Theme Intro User Research
Upcoming SlideShare
Loading in...5
×
 

Theme Intro User Research

on

  • 821 views

 

Statistics

Views

Total Views
821
Views on SlideShare
736
Embed Views
85

Actions

Likes
0
Downloads
6
Comments
0

2 Embeds 85

http://docent.cmd.hro.nl 82
http://www.slideshare.net 3

Accessibility

Categories

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Theme Intro User Research Theme Intro User Research Presentation Transcript

  • UXD minor 0809Q4 theme ‘user research’ INVOLVE USERS IN YOUR EXPERIENCE DESIGN PROCESS
  • Theme program ‘user research’ June 8: Assignment kick-off June 15: Theme introduction (Hans) and assignment progress June 22: Presentation and discussion of assignment progress June 29: Final presentations and workshop with Ferry den Dopper (TamTam)
  • Theme in the scheme of things User research can be used to validate any aspect of the user experience Traditionally, research has focused on usability research
  • Analysis, exploration and co-creation Usability research (‘user testing’) is addressing usability flaws in an interface Its aim is to provide a thorough analysis to pinpoint the problem
  • Analysis, exploration and co-creation Designers are focused on creating solutions For a designer, the aim of (user) research is to explore these solutions, see how even better solutions can be created (iterate) In a way, involving users in this creation process is co-creation, also referred to as participatory design
  • Analysis, exploration and co-creation User involvement in the creation process will bring you (as a designer):  More empathy for users  Make you more aware of the context of use  Knowing the unexpected  Inspiration for solutions
  • Analysis, exploration and co-creation Crucial for its value: designers need to be directly involved in user research, preferably conducting the research Here’s a fundamental difference with analysis: bias gives you tainted results However, curiosity and openness are core competencies for designers
  • Prototyping Every designer needs to communicate its design in every phase of the design process
  • Prototyping The sole purpose of a prototype is to explore the solution, with or without the involvement of users The fidelity of a prototype is determined by the purpose of the exploration
  • Cost and effect of design changes Impact van Kosten van veranderingen aan veranderingen aan het ontwerp het ontwerp Vordering van het ontwerp-/ontwikkelproces
  • Toolkit Repository for user research and design methodology http://project.cmd.hro.nl/cmi/hci/toolkit/index. php
  • Testing during the design process (Steve Krug) From: ‘Don’t Make Me Think’, Steve Krug (2006)
  • Usability heuristics General principles for user interface design Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
  • Heuristic evaluation Type of expert review using usability heuristics as criteria for inspection Pros: easy to conduct, little effort/low cost Cons: no context of use, no rich data http://www.useit.com/papers/heuristic/heuristi c_evaluation.html
  • In-lab research Research by inviting respondents to laboratory setting  Thinking aloud  Co-discovery Pros: controlled environment, low-fi prototype is no problem, high quality data capture Cons: no context of use, time consuming/expensive http://www.digital- web.com/articles/practical_usability_testing/
  • Remote research Qualitative research using remote technology to capture data and interact with respondents Pros: relatively cheap, in context of use Cons: hi-fi prototype required, limited data capture http://boltpeters.com/services/index.html
  • Assignment  Conduct an expert review based on Nielsen’s heuristic evaluation  Conduct a usability test using either:  In-lab research  Remote research  Compare the two, looking at quality of results and effort  Team presentation and individual blog post with team report plus individual reflection