User-Centered Design / 7.4 /
Strategies for UCD
User-Centered Design / 7.4 /
Strategies for UCD
Users have a central role in evaluating whether the product meets their wants and needs. For designers to successfully integrate usability into the design process, they require a holistic understanding of how a product, service or system is used. Designers must identify user requirements through the use of careful observation and interviews. A clear strategy for UCD will improve acceptability and usability, reducing costs and effort, while fulfilling user requirements.
Primary research is the collection and analysis of original information and data from the focus groups, target audiences, individual people or organisations perceived as the actual intended market for the product, system or service. Primary research:
User trails.
User research.
Field trials.
Product analysis.
Observation.
Secondary research involves the analysis of existing information even though it might have been collected for a purpose other than the issue being investigated. Secondary research involves the use of existing, and there is a lot out there. It is easier, quicker and a lot cheaper to use secondary research than collecting original data. Secondary research:
Literature search.
Blog posts.
Online forums
General web search
Measuring sets of variables or quantities, and their relationship to one another produces quantitative data. This form of research is built around numbers, logic, and objective data. For example; a design team wants to determine the usability of an app interface and user satisfaction. The team would ask a ‘population’ of users to fill out a questionnaire. The information gathered would then be scored and measured. The resulting information can focus the direction the design team needs to take in order to develop the product or use it as a final evaluation.
Quantities are measurable
Qualitative data deals with subjective indicators such as words or images. This date often results from interviews and literature searches. Qualitative research is open to bias and it can be difficult to reproduce its results.
Qualitative data is essentially concerned with how and why people behave in a certain way. Whereas quantitative data is more focused on the who, what, where and when. At its simplest, qualitative research consists of asking actual or potential customers their attitudes, interests and opinions towards the product or topics the design team is interested in.
Qualities are subjective
Is a company’s product really as good and useful as they think it is? Do they really know who’s buying their product? One way to find out is to go into the field and observe their customers firsthand. Watching people in a retail store, for instance, may shed some light on how they manage shopping lists and purchase items on impulse. Field studies are a qualitative primary research method that market researchers and designers use to better understand consumers' needs and wants. What is key to this method is that it takes part in the users' real-life environment - such as at the store, at work, in the home etc.
Field research is also useful when redesigning a product. Using a field study may discover that a redesign may be solving the wrong problem or that parts of the old way of doing things are working well, so they should be kept.
Field research is a powerful tool as it allows a designer to see what people actually do, as opposed to hearing what they think they do. What people say not always matches what they do. For instance, the customer may say something is easy to do to avoid looking silly, but when you independently observe them, you can see all the inefficiencies and problems customers may have completing tasks.
One of the major drawbacks to field studies is their cost.
One common way of selecting testing subjects for user research is the so-called ‘method of extremes’. Using this method, sample users are selected to represent the extremes of the user population, plus one or two intermediate values. For example, in a study to establish a recommended height of a kitchen worktop three groups of users were selected.
The shortest would be the 2.5th percentile range - 1500 mm tall or less.
The mean range or the 50th percentile - 1625 mm tall ± 25mm.
The tallest would be the 97.5th percentile - 1740 mm tall or more.
Deciding which percentile range to design for will depend on what you are designing, and who you are designing for.
If you were designing a doorway using the height, shoulder and hip width of only an average person, half the people using the doorway would be taller, and half would be wider. Since the tallest people aren’t necessarily the widest, you need to consider the extremes for each dimension. In this case, you would need to design with the dimensions of the widest, and the tallest people in your user population group, to ensure the vast majority of users can walk through it normally.
Usually, you will find if you pick the right percentile range, 95% of people will be able to use your design. Sometimes you can’t accommodate all of your users, because there are conflicting solutions in your design. In this case, you will have to make a judgement call about what is the most important feature, and which ones the user will have ‘live’ with. However, you must never compromise on safety, and if there is a real risk of injury, you may have to use more extreme percentiles - the 1st or 99th percentile to make sure everyone is protected and not just 90% of people.
A user trial involves the observation of people using a product and the collection of comments from those who have used the product. In user observations a person's behaviour is often just as important as the collection of their comments. You can observe a person using a product and not ask for comments, this would still be a user trial.
Users can be given products to test over a period of time. This is often done as part of commissioning new products or redesigning an old product. Manufacturers obtain feedback from users to see if the design or existing product meets the needs of that target market. The manufacturers can then identify and rectify any problems with the product before mass production goes ahead and the product enters the market.
User trials usually create primary quantitative data collected by questionnaire or interview if you require more qualitative data. User trials and observations are useful and appropriate for gaining information on ease of use (ergonomics), performance, price, and aesthetics. The usability of the products can be tested, to find out how it is used and abused in a real-world context. Users can identify strengths and weaknesses in a product. The product can be a prototype but must have significant functionality in order to be meaningfully used in user trials.
Examples of ‘observing’ user trials could be: observing and obtaining user’s responses with the layout of street furniture, trying a new food product, using a new toothbrush design, collecting ergonomic data for a bicycle design that is being redesigned, using a new refrigerator design, etc.
Advantages of Observation user trails:
Easy to organize.
Cheap to undertake and administer - non-specialists can be used to record basic data entries.
Unexpected use and abuse may be discovered.
Allows designers to control the test environment.
Disadvantages of Observation user trails:
Time-consuming
Costly for certain industries. A number of products actually have to be made to be tested.
Interpretation of collected data may be difficult
Results can be biased.
A common method of collecting user responses is through interviews or questionnaires. These are similar to user trials in that users/consumers are directly involved. However, in this case, the user merely answers questions posed to them about a product or context, but they may not have to have interacted with the actual product.
Interviews and questionnaires conducted by a designer are a form of primary research and can gather both qualitative and quantitative data. They are particularly important when trying to establish a design ‘need’, when formulating the Design Brief and Design Specifications.
Focus groups are facilitated sessions with a group of individuals from a target audience brought together to discuss specific elements of your product and user experience. Focus groups are usually more focused on the usability of the product than on user preferences as they only involve a small sample of users. Focus groups can be used at many stages of the design process and are focused at gathering quantitative data.
For example, a prototype may be shown to a group of users who are then asked to give their views on it, to compare it to other similar products with which they may be already familiar. This will give the design team some indications of how a user responds to their product, both positively and negatively. Less specific preferences or attitudes can be explored by asking a group to discuss more general features of a broad product type, using open questions like, “What annoys you the most about lawnmowers?” or “Which gardening activities would you like new products to help you with”.
Affinity diagrams or affinity mapping are graphic tools designed to help organise loose, unstructured qualitative ideas generated in brainstorming or problem-solving meetings. Guidelines for Affinity mapping:
Identify a general theme: These themes may be associated with a problem or opportunity, or simply a situation in our physical or social environment.
Collect fact, opinions and ideas: data or information may be generated by a group of people in a number of formats. For example, work teams, focus groups, user trials, expert appraisals etc.
Express and enter the data in a common format: You may use sticky notes on a table, cards on a table or a digital ‘padlet’ - making sure the data can be ‘moved around’.
Identify the groups/clusters: Identify, label or describe the group regarding their common attributes or characteristics. Good, bad, weakness, strength etc.
Cluster the data together: organise the data or information into cohesive groups.
Repeat steps 4 and 5 to form super groups or clusters: it may be possible to relate two or more of the initial groups or cluster together and develop ‘super groups’. Super grouping can be repeated until the facts or opinions are suitably classified or organised.
https://www.youtube.com/watch?v=UynxDyr0lAo: the final process is to present an organised set of facts, opinions and ideas and make sense in terms of providing help the nature of the situation or theme from step 1.
Participatory design seeks to include the intended users in either the research, concept, design or production of a product. It does not just ask users' opinions on design issues, but actively involves them in the design and decision-making process.
During a participatory design workshop developers, designs, and users work together to design an initial prototype. This initial prototype would then feed into a traditional design process - the difference being, that users have already had significant input so the product should already appeal to the target audience.
Projects which only utilise participatory design are very rare. One disadvantage of participatory design is that it requires an experienced moderator with thorough knowledge of the domain to guide everyone through the process.
Usability testing can be carried out in a usability laboratory. Typically, users are seated with an instructor who observes them performing a particular task with the product. Another group of observers might be behind a one-way mirror, where they can record the activity and note insights. Often the tests are recorded for later reference and analysis.
Sometimes, to make users more comfortable and therefore more likely to interact with a product more realistically, a designer may allow users to test their products in their homes or places of work - in their natural environments - and monitor them remotely.
Testing Houses provide formal, often government or industry-certified, testing services. Testing houses might provide licenses to sell or produce a product in a particular market. Testing houses usually focus their testing on quantifiable data. This data is gathered with scientifically valid and reliable testing methods by (certified) industry experts. Usability laboratories provide a more exploratory form of testing focussing more on qualitative data.