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Design Tools 2
Carla B. Zoltowski
July 15, 2009
User-centered Design: Basic Principles
Early focus on usersDesigning for and with usersEmpirical measurement and
evaluationIteration
7-level Design Approach, Keates and Clarkson
UCD: Process and Products
1. Plan UCD: Decisions about which methods to use
2. Specify context of use: Description of users,
tasks, context, problems
3. Specify user/org rqmts:
Statements about what
the design should fulfill
4. Produce Design Solutions:
System specifications
5. Evaluate against rqmts:
Data on how well system
meets expectations
Slide by Dennis Wixon; adapted from Maguire 2001, p. 589 & ISO 13407
Methods for user-centered design1. Planning 2. Context of Use 3. Requirements 4. Design 5. Evaluation
Usability planning and scoping
Usability cost-benefit analysis
Identify stakeholders
Context of use analysis
Survey of existing users
Field study / user observation
Diary keepingTask analysis
Stakeholder analysis
User cost-benefit analysis
User requirements interview
Focus groupsScenarios of usePersonasExisting system /
competitor analysis
Task/function mapping
Allocation of function
User, usability and organizational requirements
BrainstormingParallel designDesign
guidelines and standards
StoryboardingAffinity diagramsCard sortingPaper
prototypingSoftware
prototypingWizard-of-Oz
prototypingOrganizational
prototyping
Participatory evaluation
Assisted evaluationHeuristic or expert
evaluationControlled user
testingSatisfaction
questionnairesAssessing cognitive
workloadCritical incidentsPost-experience
interviews
Maguire 2001, p. 590
User knowledge in design
Needs vs. wantsIntended use vs. actual use
o “Slanty” designActivity-centered
What is already out there?Literature ReviewBenchmarks
oWhat is availableoWhy did they use their approachoPatent 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 spaceoEmpathic modeling: Simulating the
sensory/motor/cognitive constraints
Gathering information about users, cont.
Brainstorming: brainstorms potential features, constraints
Synectic activities to develop analogies: what similar activities can be used to understand the context of the current designoWhat is wrong with it? What is similar?oWhy is it necessary? What can be
eliminated?oAre there any other applications? What is it
not? Can it be misused?
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
oVideos?
Activity
Get into groups of 2oOne person is “designer” and the other is
the “user”oActivity: Designer will interview user to get
specifications for ATM
Activity
Now, develop a scenario of a person withdrawing money from the ATM
Share
Example scenario using ATM (Nielson 1993)
1. “The user approaches the machine and inserts a bank card. No matter what side is up, the machine reads the card correctly.”
2. “The machine asks the user to input a four-digit personal identification number, and the user does so using the numeric keypad.”
3. “The machine presents the user with a menu of four options, “withdraw $100,” “withdraw other amounts,” “make a deposit,” and “other transactions.” There is a button next to each of the menu options.”
Example scenario, cont.
4. “The user presses the button for “withdraw $100,” and the machine pays out that amount, deducting it from the user’s account. If the user had more than one account tied to the back card, the amount is deducted from the account with the largest balance.”
5. “The machine returns the bank card to the user.”
Prototyping!!!
“It’s a lesson that too few companies have learned even today. ‘If a picture paints a thousand words, a prototype is worth a thousand pictures,’ says Eisermann,” director of strategic design agency Prospect.
Five basic rules about prototyping from design director Richard Eisermann
Begin early. The sooner you materialise ideas and get them in front of people, the richer your final design will be.
Beat it up. Make a modifiable prototype so you can easily adapt it, even on the spot.
Don’t bother with perfection. The prototype exists to get information, not to show how brilliant the design is.
Do just enough. A little data goes a long way. Figure what you need to test and focus on getting those answers.
Record the test. If you don’t have a record, it didn’t happen.
http://www.designcouncil.org.uk/en/Design-Council/3/Design-Council-Magazine/Design-Council-Magazine-issue-2/Prototype-til-youre-silly/
Activity
Finally, create a prototype of the ATM to present to your user for feedback
Share
Discussion: What types of information did each of the activities elicit?
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)
Universal Design: 7 Principles(Mace, in Inclusive Design)
1. Equitable use – the design is useful and marketable to people with diverse abilities.
2. Flexibility in use – the design accommodates a wide range of individual preferences and abilities
3. Simple and intuitive to use – use of the design is easy to understand, regardless of user’s experience, knowledge, language, skill or current concentration level.
Universal Design: 7 Principles, cont.
4. Perceptible information – the design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities.
5. Tolerance for error – the design minimizes hazards and the adverse consequences of accidental or unintended actions.
Universal Design: 7 Principles, cont.
6. Low physical effort – the design can be used efficiently and effectively with a minimum of fatigue.
7. Size and space for approach and use – appropriate size and space is provided for approach, reach, manipulation, and use regardless of user’s body size, posture or mobility.
OXO
Distinguishing FeatureUniversal Design - A philosophy of making products that are easy to use for the widest possible spectrum of users.
Open discussion