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User-centric design
Usability
      David Geerts
Agenda


 Introduction
 User-Centred Design
 User & Task Analysis
 Conceptual design & prototyping
 Experimentation &...
Introduction


 On the borderline between
    Social research of new technologies
    Their interface in a specific (so...
User-Centred Design




                      Analysis




                       Users
                       Tasks
     ...
User & Task Analysis

 What?
     analyse users, environment, and
      tasks
     adoption and domestication of
      ...
Conceptual design & prototyping


 Methods
    Conceptual model
    Designing lo-fi prototypes
     and hi-fi prototype...
Experimentation & evaluation


 Methods
    Lab or field based user
     testing
    Physiological
     measurements or...
Accessibility, usability, likeability,
sociability & playability




        LIKEABILITY   SOCIABILITY   PLAYABILITY



  ...
9
Application domains


 Children and technology
 Communities and
  sociability
 Technologies for the
  elderly
 eHealth...
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Brokerage 2007presentation user

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Transcript of "Brokerage 2007presentation user"

  1. 1. User-centric design Usability David Geerts
  2. 2. Agenda  Introduction  User-Centred Design  User & Task Analysis  Conceptual design & prototyping  Experimentation & evaluation  Accessibility, usability, likeability, sociability & playability  Application domains 2
  3. 3. Introduction  On the borderline between  Social research of new technologies  Their interface in a specific (social) context  Technical research of how to adapt new technologies to users  Closely related to the Human-Computer Interaction competence  CUO, SMIT, EDM 3
  4. 4. User-Centred Design Analysis Users Tasks Context Evaluation Design 4
  5. 5. User & Task Analysis  What?  analyse users, environment, and tasks  adoption and domestication of new media in everyday life  Methods  contextual inquiry, cultural probing, experience sampling  design ethnography, proxy technology assessment, domain analysis and participative research  Results  personas and scenarios  design guidelines 5
  6. 6. Conceptual design & prototyping  Methods  Conceptual model  Designing lo-fi prototypes and hi-fi prototypes  Iterative evaluation with users  explorative and qualitative multi-method approach  Results  Designs of the most important screens and the interaction between them 6
  7. 7. Experimentation & evaluation  Methods  Lab or field based user testing  Physiological measurements or eye tracking  Expert evaluation  The living lab approach  Results  Recommmendations for changing the interface design 7
  8. 8. Accessibility, usability, likeability, sociability & playability LIKEABILITY SOCIABILITY PLAYABILITY USABILITY FUNCTIONALITY ACCESSIBILITY 8
  9. 9. 9
  10. 10. Application domains  Children and technology  Communities and sociability  Technologies for the elderly  eHealth  Games  Interactive television  Mobile interaction  Tangible interfaces  Ubiquitous computing  … 10
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