user-centered design
   HOME

TheInfoList



OR:

User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics,
environment Environment most often refers to: __NOTOC__ * Natural environment, all living and non-living things occurring naturally * Biophysical environment, the physical and biological factors along with their chemical interactions that affect an organism or ...
, tasks and workflow of a
product Product may refer to: Business * Product (business), an item that serves as a solution to a specific consumer problem. * Product (project management), a deliverable or set of deliverables that contribute to a business solution Mathematics * Produ ...
, service or process are given extensive attention at each stage of the
design process A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design'' ...
. These tests are conducted with/without actual users during each stage of the process from
requirement In product development and process optimization, a requirement is a singular documented physical or functional need that a particular design, product or process aims to satisfy. It is commonly used in a formal sense in engineering design, includ ...
s, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design
experience Experience refers to conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these conscious processes. Understood as a conscious event in the widest sense, experience involv ...
s, and what each user's
learning curve A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the ...
may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers satisfaction to the user. The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product so that users are not forced to change their behavior and expectations to accommodate the product. The users thus stand in the center of two concentric circles. The inner circle includes the context of the product, objectives of developing it and the environment it would run in. The outer circle involves more granular details of task detail, task organization, and task flow.


History

The term "User-Centered Design" was coined by Rob Kling in 1977 and later adopted in Donald A. Norman's research laboratory at the
University of California, San Diego The University of California, San Diego (UC San Diego or colloquially, UCSD) is a public university, public Land-grant university, land-grant research university in San Diego, California. Established in 1960 near the pre-existing Scripps Insti ...
. The concept became widely popular as a result of the publication of the book ''User-Centered System Design: New Perspectives on Human-Computer Interaction'' in 1986. The concept gained further attention and acceptance in Norman's seminal book ''
The Design of Everyday Things ''The Design of Everyday Things'' is a best-selling book by cognitive scientist and usability engineer Donald Norman about how design serves as the communication between object and user, and how to optimize that conduit of communication in order ...
'' (originally called ''The Psychology of Everyday Things''). In this book, Norman describes the psychology behind what he deems 'good' and 'bad' design through examples. He exalts the importance of design in our everyday lives, and the consequences of errors caused by bad designs. The two books include principles for building well-designed products. His recommendations are based on the needs of the user, leaving aside what he considers secondary issues like aesthetics. The main highlights of these are: # Simplifying the structure of the tasks such that the possible actions at any moment are intuitive. # Make things visible, including the conceptual model of the system, actions, results of actions and feedback. # Getting the mappings right between intended results and required actions. # Embracing and exploiting the constraints of systems. In a later book, '' Emotional Design'', Norman returns to some of his earlier ideas to elaborate what he had come to find as overly reductive.


Models and approaches

For example, the User-Centered Design process can help software designers to fulfill the goal of a product engineered for their users. User requirements are considered right from the beginning and included into the whole product cycle. These requirements are noted and refined through investigative methods including: ethnographic study,
contextual inquiry Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher w ...
, prototype testing,
usability testing Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is ...
and other methods. Generative methods may also be used including:
card sorting Card sorting is a technique in user experience design in which a person tests a group of subject experts or users to generate a dendrogram (category tree) or folksonomy. It is a useful approach for designing information architecture, workflows, me ...
, affinity diagramming and participatory design sessions. In addition, user requirements can be inferred by careful analysis of usable products similar to the product being designed. User-Centered Design takes inspiration from the following models: * Cooperative design: involving designers and users on an equal footing. This is the Scandinavian tradition of design of IT artifacts and it has been evolving since 1970. This is also called
Co-design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure t ...
. *
Participatory design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure t ...
(PD), a North American term for the same concept, inspired by Cooperative Design, focusing on the participation of users. Since 1990, there has been a bi-annual Participatory Design Conference. *
Contextual design Contextual design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human†...
, "customer-centered design" in the actual context, including some ideas from Participatory design Here are the principles that help in ensuring a design is user-centered: # Design is based upon an explicit understanding of users, tasks and environments. # Users are involved throughout design and development. # Design is driven and refined by user-centered evaluation. # Process is iterative. # Design addresses the whole user experience. # Design team includes multidisciplinary skills and perspectives.


User-Centered Design Process

The goal of the User-Centered design is to make products which have very high usability. This includes how convenient the product is, in terms of its usage, manageability, effectiveness, and how well the product is mapped to the user requirements. Below are the general phases of User-Centered Design process: # Specify context of use: Identify who the primary users of the product are, why they will use the product, what are their requirements and under what environment they will use it. # Specify requirements: Once the context is specified, it is time to identify the granular requirements of the product. This is an important phase which can further facilitate the designers to create storyboards, and set important goals to make the product successful. # Create design solutions and development: Based on product goals and requirements, start an
iterative Iteration is the repetition of a process in order to generate a (possibly unbounded) sequence of outcomes. Each repetition of the process is a single iteration, and the outcome of each iteration is then the starting point of the next iteration. ...
process of product design and development. # Evaluate product: Product designers do usability testing to get users' feedback for the product at every stage of User-Centered Design. In the next steps, the above procedure is repeated to further finish the product. These phases are general approaches and factors like design goals, team and their timeline, and environment in which the product is developed, determine the appropriate phases for a project and their order. You can either follow a
waterfall model The waterfall model is a breakdown of project activities into linear sequential phases, meaning they are passed down onto each other, where each phase depends on the deliverables of the previous one and corresponds to a specialization of tasks. ...
, agile model or any other
software engineering Software engineering is a systematic engineering approach to software development. A software engineer is a person who applies the principles of software engineering to design, develop, maintain, test, and evaluate computer software. The term '' ...
practice.


Purpose

UCD asks questions about
users Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing) A user is a person who ...
and their tasks and goals, then uses the findings to make decisions about development and design. UCD of a web site, for instance, seeks to answer the following questions: * Who are the users of the website? * What are the users' tasks and goals? * What are the users'
experience Experience refers to conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these conscious processes. Understood as a conscious event in the widest sense, experience involv ...
levels with the website, and the similar websites? * What functions do the users need from the website? * What
information Information is an abstract concept that refers to that which has the power to inform. At the most fundamental level information pertains to the interpretation of that which may be sensed. Any natural process that is not completely random ...
might the users need, and in what form do they need it? * How do users think the website should work? * What are the extreme environments in which website can be accessed in? * Is the user multitasking? * Does the interface utilize different input modes, such as touch, speech, gestures or orientation?


Elements

As an example of UCD viewpoints, the essential elements of UCD of a website usually are the considerations of visibility, accessibility, legibility and language.


Visibility

Visibility The visibility is the measure of the distance at which an object or light can be clearly discerned. In meteorology it depends on the transparency of the surrounding air and as such, it is unchanging no matter the ambient light level or time of ...
helps the user construct a
mental model A mental model is an explanation of someone's thought process about how something works in the real world. It is a representation of the surrounding world, the relationships between its various parts and a person's intuitive perception about thei ...
of the document. Models help the user predict the effect(s) of their actions while using the document. Important elements (such as those that aid
navigation Navigation is a field of study that focuses on the process of monitoring and controlling the movement of a craft or vehicle from one place to another.Bowditch, 2003:799. The field of navigation includes four general categories: land navigation, ...
) should be emphatic. Users should be able to tell from a glance what they can and cannot do with the document.


Accessibility

Users should be able to find information quickly and easily throughout the document, regardless of its length. Users should be offered various ways to find information (such as navigational elements, search functions, table of contents, clearly labeled sections, page numbers, color-coding, etc.). Navigational elements should be consistent with the
genre Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other for ...
of the document. ‘ Chunking' is a useful strategy that involves breaking information into small pieces that can be organized into some type of meaningful order or
hierarchy A hierarchy (from Greek: , from , 'president of sacred rites') is an arrangement of items (objects, names, values, categories, etc.) that are represented as being "above", "below", or "at the same level as" one another. Hierarchy is an important ...
. The ability to skim the document allows users to find their piece of information by scanning rather than reading. Bold and italic words are often used to this end.


Legibility

Text should be easy to read: Through analysis of the rhetorical situation, the designer should be able to determine a useful font-family and
font In metal typesetting, a font is a particular size, weight and style of a typeface. Each font is a matched set of type, with a piece (a "sort") for each glyph. A typeface consists of a range of such fonts that shared an overall design. In mod ...
style. Ornamental fonts, text in all
capital letters Letter case is the distinction between the letters that are in larger uppercase or capitals (or more formally ''majuscule'') and smaller lowercase (or more formally ''minuscule'') in the written representation of certain languages. The writing ...
, large or small body text can be hard to read and should be avoided. Text-colouring and bolding can be helpful when used in text-heavy scenarios. High figure-ground contrast between text and background increases legibility. Dark text against a light background is most legible.


Language

Depending on the rhetorical situation, certain types of languages are needed. Short sentences are helpful, as are well-written texts used in explanations and similar bulk-text situations. Unless the situation calls for it,
jargon Jargon is the specialized terminology associated with a particular field or area of activity. Jargon is normally employed in a particular Context (language use), communicative context and may not be well understood outside that context. The conte ...
or heavily technical terms should not be used. Many writers will choose to use the
active voice Active voice is a grammatical voice common in many of the world's languages. It is the unmarked voice for clauses featuring a transitive verb in nominative–accusative languages, including English and most other Indo-European languages. A ...
,
verbs A verb () is a word (part of speech) that in syntax generally conveys an action (''bring'', ''read'', ''walk'', ''run'', ''learn''), an occurrence (''happen'', ''become''), or a state of being (''be'', ''exist'', ''stand''). In the usual descrip ...
(instead of noun strings or nominals), and a simple sentence structure.


Analysis tools

There are a number of tools that are used in the analysis of User-Centered Design, mainly: personas, scenarios, and essential use cases.


Persona

During the UCD process, a
Persona A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional Character (arts), character. The word derives from Latin, where it originally ref ...
representing the user may be created. A
persona A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional Character (arts), character. The word derives from Latin, where it originally ref ...
is a user archetype used to help guide decisions about product features, navigation, interactions, and even visual design. In most cases,
personas A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theatri ...
are synthesized from a series of
ethnographic Ethnography (from Greek ''ethnos'' "folk, people, nation" and ''grapho'' "I write") is a branch of anthropology and the systematic study of individual cultures. Ethnography explores cultural phenomena from the point of view of the subject ...
interviews with real people, then captured in 1-2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to bring the persona to life. For each product, or sometimes for each set of tools within a product, there is a small set of personas, one of whom is the primary focus for the design. There are also what's called a secondary persona, where the character is not the main target of the design, but their needs should be met and problems solved if possible. They exist to help account for further possible problems and difficulties that may occur even though the primary persona is satisfied with their solution. There is also an anti-persona, which is the character that the design is specifically not made for. Personas are useful in the sense that they create a common shared understanding of the user group that the design process is built around. Also, they help to prioritize the design considerations by providing a context of what the user needs and what functions are simply nice to add and have. They can also provide a human face and existence to a diversified and scattered user group, and help in creating some empathy and adding emotions when referring to the users. However, since personas are a generalized perception of the primary stakeholder group from collected data, the characteristics may be too broad and typical, or too much of an "average Joe". Sometimes, personas can have stereotypical properties also, which may hurt the entire design process. Overall, personas can be a useful tool to be used by designers to make informed design decisions around, opposed to referring to a set of data or a wide range of individuals.
Personas A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theatri ...
can also be modified all through the UCD of a product, based on user testing and changing environment. This is not an ideal way to use
Personas A persona (plural personae or personas), depending on the context, is the public image of one's personality, the social role that one adopts, or simply a fictional character. The word derives from Latin, where it originally referred to a theatri ...
but should not be a taboo either particularly when it becomes apparent that variables surrounding a product's development have changed since the design started and current persona/s may not cater well to the changed conditions.


Scenario

A
scenario In the performing arts, a scenario (, ; ; ) is a synoptical collage of an event or series of actions and events. In the ''commedia dell'arte'', it was an outline of entrances, exits, and action describing the plot of a play, and was literally pi ...
created in the UCD process is a fictional story about the "daily life of" or a sequence of events with the primary stakeholder group as the main character. Typically, a persona that was created earlier is used as the main character of this story. The story should be specific of the events happening that relate to the problems of the primary stakeholder group, and normally the main research questions the design process is built upon. These may turn out to be a simple story about the daily life of an individual, but small details from the events should imply details about the users, and may include emotional or physical characteristics. There can be the best-case scenario, where everything works out best for the main character, the worst-case scenario, where the main character experiences everything going wrong around him or her, and an average-case scenario, which is the typical life of the individual, where nothing really special or really depressing occurs, and the day just moves on. Scenarios create a social context in which the personas exist, and also create an actual physical world, instead of imagining a character with internal characteristics from gathered data and nothing else; there is more action involved in the persona's existence. A scenario is also more easily understood by people, since it is in the form of a story, and is easier to follow. Yet, like the personas, these scenarios are assumptions made by the researcher and designer, and is also created from a set of organized data. It is important to ensure that scenarios are created as close as possible to real world scenarios. Nevertheless, it can be sometimes difficult to explain and inform how low level tasks occur, for ex- the thought process of a persona before acting.


Use case

In short, a
use case In software and systems engineering, the phrase use case is a polyseme with two senses: # A usage scenario for a piece of software; often used in the plural to suggest situations where a piece of software may be useful. # A potential scenario ...
describes the interaction between an individual and the rest of the world. Each use case describes an event that may occur for a short period of time in real life, but may consist of intricate details and interactions between the actor and the world. It is represented as a series of simple steps for the character to achieve his or her goal, in the form of a cause and effect scheme. Use cases are normally written in the form of a chart with two columns: first column labelled actor, second column labelled world, and the actions performed by each side written in order in the respective columns. The following is an example of a use case for performing a song on a guitar in front of an audience. The interaction between actor and the world is an act that can be seen in everyday life, and we take them as granted and don't think too much about the small detail that needs to happen in order for an act like performing a piece of music to exist. It is similar to the fact that when speaking our mother tongue, we don't think too much about grammar and how to phrase words; they just come out since we are so used to saying them. The actions between an actor and the world, notably, the primary stakeholder (user) and the world in this case, should be thought about in detail, and hence use cases are created to understand how these tiny interactions occur. An essential use case is a special kind of use case, also called an abstract use case. Essential use cases describe the essence of the problem, and deals with the nature of the problem itself. While writing essential use cases, no assumptions about unrelated details should be made. In additions, the goals of the subject should be separated from the process and implementation to reach that particular goal. Below is an example of an essential use case with the same goal as the former example. Use cases are useful because they help identify useful levels of design work. They allow the designers to see the actual low level processes that are involved in a certain problem, which makes the problem easier to handle, since certain minor steps and details the user makes are exposed. The designers' job should be to take into consideration these small problems in order to arrive at a final solution that works. Another way to say this is that use cases break complicated tasks into smaller bits, where these bits are useful units. Each bit completes a small task, which then builds up to the final bigger task. Like writing code on a computer, it is easier to write the basic smaller parts and make them work first, and then put them together to finish the larger more complicated code, instead of tackling the entire code from the very beginning. The first solution is less risky because if something goes wrong with the code, it is easier to look for the problem in the smaller bits, since the segment with the problem will be the one that does not work, while in the latter solution, the programmer may have to look through the entire code to search for a single error, which proves time-consuming. The same reasoning goes for writing use cases in UCD. Lastly, use cases convey useful and important tasks where the designer can now see which one are of higher importance than others. Some drawbacks of writing use cases include the fact that each action, by the actor or the world, consist of little detail, and is simply a small action. This may possibly lead to further imagination and different interpretation of action from different designers. Also, during the process, it is really easy to oversimplify a task, since a small task derived from a larger task may still consist of even smaller tasks which were missed. Picking up a guitar may involve thinking of which guitar to pick up, which pick to use, and think about where the guitar is located first. These tasks may then be divided into smaller tasks, such as first thinking of what colour of guitar fits the place to perform the piece, and other related details. Tasks may be split further down into even tinier tasks, and it is up to the designer to determine what is a suitable place to stop splitting up the tasks. Tasks may not only be oversimplified, they may also be omitted in whole, thus the designer should be aware of all the detail and all the key steps that are involved in an event or action while writing use cases.


See also

*
Action research Action research is a philosophy and methodology of research generally applied in the social sciences. It seeks transformative change through the simultaneous process of taking action and doing research, which are linked together by critical refle ...
*
Activity-centered design Activity-centered design (ACD) is an extension of the Human-centered design paradigm in interaction design. ACD features heavier emphasis on the activities that a user would perform with a given piece of technology. ACD has its theoretical und ...
*
Attentive user interface Attentive user interfaces (AUI) are user interfaces that manage the user's attention. For instance, an AUI can manage notifications, deciding when to interrupt the user, the kind of warnings, and the level of detail of the messages presented to the ...
* Chief experience officer (CXO) * Component-based usability testing *
Contextual inquiry Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher w ...
*
Design thinking Design thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process of designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems. Des ...
*
Empathic design Empathic design is a user-centered design approach that pays attention to the user's feelings toward a product. The empathic design process is sometimes mistakenly referred to as ''empathetic'' design. Characteristics The foundation of empat ...
* Human-centered computing * Human-centered systems *
Human-centered design Human-centered design (HCD, also human-centred design, as used in ISO standards) is an approach to problem-solving commonly used in process, product, service and system design, management, and engineering frameworks that develops solutions to ...
* Human Experience Design *
Information architecture Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging ...
*
Interaction design Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) produ ...
* Meta-design *
Paper prototyping In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for designi ...
*
Participatory design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure t ...
*
Process-centered design Process-centered design (PCD) is a design methodology, which proposes a business centric approach for designing user interfaces. Because of the multi-stage business analysis steps involved right from the beginning of the PCD life cycle, it is ...
* Thanatosensitivity *
Transgenerational design Transgenerational design is the practice of making products and environments compatible with those physical and sensory impairments associated with human aging and which limit major activities of daily living. The term ''transgenerational design ...
*
Ubiquitous computing Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using ...
* Usability * World Usability Day


References


Further reading


ISO 13407:1999 Human-centred design processes for interactive systems



Video

* ttps://www.ted.com/talks/david_kelley_on_human_centered_design?language=en Human Centered Design, IDEO’s David Kelley
User Centered Design, Don Norman
{{Engineering approaches Human–computer interaction User-generated content Design Usability Technical communication