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Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
Brokerage 2007presentation user
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Brokerage 2007presentation user

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  • 1. User-centric design Usability David Geerts
  • 2. Agenda  Introduction  User-Centred Design  User & Task Analysis  Conceptual design & prototyping  Experimentation & evaluation  Accessibility, usability, likeability, sociability & playability  Application domains 2
  • 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. User-Centred Design Analysis Users Tasks Context Evaluation Design 4
  • 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. 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. 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. Accessibility, usability, likeability, sociability & playability LIKEABILITY SOCIABILITY PLAYABILITY USABILITY FUNCTIONALITY ACCESSIBILITY 8
  • 9. 9
  • 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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