, the environment
the user experience
is a persons perception and response that comes from the users use of the product
usability
is the ease of use (learnability) of the product
usability experience
describes the usefullness, likeability, productivity, and effectiveness of the product
UCD requires
a multi-disciplinary team of engineers of designers, psychologists, ethnographers and anthropologists.
UCD 5 main stages
research
concept examining
iterative testing
implementation
launch
inclusive design
means designing universally accesible products for all users (of any impairements/disabilities)
if a product has usability it is
intuitive
intuitive design objectives
usefulness
effectiveness
learnability
likeability (attitude)
characteristics of usability
simplicity
ease of use
organisation
low memeory burden
feedback
affordance
mapping
constraints
population stereotypes
refer to the cultural differences and how they reflect the use of a product
User population
the range of users for a products or system
user populations vary by
culture, health, finance, society
user classification
populations that have characteristics that are simialr or different from other groups
why do desginers use user classifications
to determine personae
personae
are fictional constructs derived from ethnographic research
accurate personae are created by
gathering data from feedback, task analysis and prototyping
primary personae
are typical stakeholders
secondary personae
are those who may be affected by or beneffited from the use of the product
anti personae
are those who the product is not designed for .
use case diagrams
aim to capture the dynamic aspect of a system to gater usage requirements and display systems of operations
use paper prototyping
allows the user to interact with system interface for the designer to gather feedback;
storyboarding
scneario planning
primary research
is the collection and analysis of original informations;
user trial
user research
product analysis
observation
secondary research
involves the use of available research and information;
literature research
web research
quantitive data
uses data and statistics
qualitive data
uses characteristics
field research
means to collect primary data from the users environment
methods of extremes
collecting user research at the extreme ends of the spectrum
observation of user trials gives
first hand data on how users interact
interviews and questionanires
help with market research as well as understanding the individual user
focus groups
are selected people from a target audience to help guide the feedback
affinity diagrams
are a graphic toll designed to help organize unstructured ideas which were made by brainstorming or problem-solving
participatory design
involves users in design process to make them part of the decision making process rather than simply seeking their opinions
paper prototyping
is a low fidelity prototyping design, allowing users to be included
natural environments
are real world settings where users interact with a product in their usual context
usability labs
are controlled environments designed to observe and evaluate user interactions with a product under ‘test’ conditions
socio-pleasure
comes from a feeling of belonging to a social group
physio-pleasure
comes from touch, smell, sound, taste
psycho-pleasure
is the type of pleasure from the cognitiive discovery or knowledge that satisfies the intellect
ideo-pleasure
are linked to our ideals such as aesthetics, culture or values
design for emotion UCD
makes ucd more effective
Visceral
evokes inner instinct such as feeling and emotion
reflective
points to culture, how do we view the product
behavioural
how do we use it
design for emotion
a design strategy focuses on increasing user engagement, loyalty, and satisfaction with a product by incorporating emotion and personality
attract-coverse-transact (ACT) model
aesthetics-interactions-function.