3.1 Notes on User-Centered Design & Design Life Cycle
User-Centered Design
- Design goal: meet user needs better than existing designs; focus on established tasks, not reinventing the wheel.
- Example: Facebook improved socializing/communication without creating new core activities.
Key Concepts
- User-Centered Design (UCD): consider user needs throughout the entire design process; integrate users rather than rely on guidelines alone.
- Stakeholders: primary (direct users), secondary (interact with outputs), tertiary (affected but not interacting with system/output).
- Example: grade book tool where teachers are primary, parents secondary, students tertiary.
- Design life cycle is iterative; novelty should serve a purpose tied to user tasks.
ISO Principles of User-Centered Design
1) Explicit understanding of users, tasks, and environments
2) Users involved throughout design and development
3) Design driven/refined by user-centered evaluation
4) Process is iterative
5) Addresses the whole user experience
6) Multidisciplinary team involved (psychologists, designers, CS, domain experts, etc.)
Design Life Cycle (four phases)
- Need finding: understand user, task, context, and environment
- Design alternatives: develop multiple early approaches
- Prototyping: build prototypes (low fidelity early; more refined later)
- User evaluation: test with real users; iterate based on feedback
- Cycle is circular: new insights lead to new need finding and design exploration; live-user testing continues after launch
Methods & Tools
- Various methods to gather user information across stages; these tools form your toolbox
- Naturalistic observation, interviews, surveys, focus groups, etc. will be covered (emphasis on starting point, not exhaustive depth)
Role of Artificial Intelligence (AI) in the design lifecycle
- 3 primary uses:
1) Jump-start baseline user-perspective: AI simulates user needs in a new domain
2) Practice with AI as user: generate responses, rehearse interviews, rubber duck-style debugging with AI
3) Prototyping assistance: AI tools speed up paper/prototype development - Important caveats:
- AI cannot replace real user feedback
- AI should not over-constrain design ideas; use as a speed tool
- AI can help you plan evaluations and generate synthetic data for practice
Data types in evaluation
- Two main categories: quantitative and qualitative
- Quantitative data: numeric values; easier to analyze statistically
- Subtypes: nominal, ordinal, interval, ratio
- Nominal (categorical): e.g., commute mode; counts per category
- Ordinal: ordered categories without known interval sizes (e.g., Satisfied to Very Satisfied)
- Interval: equal intervals, no true zero (e.g., temperature in Celsius/Fahrenheit—ratios not meaningful)
- Ratio: equal intervals with true zero (e.g., time, length)
- Further distinctions: binary vs nonbinary; discrete vs continuous
- Qualitative data: descriptions, transcripts, field notes, artifacts; richer but harder to analyze
- Mixed methods: combine qualitative and quantitative to get a fuller picture
Coding qualitative data
- Coding converts qualitative data into numeric categories (often nominal)
- Pros: enables statistical analysis; provides a transparent methodology
- Cons: loses some richness; potential bias
- Output: numeric data with an auditable process; original data preserved for reference
Practical implications for your project
- You should engage users early and often (teachers, students, parents in education tech; communities in CSCW; etc.)
- Iterative cycle: need finding -> design alternatives -> prototyping -> evaluation -> repeat
- Build a robust toolbox of methods for gathering the right data at the right time
- Reflect on your own domain: how much user involvement, when, and with how many participants?
Quick domain example references
- Mood recording improvement as a recurring design challenge example
- Stash exemplifies a new UX approach to an old task (investing) by focusing on user experience
- Cooper: “Inmates are running the asylum” highlights why user focus matters; keeps designers from being out of touch with users
Takeaway
- The four-phase design life cycle enables true user-centered design when users are involved at every stage and data from both qualitative and quantitative sources are used to iterate and improve prototypes and final designs.