Figuring out how to operate something (Gulf of Execution)
Figuring out what happened (Gulf of Evaluation)
The role of the designer is to help people bridge the two gulfs
Seven Stages of Action
1. Goal (form the goal)
2. Plan (the action)
3. Specify (an action sequence)
4. Perform (the action sequence)
5. Perceive (the state of the world)
6. Interpret (the perception)
7. Compare (the outcome with the goal)
The seven-stage action cycle provides a useful framework for understanding human action and guiding design
Not all activity in the stages is conscious, with goals tending to be conscious but even they may be subconscious
Most behavior does not require going through all stages in sequence, but most activities will not be satisfied by single actions
There are multiple feedback loops where the results of one activity are used to direct further ones, and goals lead to subgoals and plans lead to subplans
The seven stages provide a guideline for developing new products or services, as the gulfs are opportunities for product enhancement
Most innovation is done as an incremental enhancement of existing products
Reflective
The highest level of human thought, which is conscious
Overlearning
When skills have been practiced and studied for thousands of hours, performance becomes effortless and automatic
Declarative memory
Memory for factual information
Procedural memory
Memory for activities and how to perform them
Levels of processing in the mind and brain
Visceral (basic, "lizard brain")
Behavioral (learned skills)
Reflective (conscious cognition)
All three levels of processing work together to determine a person's like or dislike of a product or service
The behavioral level is the home of interaction and expectation-based emotions
Understanding arises at a combination of the behavioral and reflective levels, and enjoyment requires all three levels
User-centered design (UCD)
A collection of processes that focus on putting users at the center of product design and development
User-centered design (UCD)
Involves the users of a product throughout its lifecycle, from planning through post-release assessment
Continuously collects feedback and iterates on designs accordingly to future-proof the product and ensure it stays relevant
Human-Centered Design
An approach that focuses on fully understanding the perspectives of the people the design is for in each step of the process
User-centered design
Very often used interchangeably with human-centered design, but there is a difference in that
To create a winning user-centered design, you'll need a deep knowledge of your target audience
Goal of UCD
To create products that users find useful and usable
What UCD seeks to answer
What is important to users
The tasks users do, how frequently, and in what order
The users' work environment
The users' problems and constraints
Users' expectations in terms of functionality
Output required and in what form
How can the design of this 'product' facilitate users' cognitive processes?
UCD cuts costs and increases user satisfaction and productivity
UCD can improve the usability (ease-of-use) and usefulness (relevance) of everything from "everyday things" to software to information systems to processes…anything with which people interact
UCD seeks to answer questions about users and their tasks and goals, then use the findings to drive development and design
What UCD can help achieve
Easy-to-use products
Satisfy customers
Decrease expenditures on technical support and training
Advertise ease-to-use successes
Ultimately increase market share
Frank Chinero: 'People ignore design that ignores people'
Important UCD Principles
Involve users from the very beginning
Critical design decisions are evaluated based on how they work for end-users
User-centered design should be empathetic
Use an iterative design process
Involve multiple feedback loops
Follow the fundamentals of design
Visibility
Users should be able to see from the beginning what they can do with the product, what is it about, how they can use it
Accessibility
Users should be able to find information easily and quickly. They should be offered various ways to find information for example call to action buttons, search option, menu, etc.
Legibility
Text should be easy to read
Language
Short sentences are preferred. The easier the phrase and the words, the better
UCD Methods
Focus Groups
Questionnaires and Surveys
Interviews
Usability Testing
Card Sorting
Participatory Design
Focus Groups
A good way to get multiple perspectives at once
Great for defining product use cases
Requires an experienced moderator
Data is largely qualitative
Generally, a small sample size
Relatively low costs, especially when done remotely
Questionnaires and Surveys
Feedback is generally brief and simple
Care needs to be taken to design effective questions that are unbiased
Data can be both qualitative and quantitative
Allows for a larger sample size
Relatively low costs of respondents are sourced from your user base
Interviews
Good for gathering in-depth information regarding individual needs and behaviors
Requires an experienced interviewer and detailed analysis of answers
Data is mostly qualitative
Small sample size
Time consuming and therefore high opportunity cost
Usability Testing
Used to generate feedback on designs and user interaction
Requires at least a developed prototype to test
Data can be qualitative and quantitative
Small to medium sample size
High cost when done live, cheaper when done with tools