• Like
User-Centred Design in Social Business
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

User-Centred Design in Social Business

  • 2,171 views
Published

User-centred design (UCD) is an approach for designing a system or set of systems that puts the capabilities and needs of users at the centre of the process. …

User-centred design (UCD) is an approach for designing a system or set of systems that puts the capabilities and needs of users at the centre of the process.

In this presentation we cover the benefits of applying UCD to the design of internal business or collaboration systems, how it can be used in practice within a social business project and leave you with three practical ideas for things you can start doing in your work to take advantage of it.

Published in Technology , Business
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads

Views

Total Views
2,171
On SlideShare
0
From Embeds
0
Number of Embeds
1

Actions

Shares
Downloads
31
Comments
0
Likes
3

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Social Business Fundamentals 3User-Centred Design in Social Business
  • 2. @Folletto
  • 3. #sbf3
  • 4. DesignTechnology Psychology HYBRID PROFESSIONAL
  • 5. WHAT DOESUSER-CENTERED DESIGNMEAN?
  • 6. Bad intranet design will cost$50-100 billion per year in lostemployee productivity in 2001. Nielsen J. Discount Usability for the Web
  • 7. USER CENTERED DESIGN: ISO 13407 (1999)6 STEPS, ITERATING Specify the user & organizational requirements Understand & ProduceIdentify need of user specify the design centered design context of use solutions Evaluate design against requirements System meets specified functional, user & organizational requirements 7
  • 8. Visual Design System Architecture UX & Interaction Design Back/Front DevelopmentInformation Architecture System Integration Research & Workshops Launch & Adoption Vision & Strategy Community Management ITERATIVE & USER CENTERED DESIGN & DEVELOPMENT PROCESS 8
  • 9. UX investments madein the concept phasereduce product development cyclesby 33-50%. Strategic Data Systems Special Report: Design Business Impacts and ROI
  • 10. Those who skip ease of use in thedesign phase can end upspending 80% of their servicecosts on unforeseen userrequirements down the road. IBM Cost Justifying Ease of Use: Complex Solutions are Problems
  • 11. 11
  • 12. What is beautiful is usableTractinsky, Katz, Ikar (2000) 12
  • 13. Useful is not enough.Functional is not enough. Working is not enough. Usable is not enough. 13
  • 14. Human. 14
  • 15. Person & Professional 15
  • 16. Design Cost of alternatives changeRESEARCH & DESIGN DEVELOPMENT DEPLOYMENT PHASE PHASE PHASE From Bias & Mayhew (1994), thanks to Serena Facchinetti 16
  • 17. Strategy Research Design DevelopmentCONTINUOUS AGILEOur phases aren’t strict, but blend and overlapnaturally one in the other with a cross-disciplinaryproject team and iteratively improving the final result. 17
  • 18. TOOL 1WHY
  • 19. If I’d asked peoplewhat they wanted,they’d have askedfor a faster horse. Attributed to Henry Ford
  • 20. Why? 20
  • 21. Why do youneed a faster horse? 21
  • 22. Back to theNEEDS 22
  • 23. 23
  • 24. Extrinsic vs Intrinsic Motivations 24
  • 25. Extrinsic Intrinsic‣ Money reward ‣ Peer appreciation‣ Prizes ‣ Passion‣ Boosts repetitive tasks ‣ Boosts creativity 25
  • 26. Thanks to Serena Facchinetti 26
  • 27. TOOL 2SHOW
  • 28. Resistanceto Change @solarflare 28
  • 29. This is the solutionto your problems. Which problems? 29
  • 30. 1 2 3Resistance to change Make the issue explicit Accept to change 30
  • 31. This is whybottom-up works. 31
  • 32. Give a new thing, herald it as “mission critical”+ Don’t give time to use it= Contradictory signal 32
  • 33. It doesn’t matter if it’s useful, if it’s not accepted. 33
  • 34. TOOL 3FEEDBACK
  • 35. Feedback loop 35
  • 36. SMALL INCREMENTAL STEPS 36
  • 37. Playful design(Gamification) 37
  • 38. To complicate is easy,to simplify is hard.To complicate, just add,everyone is able to complicate.Few are able to simplify. Bruno Munari
  • 39. Davide Casali HEAD OF DESIGNdavide.casali@dachisgroup.com 39
  • 40. Thank you. 40