An Introduction To User Centred Design Techniques

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  • 1. An Introduction to User Centred Design Techniques Suze Ingram November 2009
  • 2. Introduction What is UCD? Techniques
      • Personas and Scenarios
      • Wireframing
      • Paper Prototyping
      • User Testing
      • Contextual enquiries
      • Diary studies
      • User workshops
      • Card sorting
    Suze Ingram November 2009
  • 3. What is UCD?
    • The best websites, intranets and applications result from understanding the needs of the people who will use them
    • learn about users and their tasks and goals
    • Inform the vision and direction of a website or intranet
    • Benefits
      • ideas generated early
      • unfavourable ideas ruled out early
      • hidden requirements uncovered
      • final product matches what users need
    Suze Ingram November 2009
  • 4. Suze Ingram November 2009 Contextual enquiries
  • 5. Suze Ingram November 2009 Contextual enquiries
    • Call centre example
    • Shadow the participant
    • Observe normal, day-to-day tasks
    • Pretend this is my induction
    • Ask what would make their job easier
    • Why do it?
      • you really need to understand the users' work context
      • learning about work practices in domains that you know nothing about
  • 6. Suze Ingram November 2009 Diary studies
  • 7. Suze Ingram November 2009 Diary studies
    • Brief the participants and provide a kit
    • Kits can contain a diary, stickers, a camera, a voice recorder, pens, post-it notes, staplers etc
    • Reminders…
    • Follow-up interview
    • Why do it?
      • gather information from users with minimal influence on their actions
      • the process or event takes place intermittently or over a long period
  • 8. Suze Ingram November 2009 User workshops
  • 9. Suze Ingram November 2009 User workshops
    • About 2 hours
    • Collaborative
    • Design your own homepage
    • Bullseye Priotisation
    • Why do it?
      • Brings users into the design process as partners
      • Start to conceptualise the solution
  • 10. Suze Ingram November 2009 Card sorting
  • 11. Suze Ingram November 2009 Card sorting
    • Each card contains the name of one content item
    • Sort a set of cards into groups which made sense to them
    • Create labels for each of their card groups
    • Look for patterns in the groups and labels
    • Why do it?
      • Simple
      • Cheap
      • Quick to execute (not analyse)
      • Provides a good foundation
  • 12. Personas and Scenarios
  • 13. Personas and Scenarios
    • Analyse outcomes of user research
    • Amalgamate findings from many sources
    • Look for pattern and themes in user needs, beharviours and motivations
    • Why do it?
      • Understand your users, their needs, behaviours and motivations
      • Puts observations and learnings into memorable stories
      • Provides a constant touchstone allowing the project team to maintain focus on the user and their needs throughout the project.
  • 14. Wireframes
  • 15. Wireframes
    • Can be handrawn or computer based (Visio, Axure)
    • Creates the layout and functionality of a page
    • Takes user needs and user journeys into account
    • No colour or decoration invovled
    • Why do it?
      • Provides an early visual that that can be used to review with the client
      • Can be tested with users
      • Saves considerable time and money
  • 16. Paper prototyping
  • 17. Paper prototyping
    • Design and testing
    • User performs realistic tasks by interacting with the paper prototype
    • Inclusive nature of paper
    • Users can cut up the design, cross things out and add new features
    • Why do it?
      • helps identify usability problems even before any code is written
      • Cheap and simple
  • 18. User testing
  • 19. User testing
    • One person per test session
    • 45min – 1 hour
    • Users work through a set of tasks using the product being evaluated
    • Usability laboratory, at the person's desk or in a room
    • Why do it?
      • Evaluate, from the user's perspective, the ease of use and intuitiveness
      • Discover likes and dislikes
      • Uncover difficulties users may have
      • Used during redesign or to evaluate an existing product
  • 20. Recap… Suze Ingram November 2009
  • 21. Suze Ingram November 2009 Contextual enquiries
  • 22. Suze Ingram November 2009 Diary studies
  • 23. Suze Ingram November 2009 User workshops
  • 24. Suze Ingram November 2009 Card sorting
  • 25. Personas and Scenarios
  • 26. Wireframes
  • 27. Paper prototyping
  • 28. User testing
  • 29. If there’s one thing to take away…
    • You are not your audience
    • Add some UCD techniques into your work
    Suze Ingram November 2009
  • 30. Keep in touch… [email_address] Mobile 0413 473 151 My blog (google “suze ingram”) Suze Ingram November 2009
  • 31. Photo credits Suze Ingram November 2009 Contextual enquiries http://www.flickr.com/photos/psmithson/44990517/ Diary studies http://www.flickr.com/photos/jderuna/2312274541/ User workshops http://www.flickr.com/photos/jbarahona/2033523991/sizes/l/ Card sorting http://www.flickr.com/photos/yandle/907991950/in/set-72157600662519454/ Personas and scenarios http://www.flickr.com/photos/katiekills/2271842696/ Wireframes http://www.flickr.com/photos/collylogic/2715890481/ Paper prototyping http://www.flickr.com/photos/21218849@N03/2880770542/ User testing http://www.flickr.com/photos/l-i-n-k/3654390818/in/set-72157620252713653/