The fundamental principle is that understanding the needs of the users is the key to designing the best products and services
UCD
A designer must consider the needs, wants and limitations of the end user within every element of the design cycle
The ability to identify how users will interact with a product, service or system is vital for its success
Designers must be able to acquire and analyse valid data without making assumptions about how the product may be used
The foundation of UCD is that good design requires that the needs and capabilities of the users are determined and incorporated into the design process from the start through to the finish
Advantages of UCD
UCD design is to put yourself in the user's shoes
The design would be more intuitive
Disadvantages of UCD
User-centric design is expensive
Difficulty to translate certain types of data into design
Products takes more time
Item may be too complicated and specific for public use leading to becoming more expensive
The product must address the whole user experience
Design should make it easy for the user to: determine actions possible at any time, see the options and results of actions, determine current system state, follow intuitively from intention to action
User
The person utilising the product. The person who is being affected by the product or who is reaping the benefits or drawbacks of the product. A product can alter as well, depending on the user
Task
The thing the product is supposed to do... The user may have multiple uses for the same product
Environment
The place where the product is likely to be used- indoors/outdoors, urban/rural, on Earth/in space etc.
Iterative Design
Iteration is the act of repeating a process with the aim of approaching a desired goal, target or result. Regular feedback from user would assist in making small changes to the product/design. Each repetition of the process is also called an "iteration", and the results of one iteration are used as the starting point for the next iteration
The process is iterative, led by the user and developed through user-centred evaluation
Principles of iterative design (ISO)
The design is based upon an explicit understanding of users, tasks and environments
Users are involved throughout design and development
The design is driven and refined by user-centered evaluation
The process is iterative
The design addresses the whole user experience
The design team includes multidisciplinary skills and perspectives
UCD design teams
They are multidisciplinary as only by incorporating into the development process the concerns and expertise of the user and production teams that manufacture, distribute, maintain and market the product could a good design emerge
The five stages of UCD
1. Research
2. Concept
3. Design
4. Implementation
5. Launch
Inclusive design
Designing universally accessible products for all users including those with physical, sensory, perceptual and other challenges and impairments
Products and services address the needs of the widest possible audience, irrespective of age or ability
The effects of rapidly ageing populations, and growing numbers of people with disabilities, are having a profound effect on new product and service development
Usability
How easy it is to use a product or system
Usability objectives
Ease of use
Efficiency of use
Unambiguous feedback
Clarity of human interface
Usability objectives
Usefulness
Effectiveness
Learnability
Attitude (likeability)
Usefulness
The product enables user to achieve their goals - the tasks that it was designed to carry out and/or wants needs of user. Once users have learned the design, how quickly can they perform tasks?
Effectiveness
Quantitatively measured by speed of performance or error rate and is tied to a percentage of users. Use the design completely and accurately. Prevents errors and user can recover if errors occur.
Learnability
The user's ability to operate the system to some defined level of competence after some predetermined period of training. Also, refers to ability for infrequent users to relearn the system.
Attitude
The user's perceptions, feelings and opinions of the product, usually captured through both written and oral communication. Satisfaction or likability when the client uses or interacts with the product, service or system design.
Benefits of enhanced usability
Product acceptance
User experience
Productivity
User error
Training and support
Product acceptance
The knowledge that a product or service paid for will meet up to its defined specifications
User experience
A person's perceptions and responses that result from the use or anticipated use of a product, system or service, this can modify over time due to changing usage circumstances
Productivity
Developing products and services with the user in mind can reduce time wasting or difficult to understand features
Written and oral communication
Satisfaction or likability when the client uses or interacts with the product, service or system design
Good user-interface design
Low user error rate
High levels of user satisfaction
Easy to learn-simple uncomplicated, uncluttered interfaces
Easy to use-intuitive design, controls appear where anticipated and actions perform as expected
Easy to remember functions and operations are performed over time with an ease of repeatability and high level of competence retention
Examples of good user-product interfaces
Simplicity and ease of use
Intuitive logic, organization and low memory burden
Visibility
Feedback
Affordance
Mapping
Constraints
Population stereotypes
Widespread responses and cultural expectations found in a user population about how equipment and products operate
It is important to consider the intended User Population for any product (or system) you are designing
Expectations that are found to be widespread in a population are known as conventions or stereotypes
Making use of population stereotypes in the design
Might sometimes be irrelevant
For many controls, certain actions we do such as turning, sliding etc
Will produce the expected result
Many users can operate a product without having to learn how to operate it
User population
A range of users for a particular product or system
Users can be classified by
Age
Gender
Physical condition
Personae
A profile of the primary target audience for a product