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Pragmatic user-centred design


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Presentation given to Untangle the Web, 10 June 2013. What is user-centred design (UCD) and how can you use it within the constraints of your project?

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Pragmatic user-centred design

  1. 1. [pragmatic]user-centred designDavid
  2. 2. my guide to gettingstarted with ucd.
  3. 3. pragmatic.based on my own experiences of working in smallteams (i.e. usually me) with limited resources.(and not all of us work for the BBC, TheGuardian or a cool new start-up).
  4. 4. outcomes.agile, user experience design, lean ux, whatever
  5. 5. overview.getting started & next steps.
  6. 6. hang on, who areyou?
  7. 7. 1995: learned html.1996: first website (Geocities!).1999: web as profession.2001-2011: BBC, Wellcome Trust, Birkbeck,University of London.2009: user interface design and evaluation(Open University): practical HCI techniques.2011-: senior ui designer, Department of DigitalHumanities, King’s College, London.
  8. 8. generalist to specialist.from designer/developer (plus a bit of projectmanagement & content) touser experience designer: interaction design &user interface design.
  9. 9. education, research, arts andcultural heritage projects.currently: user researcher on project with royalopera house & pop to create a hybrid mobile webapp for the roh & mobile “toolkit” for other arts &cultural organisations.
  10. 10. what is user-centred design?
  11. 11. “focus on the user and all else will follow.”users: people with motivations, goals andbehaviours.involve users at all stages of the design process.a mindset: research, testing and iteration. Don’tmake stuff up or make assumptions: you are notyour users.
  12. 12. / time / technology.culture.determine what you can do and howyou can do it.
  13. 13. #1 research#2 design & iteration#3 usability testing
  14. 14. #1 research.users! who are they?goals! what do they want to be able to do?behaviour and motivations! how / where / why do they currently do this?
  15. 15. connecting withusers.! existing user base.! organisational information & contacts.! personal contacts.! social media.! mailing lists.
  16. 16. methods & tools.time & resources?! ethnography (observation).! face-to-face interviews.! diary studies.
  17. 17. methods & time & resources?! email interviews.! skype.! surveys (e.g. google docs).! social media.
  18. 18. questionsnon-judgmental.non-leading.not too open ended.
  19. 19. analysis.takes validity: how representative wasyour sample? don’t overclaim.
  20. 20. what next?time & resources?! personas.
  21. 21. what next?limited time & resources?!! user stories.! “as a [type of user] I want [a goal] !so that [some! reason]”.!!! break down functionality by user types.
  22. 22. #2 design anditeration.
  23. 23. the “d” word:deliverables.starting point for discussion.constraints (time, tools, culture)! sketches.! wireframes.! “one size fits all” approach.
  24. 24. #3 usability testing.constraints (time / money / culture).low / medium / high fidelity prototypes.incentives for users.small number of users (3-4).
  25. 25. methods and tools.laptop and screen recording software(e.g. silverback; reflector: mirror iphone on mac).task-based.“think aloud”: what users say.observation: what users do.
  26. 26. questions.task scenarios.“what would you do ...”“what would you expect to happen ...”ask, don’t answer questions.don’t interrupt (unless you really haveto).
  27. 27. analysistakes time.
  28. 28. report findings &suggest changes.involve other stakeholders in testing.summarise findings.short video clips. show where usersare experiencing problems.
  29. 29. how many roundsof testing?constraints (time / financial / culture).
  30. 30. challenges.“no time”.“no money”.“I don’t think we need to do that”.resistance to usability testing findings.technical constraints: it just works thatway.trends: “did you read that list apartarticle?”
  31. 31. be pragmatic.get someone senior on board.“sell” benefits: costs, conversions,impact ...what can you achieve with yourconstraints?start small. slowly change culture.victories & defeats.
  32. 32. in summaryucd: helps you make informed designdecisions.does take time, but needn’t beexpensive.every project has constraints. whatare yours?
  33. 33. bookssteve krug! don’t make me think.! rocket surgery made easy.cennydd bowles & james box! undercover user experience design.jesse games garrett! the elements of user experience.