3. User-Centered Approach
Interaction design tries to bridge between 2 worlds:
1. World of the software professionals (developer)
2. World of the end users
⢠Each world has its own knowledge and practices
⢠Each world has well defined boundaries
⢠Movement from one world to the other is known
to be difficult
4. Most of the traditional methods of communication
between the two worlds are relatively one directional :
⢠We analyze the requirements from the users
⢠We deliver a system to the users
⢠We collect usability data from the users
User-Centered Approach (cont.)
âRelatively few [method] involve two way discussions, and fewer still afford
opportunities for the software professionals to be surprised â i.e., to learn
something that we didnât know we needed to knowâ
Michael J. Muller, Participatory Design: The Third Space in HCI
5. It is a process:
⢠a goal directed problem solving activity informed by intended
use, target domain, materials, cost, and feasibility
⢠a creative activity
⢠a decision making activity to balance trade offs
What is âDesignâ in HCI?
It is a representation:
⢠a plan for development
⢠a set of alternatives & successive elaborations
6. Better understanding of user needs leads to a more appropriate and usable product.
Expectation management :
âBetter to exceed usersâ
expectations than to fall
below them.â
Why Involve Users?
Ownership :
Users who are involved are
more likely to feel a sense of
ownership towards the product
and be receptive towards it
when it emerges
7. Who are The Users?
Not as obvious as you think :
⢠those who interact directly with the product
⢠those who manage direct users
⢠those who receive output from the product
⢠those who make the purchasing decision
⢠those who use competitorâs products ???
3 categories of user:
⢠Primary : frequent hands on
⢠Secondary : occasional or via someone else;
⢠Tertiary : affected by its introduction, or will influence its purchase.
Wider term: stakeholders
8. Who are The Users? (cont.)
What are their capabilities?
Humans vary in many dimensions!
Some examples are:
⢠size of hands may affect the size and positioning of
input buttons;
⢠motor abilities may affect the suitability of certain
input and output devices;
⢠height if designing a physical kiosk;
⢠strength - a childâs toy requires little strength to
operate, but greater strength to change batteries
10. 1 Full time involvement
How :
Hire as part of the design team
Pro :
Very familiar with the system
Con :
Could lose touch with the user group
11. 2 Keeping users informed
How :
Regular newsletters and communication channels,
workshops and evaluation sessions
Pro :
Achieving some level of involvement even with
several users
Con :
Changes are possible only from an already decided
starting point
12. 3 Not involving users
Pro :
Allows for more development time that would
otherwise be spent managing, organizing and
controlling such involvement
Con :
Users will reject the product if it doesnât fit their
needs
13. What is a User Centered Approach?
Development driven by real users and their goals,
not just technology.
⢠Makes the most of human skill
⢠Directly relevant to the work in hand
⢠Supports the user, doesnât constrain
Gould and Lewis principles for a âuseful and
easy to use computer systemâ
⢠Early focus on users and tasks
⢠Empirical measurement
⢠Iterative design
14. What are âNeedsâ?
⢠Users rarely know what is possible
⢠Users canât tell you what they âneedâ to help them
achieve their goals
⢠Instead, look at existing tasks:
o their context
o what information do they require?
o who collaborates to achieve the task?
o why is the task achieved the way it is?
⢠Envisioned tasks :
o can be rooted in existing behaviour
o can be described as future scenarios