The human side of design

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Lecture slides for "The human side for design" as presented to Engineering students

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  • The human side of design

    1. 1. The human side of design
    2. 2. A little about me
    3. 3. Hi! My name is Max this is Som Tum (papaya salad)
    4. 4. I am a user experience consultant
    5. 5. I love snowboarding
    6. 6. I was born in a land called Burma
    7. 7. © irrawaddy.org © drea mstime .comMy dream... © guardian.co.uk is to one day start up a school in Burma
    8. 8. other things I’ve done...
    9. 9. Now... let’s talk about the human side ofdesign(and why I’m here)
    10. 10. The human side of design needs tobe considered so that products areusable
    11. 11. Why must things be usable?
    12. 12. Eliminate confusion in a person’s thought process
    13. 13. Eliminate confusion with
    14. 14. Eliminate confusion with• effectiveness (does a specific task well)
    15. 15. Eliminate confusion with• effectiveness (does a specific task well)• learnability
    16. 16. Eliminate confusion with• effectiveness (does a specific task well)• learnability• efficiency (doesn’t take up more resources/time than needed)
    17. 17. Eliminate confusion with• effectiveness (does a specific task well)• learnability• efficiency (doesn’t take up more resources/time than needed)• memorability (easy to remember)
    18. 18. Eliminate confusion with• effectiveness (does a specific task well)• learnability• efficiency (doesn’t take up more resources/time than needed)• memorability (easy to remember)• error prevention (car gears - reverse)
    19. 19. Eliminate confusion with• effectiveness (does a specific task well)• learnability• efficiency (doesn’t take up more resources/time than needed)• memorability (easy to remember)• error prevention (car gears - reverse)• satisfaction (a sense of accomplishment)
    20. 20. #1 rule: Don’t MAKE me think
    21. 21. Remember: Eliminate confusion in a person’s thought process
    22. 22. Eliminate confusion such as:
    23. 23. Eliminate confusion such as:• “Why is it called _____?”
    24. 24. Eliminate confusion such as:• “Why is it called _____?”• “I thought _____ does something else”
    25. 25. Eliminate confusion such as:• “Why is it called _____?”• “I thought _____ does something else”• “Can I press it?” / “Should I press it?”
    26. 26. Eliminate confusion such as:• “Why is it called _____?”• “I thought _____ does something else”• “Can I press it?” / “Should I press it?” • If something is not a button, DO NOT make it look like one
    27. 27. Eliminate confusion such as:• “Why is it called _____?”• “I thought _____ does something else”• “Can I press it?” / “Should I press it?” • If something is not a button, DO NOT make it look like one• “Where did they put _____?”
    28. 28. Ultimately you are designing for people
    29. 29. usable
    30. 30. usefulusable
    31. 31. usefulusable desirable
    32. 32. usefulusable desirable accessible
    33. 33. usefulusable desirable accessible credible
    34. 34. usefulusable desirablefindable accessible credible
    35. 35. usefulusable desirable valuablefindable accessible credible
    36. 36. These factors must be combined for success
    37. 37. usefulusable desirable valuablefindable accessible credible
    38. 38. Why is any of this important?Why should you care?
    39. 39. It is necessary for success
    40. 40. • Too difficult » people ditch your design for something simpler
    41. 41. • Too difficult » people ditch your design for something simpler• Lost in a process » people ditch your design
    42. 42. • Too difficult » people ditch your design for something simpler• Lost in a process » people ditch your design• Too hard to understand (cues) » people ditch your design
    43. 43. • Don’t understand what to do next » people ditch your design
    44. 44. • Don’t understand what to do next » people ditch your design• Too much to do » people ditch your design
    45. 45. • Don’t understand what to do next » people ditch your design• Too much to do » people ditch your design• overwhelming information » people ditch your design
    46. 46. Beyond designing for humans
    47. 47. • not pretty colours
    48. 48. • not pretty colours• not a creativity killer
    49. 49. • not pretty colours• not a creativity killer• not about focus groups
    50. 50. • not pretty colours• not a creativity killer• not about focus groups• not about customer satisfaction surveys
    51. 51. You don’t revise design to show you’re correct, you use it to become correct
    52. 52. Examples of overlooked designs
    53. 53. When to factor people in design
    54. 54. “You can use an eraser on thedrafting table or a sledge hammeron the construction site” - FrankLloyd Wright
    55. 55. Considering people in design should come:
    56. 56. Considering people in design should come:• Before the requirements
    57. 57. Considering people in design should come:• Before the requirements• Before the visuals
    58. 58. Considering people in design should come:• Before the requirements• Before the visuals• Before the development
    59. 59. Human factors are key to your strategy Get in early
    60. 60. How do we go about doing this?
    61. 61. Understand what works and what doesn’t:
    62. 62. Understand what works and what doesn’t:• Before starting a new design, test how the old one is doing
    63. 63. Understand what works and what doesn’t:• Before starting a new design, test how the old one is doing• Analyse your competitor’s design, test it with people
    64. 64. Understand your audience
    65. 65. Understand your audience• Understand their natural habitat » conduct a field study
    66. 66. Understand your audience• Understand their natural habitat » conduct a field study• Create prototypes » test them with people
    67. 67. Iterate. Learn for past designs
    68. 68. Iterate. Learn for past designs• You shouldn’t need to (and cannot) be perfect straight away
    69. 69. Iterate. Learn for past designs• You shouldn’t need to (and cannot) be perfect straight away• But it must be usable
    70. 70. Iterate. Learn for past designs• You shouldn’t need to (and cannot) be perfect straight away• But it must be usable• Improve on each revision
    71. 71. There is no perfection. Perfection is subjective. There is only change
    72. 72. To wrap things up...
    73. 73. • Don’t make me think
    74. 74. • Don’t make me think• Not usable » lose out
    75. 75. • Don’t make me think• Not usable » lose out• Good experience » increases productivity » saves time and money » people will love you
    76. 76. • Start factoring people as soon as possible
    77. 77. • Start factoring people as soon as possible• Don’t try to get everything right at once, perfection is subjective
    78. 78. • Start factoring people as soon as possible• Don’t try to get everything right at once, perfection is subjective• Revise changes
    79. 79. And most importantly...
    80. 80. Create and design for people
    81. 81. Real people
    82. 82. People with passions
    83. 83. People with dreams© irrawaddy.org © drea mstime .com © guardian.co.uk
    84. 84. The design should adapt to people, not the otherway around
    85. 85. Questions?
    86. 86. www.maxsoe.com find maxsoe on:maxsoe@gmail.com

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