45
Advanced Human-Centered Design Presented by Carla B. Zoltowski, Ph.D. EPICS HS Workshop – July 2010

Advanced Human-Centered Design Presented by Carla B. Zoltowski, Ph.D. EPICS HS Workshop – July 2010

  • View
    221

  • Download
    0

Embed Size (px)

Citation preview

Advanced Human-Centered Design

Presented by Carla B. Zoltowski, Ph.D.

EPICS HS Workshop – July 2010

Good/Bad Design - Activity

Think of 2 things you think were well-designed. Think of 2 things you think were poorly designed.

For each item:o Itemo Why you think it was well/poorly designedo What did the designer understand/not

understand in the design that made it good/bad.

Good/Bad Design Activity, cont

Get in groups of 3 or 4Talk about your answersPick one or two things from the group to

present:o Itemo Why you think it was well/poorly designedo What did the designer understand/not

understand in the design that made it good/bad.

EPICS Design Process

From IDEO HCD

ToolkitWhat do people

desire?

What can be financially viable?

What is technically and organizationally

feasible?

Human-centered Design: Basic Principles

Early focus on usersDesigning for and with usersEmpirical measurement and

evaluationIteration

Human-Centered Design Processes

Human-Centere

d Design

User-Centere

d Design

Contextual Design

Use-Centere

d Design

Inclusive

Design

Participatory Design

Practice-

Centered

Design

Activity-Centere

d Design

Client-Centere

d Design

Empathic

Design

Who is a “user”?

What is already out there?Literature ReviewBenchmarks

o What is availableo Why did they use their approacho Patent searches

• avoid infringement• Protect IP

Reverse engineering or dissection

Gathering information from users

User surveys and questionnairesInterviews (formal and informal)Focus groups– interviews with multiple

peopleSemantic differentials

Simple Complicated

Gathering information about users

Observation: Observe the users, preferable engaging in the target activity of the design

Ethnography: Deeper immersion; understanding the culture in which the product exists

Role-playing: put yourself in the user’s shoes, chair, and/or spaceo Empathic modeling: Simulating the

sensory/motor/cognitive constraints

Creating tools to understand Persona

o Prototypical user, described in detail (age, gender, background, family association, hobbies, professional life; may include picture)

Scenarioso “before and after” stories of your persona using

your product• Focus on the user’s need and how their life might be

improved

o Videos?

Caution!

These tools should not replace getting feedback and information from the users and stakeholders themselves!

Just because you have “pretended” to have a disability or in a certain situation, doesn’t mean you understand what it really like for those users and stakeholders.

Inclusive Design

Motivated by many factors, including business reasons

Design should not be more exclusive than basic task requires

Moving beyond accessibility for people with disabilities to designing products that are usable by people of all ages and abilities

Source: Keates and Clarkson, 2003

Inclusive Design: Scales

MotionDexterityReach and stretchVisionHearingCommunicationIntellectual functioning

Source: Keates and Clarkson, 2003

Locomotion capability scale

Source: Keates and Clarkson, 2003

Consists of walking, stair climbing, bending and balance capabilities.

Dexterity capability scale

Source: Keates and Clarkson, 2003

Considers picking up, carrying, holding and twisting capabilities.

ADA Accessibility Guidelines

Anthropometric Data: Variations in Size and Proportion (Voland 2004)

Five Usability AttributesLearnability: Easy to learn to useEfficiency: Can be highly productive once

user learns how to use productMemorability: Easy to remember so when

return, do not have to relearnErrors: Low error rate; if do make errors,

easy to recover. Catastrophic errors must not occur.

Satisfaction: Pleasant to use; users like it.Source: Usability Engineering, Nielson, 1993

Usability Testing

Is it usable?Does it make sense?Is it appealing?Is it fun?Is it educational?Does it meet the need?Have we considered all users?

Usability Testing

PrototypeTest the prototype

o Ask people who fit the user demographic(s) to try out the prototype

o Watch: What errors? What works well?Refine the prototypeRepeat

Quick and dirty

IDEO working with Gyrus ACMI to design new apparatus for operating on delicate nasal tissues

Prototype: whiteboard marker, 35 mm film canister and clothespin

Prototype for mouse for Apple: roller ball from tube of Ban Roll-on deoderant to the base of plastic butter dish

Usability Slogans (Nielson, 1993) Your Best Guess is Not Good Enough The User is Always Right The User is Not Always Right Users Are Not Designers Designers Are Not Users Vice Presidents Are Not Users Less Is More Details Matter Help Doesn’t Usability Engineering Is Process

Norman’s Design Principles: Affordances

Make sure that appropriate actions are perceptible and inappropriate ones invisible.

Norman’s Design Principles: Affordances

Why do you think this door needs to be labeled “PUSH”?

From www.iqcontent.com

Norman’s Design Principles: Constraints

Make it impossible or very difficult to make an error or make the consequences of the error as minimal as possibleo What are examples of constraints in

design?

Flexibility versus constraint??

Mapping: knowledge in the world

Which stovetop is it easier to

remember which knob is

for which burner?

Norman’s Design Principles: Concept Map

The actual conceptual model!

Norman’s Design Principles: Feedback

Design should show effect of an action Both positive and negative (not just an error) Examples:

o Indicator lightso Comments boxeso “Time Remaining”o Clicks/soundso Tactile

OXO

Distinguishing FeatureUniversal Design - A philosophy of making products that are easy to use for the widest possible spectrum of users.

Another resource:

http://www.baddesigns.com/

Unintended consequences

Identify users – all usersDesigning for some can impact other

users negativelyDoes a design create problems later?

o Sustainability principles for disposal or recycling

Unintended consequences

Problem: reduce poisoning of childrenSolution: Child proof caps for medicineUnintended consequence?Adults with arthritis couldn’t open bottles

o Bottles left open at grandparents

Unintended consequences

Problem: Creating space on buses for people who use wheel chairs

Solution: Added lifts to double-decker buses and space for chairlifts by removing seats

Unintended consequence?Elderly had to climb stairs to get a seat

People with Disabilities:People-first language, Beyond PC

Reflects an appreciation for the person, and does not make the disability or other characteristics the central feature.o People with disabilities

• vs. Handicapped person or “autistics”o Someone who uses a wheel chair

• vs. confined to a wheel chair

Impacts we interact with people, the way we view people, and as designers, the way we design for people.

Affirmative Phrases Negative Phrases

person with an intellectual, cognitive, developmental disability

retarded; mentally defective

person who is blind, person who is visually impaired

the blind

person with a disability the disabled; handicapped

person who is deaf the deaf; deaf and dumb

person who is hard of hearing suffers a hearing loss

person who has multiple sclerosis afflicted by MS

person with cerebral palsy CP victim

person with epilepsy, person with seizure disorder

epileptic

person who uses a wheelchair confined or restricted to a wheelchair

person who has muscular dystrophy stricken by MD

person with a physical disability, physically disabled

crippled; lame; deformed

unable to speak, uses synthetic speech dumb; mute

person with psychiatric disability crazy; nuts

person who is successful, productive has overcome his/her disability; is courageous (when it implies the person has courage because of having a disability)

From: http://www.dol.gov/odep/pubs/fact/comucate.htm

How to teach HCD??

What is important in learning design?

Outcome Space of Students’ Experience of Human-Centered Design

Needs,info from

higher levelstakeholders

Design Process and Integration

LacksDesign

LinearDesignProcess

Integratedand

IterativeDesignProcess

VeryIntegrated

DesignProcess,Iterative

EmpathicDesign

Broadercontext,

relationship

EmpathicDesign

Involvesusers Commitment

ContextDesign

inContext

KeepsUsers’Needsin Mind

User isseen as

informationsource

ServiceUser infoInput toLinear

Process

Lacksappreciation

ofusers

Technology-Centered

Technology-Centered

Threshold

Experience

Results suggest that critical or immersive experiences involving real clients and users were important in allowing the students to experience human-centered design in more comprehensive ways.

All students in “Commitment” had critical experience. Sejal’s wake-up call

All students in “Empathic Design” had immersive experiences Rapid prototyping experience Assessment trip to developing country

Reflective Activities Reflective activities, such as the interview,

contributed to the student’s learning. Heather asked if her views of human-centered

design had changed, she replied “Yeah, probably just in this last discussion.”

Similarly, Julian replied “doing this helped me better understand like human-centered design, like what’s involved in that.

Not focus of study What role did it play? Or what role could it play?

New Way of Thinking Being introduced to human-centered design concepts

brought a new way of thinking about design. Andres: I think it was mostly having more things to think

about or introducing ideas and ways of thinking about things that you wouldn’t always think about normally or wouldn’t come up with on your own.

Gina: I didn’t think in terms of user-centered design when I came to college. You just think an engineer designs things.

Misconceptions about the terminology “human-centered design” itself. Sejal: human-centered design is something that

immediately affects humans Maddie: A design that affects the end user positively

Context of Experience Impact of academic context on experience of

design Not focus of study, but requires further study Initially surprised about the degree to which

students discussed aspects of the course. For most students, design experience was very

much situated in academic context. Most students described multiple experiences

from different contexts. Area to explore is how the student perceived

various experiences and the impact of those different perceptions on their learning. Realness of design Approached design differently because of context