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Topic 07 - User Centered Design - Coggle Diagram
Topic 07 - User Centered Design
7.1 User Centred Design
The 5 Stages
Research
Concept (modelling)
Design
Implementation (testing & evaluating)
Launch
Inclusive Design
Designing to not
exclude individuals
Designers must understand the
user, task & environment
The design process is
iterative
7.2 Usability
Objectives
Usefulness
Efficient
&
Minimum Effort
Effective
Less
frequent errors
and
easy to recover
if there are errors
Learnability
Intuitive
,
Memorable
, Basic
User Competency
Attitude
Satisfaction
Enhanced Usability
Improved
productivity
, user experience,
product acceptance
Good User Interfaces are:
Simplistic
Ease to Use
Logical & Organised
Low Memory Burden for the
User
- don't have to remember actions
Clear Visibility - Correct messages and high resolution
Feedback - Response to User Input = Beeps, Movement etc...
Affordance
- the property of an object indicating how it should be used (e.g. buttons for pushing, levers for pulling)
Mapping - Layout of Information & Buttons
Constraints - Low amount that
could
go wrong
Population Stereotypes
In China & Australia to turn a switch on you flip it down / Opposite to USA
What do colours mean -
white means purity
.
Advantages
Allow for quick and generally accurate decisions
User considerations can be met
Disadvantages
Labelling
Not always accurate
It is only a general understanding
7.3 Stategies for User Research
User Population
A
range
of people who
use
the product
A Personae
An example of the
primary target audience
- uses gender, age, interests, lifestyle choices etc..;
A
secondary personae
- not the primary target but someone who's
needs must also be met
An
anti-personae
is an example of someone who is
not going to use the product
Scenarios
Offer
physical and social context
to when the product may be used
Use Case
A set of
possible sequences
someone might take in order to use a product
7.4 Strategies for User Centered Design
Field Research
First-hand
observation
of the
customers' experience
Methods of Extremes
EVA
(Extreme Value Analysis)
Statsitics used to assess random variable towards the extreme deviations
For example: predicting an
unusually large flood
for flood defense system
Observation/Interviews/Focus Groups
Data collection that
isn't numerical
Questionaires
Open
&
Closed
Questions, Gather Demographic data as well
Affinity Diagramming
One of the
7 Management & Planning Tools
Organises
open-ended
research
Cost Effective & cooperative but Time consuming & complex
Participatory/Prototyping/Usability Tesing
Used to
practically evaluate
a product
Testing Houses vs Laboratories
Testing houses for
random user situations
Laboratories for replicating the
same circumstances
over and over again
7.5 Beyond Usability - Designing for Pleasure & Emotion
Four Pleasure Framework (Lionel Tiger)
Physio-Pleasure
Feel/Touch/Smell/Wearing It
Psycho-Pleasure
Mental & Emotional
Sentiment
Socio-Pleasure
Relationships with other / how society views you
Ideo-Pleasure
Satisfying
the users
taste &
values
Design for Emotion
Increases
user engagement, brand loyalty, satisfaction
Visceral Design
Designing based on how users
expect
products to
work and behave
Reflective Design
Design that evokes a certain
memory, culture or meaning
Behavioural Design
Considering function over form
ACT Model
Attract (Aesthetic/Form)
Converse (user interactions)
Transact (function)