7.1 User-centred design (UCD)
User-Centred-Design
understanding the user, task and environment in designing the best products and services to address the whole user experience
Iterative UCD Process
a process led by the user and developed through user-centred evaluation with regular feedback in making adjustments to the product
UCD Team
multidisciplinary skills and perspectives team who understand the needs of the users and have a deep understanding of the user, task and the environment
5 stages of UCD
research, concept, design, implementation and launch
Research stage
shadowing, diary studies, interviews, focus groups, benchmarking, usability testing
Concept stage
coming up with innovative solutions to address those needs
Design stage
designing and usability testing mock-ups of your product through a series of repeated cycles
Implementation stage
product checks and testing to perform the final usability test of the working product
Launch stage
the roll-out of the product to ensure users experience is a smooth transition from any legacy product
Disadvantages of UCD
expensive, difficulty interpreting different types of data into the initial design, takes more time
Advantages of UCD
the design will be more intuitive to meet the needs of the user
User
person utilising the product
Task
the multiple intention/purpose of the product
Environment
the place where the product is likely to be use
Inclusive design
universally accessible products for all users including those with physical, sensory, perceptual and other challenges and impairments
Anthropologists
a field of science on human society who want to know why things happen
Ethnographer
direct interaction with people to gather and record data about human culture and societies
Psychologists
the assessment, diagnosis, treatment, and prevention of mental disorders
7.2 Usability
Usability
Usability objectives
Enhanced usability
Usefulness
Effectiveness
Learnability
Attitude
Characteristics of good user-product interfaces
Simplicity and Ease of use
Intuitive Logic & organisation
Low memory burden
Visibility
Feedback
Affordance
Mapping
Constraints
Population stereotypes
how easy it is to use a product or system
usefulness, effectiveness, learnability, attitude (like-ability)
product acceptance, user experience, productivity, user error, training and support
the tasks that it was designed to carry out and/or wants needs of user
quantitatively measured by speed of performance or error rate and is tied to a percentage of users
user's ability to operate the system to some defined level of competence after some predetermined period of training
user's perceptions, feelings and opinions of the product
simplicity, ease of use, intuitive logic and organisation, low memory burden, visibility, feedback, affordance, mapping and constraints
intuitive and easily accessible interfaces
allows new operators to quickly become competent in the basic operations of a product
burden placed on consumers due to understanding the interface/product
colours and visual symbols to show how the product is used
giving the user information to let the know they have performed a correct action with the product
property (shape/form) of the product that indicates how it can be used
correspondence between the layout/space of buttons of the controls and their required action
limits the way that a product can be used
responses that are found to be widespread in a user population based on cultural expectations
7.3 Strategies for user research
User population
Classification of users
Personae
Secondary personae
Anti-personae
User research
Scenarios
Use Case
who is going to use the product
age, gender, physical condition, interests, habits, emotional responses
a fictional character that represents the profile of the primary target audience for a product
a fictional character who are not the product's primary personae, but whose needs should be met
a fictional character for whom the product is not designed
understanding the users behaviour and needs through observations, analysis and feedback
simulating the actual user experiences, which can generate new findings
a written document that describes the interaction from the user experience relates to the way a user interacts with the product's functionality
7.4 Strategies for user-centred design (UCD)
Field research
Method of extremes
Observation strategy
Focus groups strategy
Affinity diagramming
Participatory design
Paper prototyping
Role of Facilitator
Role of User
Role of Computer
Usability laboratories
Testing House
observation of customer's user experience first hand
represent the extremes of the user population plus one or two intermediate values
looking at how of people use a product and collecting data from people who have used the product
a number of individuals from the target audiences brought together to discuss specific elements of the product and customer experience
a graphic tool designed to help organise ideas generated in brainstorming or problem solving meetings
seeks to include the intended users either in the research, concept, design or production of an outcome
perform realistic tasks by interacting with a paper version of the interface
explains the purpose of the session to the user and how to interact with the prototype
represents the target market and interacts with the user–product interface
a human being simulating the behaviour of the computer program in response to instructions from the user
a lab in which usability testing is carried out, and test users are monitored by another group of observers in a different room.
typically a company that will test products on their site.
7.5 Beyond usability—designing for pleasure and emotion
Four-pleasure framework
Socio-pleasure
Physio-pleasure
Psycho-pleasure
Ideo-pleasure
Attract converse transact (ACT) model
Attract
Converse
Transact
socio-pleasure, physio-pleasure, psycho-pleasure and ideo pleasure
Pleasure derived from social interaction and signifiers of belonging, social-enablers and other social self-identification factors e.g. Facebook
Pleasure derived from touching, smelling, hearing or tasting e.g. writing with a pen
Pleasure derived from cognition, discovery, knowledge, and other things that satisfy the intellect
Pleasure derived from advocating for an ethical or values group e.g. Fairtrade coffee
a framework for creating designs that intentionally trigger positive emotional responses
aesthetics orientated on the ACT model
interaction orientated on the ACT model
function orientated on the ACT model