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User-centric design
Usability
      David Geerts
Agenda


 Introduction
 User-Centred Design
 User & Task Analysis
 Conceptual design & prototyping
 Experimentation & evaluation
 Accessibility, usability, likeability, sociability & playability
 Application domains




                                                                     2
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
User-Centred Design




                      Analysis




                       Users
                       Tasks
                      Context

         Evaluation              Design




                                          4
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
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
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
Accessibility, usability, likeability,
sociability & playability




        LIKEABILITY   SOCIABILITY   PLAYABILITY



                      USABILITY


                  FUNCTIONALITY


                   ACCESSIBILITY


                                                  8
9
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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Brokerage 2007presentation user

  • 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