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User-centred design

Ivano Malavolta
Gran Sasso Science Institute
Roadmap

User-Centered Design
The Elements of User Experience
Navigation Model







Wireframes
http://paznow.s3.amazonaws.com/User-Centred-Design.pdf

Good design?

The visual part of a design is
only the tip of the iceberg

Foundation of
a successful design: a usercentred design
Process (UCD)
A World without User-Centered Design… 

http://bit.ly/w1rYO1
What did we learn?
Definition of UCD (from Wikipedia)
User Centered-Design (UCD) is …


“a design philosophy and a process in which the needs,
wants, and limitations of the end user of an interface or
document are given extensive attention at each stage
of the design process”
More formally…
UCD is a development cycle which takes into consideration
what users really need and makes adjustments by exploring,
testing and tuning the design until these needs are satisfied




The result of this is a high level of usability, the design is:
•  effective
•  efficient
•  engaging
•  easy to learn
UCD is Universal
UCD can be applied to all design practices that have the
aim to provide a good user experience




Ex. 
•  websites
•  architecture
•  magazines
•  graphics
•  …
UCD is a process
Designers have to:

1.  analyze and foresee how users are likely to use an
interface
2.  test the validity of their assumptions in real world
tests with actual users
The UCD Process

http://paznow.s3.amazonaws.com/User-CentredDesign.pdf

Analysis &
Planning

Launch

These will be the
3 parts of your
project!
Evaluation
Analysis & Planning
Concept
Design
Implementation & Launch
We will cover these steps later in this course…
Roadmap

User-Centered Design
The Elements of User Experience
Navigation Model







Wireframes
The User Experience 5 planes

design

concept
Strategy
Planning out the objectives 
and goals of the project
Product overview
User
•  business goals
•  user research
•  sketch product features
–  needs & goals
•  competitors
–  segmentation
–  no context
•  PERSONAS
Personas
Invent fictional characters with their own story
Scope
Definition of requirements, functional
specifications, data sources, scenarios
•  Features of the app 
–  what does it do
•  Prioritized Requirements
–  constraints, rules, etc.
•  Type of managed content
–  how does it manage text, video, audio 
–  data provenance (external API, web service, DB …)
•  Scenarios (using personas)
–  describe how personas may interact with the app
Structure
Structural design of the information space

•  how the user moves through and makes sense of tasks and
information
–  information architecture
•  views definition and content nomenclature
–  interaction design 
•  navigation among views
–  NAVIGATION MODEL
Navigation models
They represent:
•  relationship of content to other content and
•  how the user travels through the information space
Skeleton
Designing how information is presented to
facilitate understanding

•  Interface Design
–  buttons, checkboxes, lists, etc.

•  Navigation Design
–  how the user travels among views

•  Information Design 
–  how to arrange and group info + wayfinding

•  LO-FI WIREFRAMES
–  low fidelity for preventing confusion of visual design concepts
with information design concepts
Lo-fi Wireframes
•  Views + user interaction + navigation
–  a refinement of navigation models
Surface
The look and feel of the product

•  typography, colour palette, alignment, texture, etc.
•  HI-FI WIREFRAMES (close to mockups)
•  PROTOTYPES
Hi-fi Wireframes
Detailed, realistic wireframes
Prototypes
•  Wireframes cannot represent
complex interactions 

à prototyping
•  Different kinds of prototype
–  paper prototype
–  context prototype
–  HTML prototype
free advertisement J

http://popapp.in/
Summary
Hi-fi wireframes
+ prototypes (if needed)
Lo-fi wireframes 
+ wayfinding info
Navigation model + choices
Scenarios (with ctx) 
+ functionalities
Product overview + objectives
+ Personas + competitors
Planes dependencies





Each plane depends on the planes below
Planes dependencies
Ripple effect. If you choose an option out-of-bounds, you have
to rethink lower options
Be elastic
Roadmap

User-Centered Design
The Elements of User Experience
Navigation Model







Wireframes
Symbology

We will use a basic symbology 
for diagramming information architecture
and interaction design concepts


Proposed by Jesse James Garrett

he coined the term Ajax, by the way
Information Architecture
It is about

•  Conceptual Structure
•  Organization of Content
It is NOT about navigation among views
Interaction Design
It is about 
•  navigation among views
•  how the user flows through defined tasks
It is NOT about navigation details

buttons, checkboxes, pictures, etc… are not defined here, they
are part of wireframes
Goal of the sitemap symbology
to describe at a high level the 
structure and flow of the user experience of a website or app

Features:
•  Simple
•  Tool-independent
•  Small
•  Self-contained

the focus is on the
macro-structure
Audience
Project managers and Sponsors

–  to get a general sense of the project

Content Producers

–  to derive content requirements

Interface Designers

–  to derive interface design requirements 

Technologists

–  to derive functional requirements

Information Architects

–  to derive navigational and interface requirements
Sitemaps
They represent:
•  relationship of content to other content and
•  how the user travels through the information space
Conceptual model



The system presents the user with paths
The user moves along these paths through actions
These actions then cause the system to generate results
Pages
Pages are the fundamental unit of presentation

they are also called views
not (necessarily) a unit of implementation

one page in your diagram may correspond to multiple files





Pages can be organized into a page stack
A unique label can be associated to a page
Files
Files are parcels of data without navigational properties
They are delivered to the user for use outside the app












Files can be organized into a file stack
A unique label can be associated to a file
Connectors
Relationships between elements are
depicted with simple lines


Arrows to convey directionality 

they indicate how the user will move
through the system





A crossbar on the opposite end of the
arrow is used to prohibit upstream
movement
Conditional Connectors
It is used when a path may or may not be presented to the user
depending upon whether one or more conditions are met
Continuations
Continuation points allow us to split our diagrams
Areas
They are used to identify a group of pages that share one or more
common attributes


ex. 
appearing in a pop-up window


having some unique design treatment
Iterative Areas
They are used to represent architectures that involve repeating
the same basic structure as it is applied to a number of
functionally identical information elements


ex.




a product catalog in which each product has a number of 
associated pages
Conditional Areas
It is used when one or more conditions applies to a group of
pages

ex. 
access permissions






an outgoing result is generated if the condition is not fulfilled
Flow areas
It encloses a sequence of steps that will appear repeatedly in
the diagram

ex. login procedure







They require the two special types of continuation points: entry
points and exit points
Concurrent Set
It is used when a user action generates multiple simultaneous
results
Decision Point
It is used when a user action may generate one of a number of
results, and the system must make a decision about which
result is to be presented
Conditional Branch
It is used when the system (not based on user action) must select
one path among a number of mutually exclusive options
Conditional Selector
Same as conditional branch, but paths are not mutually exclusive
Cluster
Similar to conditional selector, system allows more than one path
for certain conditions
Roadmap

User-Centered Design
The Elements of User Experience
Navigation Model







Wireframes
Wireframes
Views + user interaction + navigation
Lo-Fi Wireframes
A Lo-Fi wireframe is built on the sitemap and has a focus on
–  the LAYOUT of the views
–  interaction with elements within the views 

Low fidelity for preventing
confusion of visual design
concepts with information 
design concepts
Hi-Fi Wireframes
An Hi-Fi wireframe is a refinement of a lo-fi wireframe with a focus
on
–  how each view will appear in details
–  sensory sensations of the user

typography
colour palette
textures
+ everything about the look
& feel
References

Chapter 7 

http://jjg.net/ia/visvocab
Contact

Ivano Malavolta | 
Gran Sasso Science Institute
+ 39 380 70 21 600

iivanoo

ivano.malavolta@univaq.it

www.ivanomalavolta.com

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User-centred design

  • 2. Roadmap User-Centered Design The Elements of User Experience Navigation Model Wireframes
  • 3. http://paznow.s3.amazonaws.com/User-Centred-Design.pdf Good design? The visual part of a design is only the tip of the iceberg Foundation of a successful design: a usercentred design Process (UCD)
  • 4. A World without User-Centered Design… http://bit.ly/w1rYO1
  • 5. What did we learn?
  • 6. Definition of UCD (from Wikipedia) User Centered-Design (UCD) is … “a design philosophy and a process in which the needs, wants, and limitations of the end user of an interface or document are given extensive attention at each stage of the design process”
  • 7. More formally… UCD is a development cycle which takes into consideration what users really need and makes adjustments by exploring, testing and tuning the design until these needs are satisfied The result of this is a high level of usability, the design is: •  effective •  efficient •  engaging •  easy to learn
  • 8. UCD is Universal UCD can be applied to all design practices that have the aim to provide a good user experience Ex. •  websites •  architecture •  magazines •  graphics •  …
  • 9. UCD is a process Designers have to: 1.  analyze and foresee how users are likely to use an interface 2.  test the validity of their assumptions in real world tests with actual users
  • 10. The UCD Process http://paznow.s3.amazonaws.com/User-CentredDesign.pdf Analysis & Planning Launch These will be the 3 parts of your project!
  • 15. Implementation & Launch We will cover these steps later in this course…
  • 16. Roadmap User-Centered Design The Elements of User Experience Navigation Model Wireframes
  • 17. The User Experience 5 planes design concept
  • 18. Strategy Planning out the objectives and goals of the project Product overview User •  business goals •  user research •  sketch product features –  needs & goals •  competitors –  segmentation –  no context •  PERSONAS
  • 20. Scope Definition of requirements, functional specifications, data sources, scenarios •  Features of the app –  what does it do •  Prioritized Requirements –  constraints, rules, etc. •  Type of managed content –  how does it manage text, video, audio –  data provenance (external API, web service, DB …) •  Scenarios (using personas) –  describe how personas may interact with the app
  • 21. Structure Structural design of the information space •  how the user moves through and makes sense of tasks and information –  information architecture •  views definition and content nomenclature –  interaction design •  navigation among views –  NAVIGATION MODEL
  • 22. Navigation models They represent: •  relationship of content to other content and •  how the user travels through the information space
  • 23. Skeleton Designing how information is presented to facilitate understanding •  Interface Design –  buttons, checkboxes, lists, etc. •  Navigation Design –  how the user travels among views •  Information Design –  how to arrange and group info + wayfinding •  LO-FI WIREFRAMES –  low fidelity for preventing confusion of visual design concepts with information design concepts
  • 24. Lo-fi Wireframes •  Views + user interaction + navigation –  a refinement of navigation models
  • 25. Surface The look and feel of the product •  typography, colour palette, alignment, texture, etc. •  HI-FI WIREFRAMES (close to mockups) •  PROTOTYPES
  • 27. Prototypes •  Wireframes cannot represent complex interactions à prototyping •  Different kinds of prototype –  paper prototype –  context prototype –  HTML prototype
  • 29. Summary Hi-fi wireframes + prototypes (if needed) Lo-fi wireframes + wayfinding info Navigation model + choices Scenarios (with ctx) + functionalities Product overview + objectives + Personas + competitors
  • 30. Planes dependencies Each plane depends on the planes below
  • 31. Planes dependencies Ripple effect. If you choose an option out-of-bounds, you have to rethink lower options
  • 33. Roadmap User-Centered Design The Elements of User Experience Navigation Model Wireframes
  • 34. Symbology We will use a basic symbology for diagramming information architecture and interaction design concepts Proposed by Jesse James Garrett he coined the term Ajax, by the way
  • 35. Information Architecture It is about •  Conceptual Structure •  Organization of Content It is NOT about navigation among views
  • 36. Interaction Design It is about •  navigation among views •  how the user flows through defined tasks It is NOT about navigation details buttons, checkboxes, pictures, etc… are not defined here, they are part of wireframes
  • 37. Goal of the sitemap symbology to describe at a high level the structure and flow of the user experience of a website or app Features: •  Simple •  Tool-independent •  Small •  Self-contained the focus is on the macro-structure
  • 38. Audience Project managers and Sponsors –  to get a general sense of the project Content Producers –  to derive content requirements Interface Designers –  to derive interface design requirements Technologists –  to derive functional requirements Information Architects –  to derive navigational and interface requirements
  • 39. Sitemaps They represent: •  relationship of content to other content and •  how the user travels through the information space
  • 40. Conceptual model The system presents the user with paths The user moves along these paths through actions These actions then cause the system to generate results
  • 41. Pages Pages are the fundamental unit of presentation they are also called views not (necessarily) a unit of implementation one page in your diagram may correspond to multiple files Pages can be organized into a page stack A unique label can be associated to a page
  • 42. Files Files are parcels of data without navigational properties They are delivered to the user for use outside the app Files can be organized into a file stack A unique label can be associated to a file
  • 43. Connectors Relationships between elements are depicted with simple lines Arrows to convey directionality they indicate how the user will move through the system A crossbar on the opposite end of the arrow is used to prohibit upstream movement
  • 44. Conditional Connectors It is used when a path may or may not be presented to the user depending upon whether one or more conditions are met
  • 45. Continuations Continuation points allow us to split our diagrams
  • 46. Areas They are used to identify a group of pages that share one or more common attributes ex. appearing in a pop-up window having some unique design treatment
  • 47. Iterative Areas They are used to represent architectures that involve repeating the same basic structure as it is applied to a number of functionally identical information elements ex. a product catalog in which each product has a number of associated pages
  • 48. Conditional Areas It is used when one or more conditions applies to a group of pages ex. access permissions an outgoing result is generated if the condition is not fulfilled
  • 49. Flow areas It encloses a sequence of steps that will appear repeatedly in the diagram ex. login procedure They require the two special types of continuation points: entry points and exit points
  • 50. Concurrent Set It is used when a user action generates multiple simultaneous results
  • 51. Decision Point It is used when a user action may generate one of a number of results, and the system must make a decision about which result is to be presented
  • 52. Conditional Branch It is used when the system (not based on user action) must select one path among a number of mutually exclusive options
  • 53. Conditional Selector Same as conditional branch, but paths are not mutually exclusive
  • 54. Cluster Similar to conditional selector, system allows more than one path for certain conditions
  • 55. Roadmap User-Centered Design The Elements of User Experience Navigation Model Wireframes
  • 56. Wireframes Views + user interaction + navigation
  • 57. Lo-Fi Wireframes A Lo-Fi wireframe is built on the sitemap and has a focus on –  the LAYOUT of the views –  interaction with elements within the views Low fidelity for preventing confusion of visual design concepts with information design concepts
  • 58. Hi-Fi Wireframes An Hi-Fi wireframe is a refinement of a lo-fi wireframe with a focus on –  how each view will appear in details –  sensory sensations of the user typography colour palette textures + everything about the look & feel
  • 60. Contact Ivano Malavolta | Gran Sasso Science Institute + 39 380 70 21 600 iivanoo ivano.malavolta@univaq.it www.ivanomalavolta.com