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UCD Workshop - Shad MUN 2008

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Slides for Shads at Shad MUN 2008 from UCD Workshop conducted on July 10, 2008

Slides for Shads at Shad MUN 2008 from UCD Workshop conducted on July 10, 2008

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    UCD Workshop - Shad MUN 2008 UCD Workshop - Shad MUN 2008 Presentation Transcript

    • Shad Valley MUN (Memorial University of Newfoundland) 2008 July 15, 2008 © 2008 Patanjali S. Venkatacharya
    • What is User-Centered Design?
      • A design philosophy that puts the end-user at the center of the design process
      • Highly collaborative and multi-disciplinary approach
      • Associated fields include:
        • Industrial Design
        • Interaction Design
        • User Interface & Visual Design
        • Mechanical Engineering
        • Sociology, Ethnography (Diane Fossey – “live with the Gorillas” model)
        • Cognitive & Experimental Psychology
        • Human Factors
    • Understanding Your Users
      • Who are your users (think as broadly as possible)?
      • What do they do?
      • Who's problem are we really trying to solve here?
    • How?
      • Converse with your Users
      • Observe and document them in their real-life environments
      • Interview them (Surveys)
      • Googling (Research)
        • Key Point: Look for the quotes!
    • User Research Steps
      • Brainstorm about who your target users might be
        • Even better: Go and survey a series of folks and use that data as part of your brainstorming
      • Create a list of those user types
      • Define their characteristics (User Profiles!)
        • Even better: Go back to some folks in your survey and ask them to write their own profiles
      • Give them real names (Personas!)
    • User Research Steps (Continued ...)
      • Identify their tasks
        • Write them down
        • Use boxes and arrows ( flows ) to link them together
      • Write scenarios using the profiles + tasks as starting points
    • Scenarios
      • Brief descriptive narratives for each user/role
      • Use the profiles and task flows to guide you
      • Review them with real users to validate
    • More about Flows
      • Start with “Boxes and Arrows”
      • Identify the tasks
      • Connect the tasks together
      • Illustrate flow changes, different sub-flows, etc.
      • Test with your scenarios and refine with real users
        • Did we get it right?
        • What additional information do we need from our users?
    • Four (4) Great Usability Methods
      • Wants & Needs Analysis
      • Card Sort
      • Group Task Analysis
      • Contextual Interview
    • Usability Processes that Work
      • Wants and Needs Analysis
      • A usability method used to collect user requirements from multiple participants in order to produce a prioritized list of wants and needs for a particular user group.
        • Typically performed prior to design activities
        • An Extremely quick and relatively inexpensive method to gather quantitative data.
        • Can be conducted in little time and with little materials creation or other preparation required.
        • Produces data that can be used at any stage of product development.
    • Usability Processes that Work
      • Card Sort
      • A usability method in which users provide information on the appropriate organization of information within a product. Data is collected by asking users to organize cards containing names or bits of information into meaningful groups.
        • Results can be applied to information organization of product menus to the complete product architecture.
        • Usability Method can be conducted in conjunction with another usability activity.
        • Can be conducted with individuals or groups.
        • Provides additional benefits, such as identifying incorrect or misleading terminology.
    • Usability Processes that Work
      • Group Task Analysis
      • Collects task flow information from multiple participants as they work together to develop a common task flow.
      • In the process, assumptions, industry/company specific terminology, and exceptions are noted.
      • Analysis results are visible immediately on the poster containing the task flow created by users or can be translated into a Visio diagram.
        • Typically performed before design activities are performed.
        • This is an extremely fast and relatively inexpensive method of collecting data about how users really work.
        • A plethora of task specific data can be collected in a short period of time.
    • Usability Processes that Work
      • Contextual Interview
      • A field research method in which an interview team visits a customer site to observe the users working with the product or products of interest. It is a useful tool for gathering high-level issues related to a product that would not be visible within the labs.
      • One of the most flexible of usability activity types.
        • Can be performed at any time during the product development cycle.
        • The labor and time required ranges from a single day to multiple months depending upon the scope of the study.
        • Data Gathering techniques range from observations of single tasks to multi hour observation sessions of range of activities and from simple surveys to full blown interviews.
    • Other Usability Methods
      • During the Design Phase
        • User Evaluations
          • A less rigorous form of usability test that can be used when several design alternatives need to be compared
          • Very quick and efficient
          • The deliverable: List of usability issues with recommendations
        • Heuristic Evaluations
          • Performed by usability experts using a set of guidelines and checklists for defining “a good design”
          • Highly flexible in scope and timing (can be done in one day)
          • Great for evaluating complex flows and design predicaments
    • Key Points
      • Design always starts with the user
      • Innovation is about ideas + execution
      • Creating great designs is all about ensuring they address the right problem for the right people
      • Make the user-centered design process a part of any kind of problem solving activity
    • The Big Takeaways for Shad MUN 2008 Designing with Conscience
      • Clearly Identify and Interact with your Target User(s)
        • Get to know them first-hand, not just by what you read or hear
        • Make them a part of your problem definition process, not AFTER you define the problem (you might be solving the wrong problem!)
        • Keep your ultimate mission close, but your USERS EVEN CLOSER  Ensure you consult them throughout the process
      • Your Solutions Have to be Relevant to be Good
        • Keep challenging your core assumptions
          • Did we get this right? How can we make it better? Did we leave anyone important out?
        • If your users are part of your design process, you will almost ALWAYS stay relevant – they will make sure you do!!
    • Blog: The Designers Workshop
      • A Blog where you can share stories about your users
        • Helps provide insights into different kinds of users across the world
      • Use the blog to:
        • Post scenarios about your users
        • Post photos of your users (with permission) or examples
        • Describe who they are, what they do, what they care about, and how they view the world
      • For more details, please go to:
        • http:// designersworkshop.blogspot.com /