User Centered Design
Human Centred Design
Approach to systems design and development that aims to make interactive systems more usable by focusing on the use of the system and applying human factors/ergonomics and usability knowledge and techniques
The term “human-centred design” is used rather than “user-centred design” in order to emphasize that this part of ISO 9241 also addresses impacts on a number of stakeholders, not just those typically considered as users. However, in practice, these terms are often used synonymously.
Usable systems can provide a number of benefits, including improved productivity, enhanced user well-being, avoidance of stress, increased accessibility and reduced risk of harm
Diversity of Users
Goal
Domain expertise/job role
Technical skill
Technical background/experience
Population diversity
Age, gender, language, culture etc
Cognitive ability
Physical ability
Vulnerability
Elderly, children etc
4 Stage Model
Research
Understand the users' needs, preferences, and behaviours
Collect data through methods such as interviews, surveys, and observations
Requirements
Define requirements
What problems and pain points will be solved for the users?
Design
Create solutions based on requirements
Create wireframes, mock-ups, and prototypes
Evaluation
Test designed solutions with real users
Identify usability issues and improvement areas
Personas
Used to represent users
Archetypes of target users
Tool to help us put ourself in unfamiliar shoes
Help us empathise with user
Contain details to help us connect - compelling characters
Contain details to help us design - relevant to what we are creating
Scenarios
Put personas in motion
Clear examples of how a system is used
Typically concise stories
More about the user and their mental models, detail of design unclear
Need to make clear:
The goal of the user
The context of the user
How to system is used
Similar to use cases and user stories
More about creating empathy and user understanding
Storyboarding
Walkthrough of a scenario
Higher fidelity version
Interactions/actions
Context/people/places
Representation is pictorial
Helps us think about design in more detail
Prototype features not finalised
Some details included
Sketching Ideas
Start to focus on interface
Low effort/fast to produce
Help with ideation
Not prototypes, seed elements
Draw attention to elements of the system being prototyped

Prototyping
Iterations of design of the interface, functionality and finally look and feel
Advantages
Cost/time of implementation
Lock-in syndrome
Identify problems early in the process
Identify desirable features
Rapidly evaluate multiple design iterations
Usually interactive
Rule

Types
Soft
Underlying hardware exists already
Best suited for mobile apps, web pages, applications etc
HardShares a fuzzy boundary with product design
Underlying hardware doesn’t exist
Hardware prototype is required to validate/prove a certain theory
Pitfalls
Quantity over quality
Iterative learning
Learn from mistakes