This document outlines a project to design a reminiscence therapy application for cognitively disabled users. It discusses conducting academic, competitive and field research to understand key design areas such as using simple and consistent navigation, instant feedback, and low cognitive burden. An example home page is provided that applies these findings from earlier prototypes. The document reflects on how making things simple and reducing cognitive burden are universal challenges.
This document discusses different types of low-fidelity prototyping techniques including paper prototyping and wizard of oz prototyping. Paper prototyping involves sketching out interface elements on paper and having potential users test tasks to provide feedback. Low-fidelity prototyping allows designers to get early feedback, test designs, and identify issues before significant resources are spent on development.
Usability testing can be either formal or discount. Formal testing is more precise but also more time-consuming and costly, while discount testing is quicker and less expensive but also less precise. Cognitive walkthrough testing involves thinking aloud and prompting users with questions to provide process data from a small number of test participants. When running a test, scenarios and a test plan should be prepared using typical product tasks, and 3-5 typical users should be selected to avoid friends and family. Test facilitators should remain neutral and avoid interrupting users or making them feel inadequate. The results, methodology, findings, and recommendations are reported.
Transform Your Audience From One-Time Consumers to Loyal Fans Using Emotional...UCICove
Speaker: Leila Entezam
Does your brand need an emotional story to connect with audiences? Are you looking for a way to increase engagement and transform your audience from one-time consumers to loyal fans? Learn how to incorporate the latest insights from psychology, neuroscience, decision making research, and business into your marketing campaign to transform your marketing from informational to unforgettable.
The document discusses the benefits of an expert system including minimal dependency on individuals, an ever-growing knowledge base and skills, and producing consistent results without human errors. It also mentions the system can act as an expert in areas like cutting plans, estimation, and planning while helping create a happy environment.
This document discusses design principles for creating intuitive user experiences. It covers Donald Norman's two principles of making things visible and having a good conceptual model. A good conceptual model includes affordances, mapping, constraints, and feedback. The document also discusses user-centered design, which focuses on understanding user needs and creating easy-to-use products. User-centered design involves four key activities and has benefits of intuitive interfaces but also costs more time and money.
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The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
This document discusses different types of low-fidelity prototyping techniques including paper prototyping and wizard of oz prototyping. Paper prototyping involves sketching out interface elements on paper and having potential users test tasks to provide feedback. Low-fidelity prototyping allows designers to get early feedback, test designs, and identify issues before significant resources are spent on development.
Usability testing can be either formal or discount. Formal testing is more precise but also more time-consuming and costly, while discount testing is quicker and less expensive but also less precise. Cognitive walkthrough testing involves thinking aloud and prompting users with questions to provide process data from a small number of test participants. When running a test, scenarios and a test plan should be prepared using typical product tasks, and 3-5 typical users should be selected to avoid friends and family. Test facilitators should remain neutral and avoid interrupting users or making them feel inadequate. The results, methodology, findings, and recommendations are reported.
Transform Your Audience From One-Time Consumers to Loyal Fans Using Emotional...UCICove
Speaker: Leila Entezam
Does your brand need an emotional story to connect with audiences? Are you looking for a way to increase engagement and transform your audience from one-time consumers to loyal fans? Learn how to incorporate the latest insights from psychology, neuroscience, decision making research, and business into your marketing campaign to transform your marketing from informational to unforgettable.
The document discusses the benefits of an expert system including minimal dependency on individuals, an ever-growing knowledge base and skills, and producing consistent results without human errors. It also mentions the system can act as an expert in areas like cutting plans, estimation, and planning while helping create a happy environment.
This document discusses design principles for creating intuitive user experiences. It covers Donald Norman's two principles of making things visible and having a good conceptual model. A good conceptual model includes affordances, mapping, constraints, and feedback. The document also discusses user-centered design, which focuses on understanding user needs and creating easy-to-use products. User-centered design involves four key activities and has benefits of intuitive interfaces but also costs more time and money.
Design systems influence order and design and development standards and enable efficiency, consistency, and scale. With planning, training, and teamwork you can achieve adoption of your living, breathing, design system, and remove the information, process and communication friction.
The psychopathology of everyday things!Irfan Ahmed
This document discusses principles of user-centered design and good and bad design. It provides examples of a slide projector with one button and a telephone without a visible hold function to illustrate bad design principles. Key principles of good design discussed include visibility, mappings, appropriate clues, and feedback. User-centered design aims to simplify tasks, provide mental aids like visibility and feedback, and ensure users maintain control. It also discusses designing for errors and standardizing design while considering constraints.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
The document summarizes a talk given by Barbara Ballard and David Malouf on patterns in interaction design. They define patterns as implicit solutions to recurring problems that can be combined into a pattern language. The talk discusses the evolution of patterns from Christopher Alexander's work in architecture to current uses in software engineering and user experience design. Examples of software, hardware, and context patterns are provided to illustrate different types of patterns.
The document discusses "Design Drivers", which are provocative headings and imagery used to define aspirations and provide a vision for product design. Design Drivers help structure ideas generated during brainstorming and provide goals to measure designs against. They describe what is wanted from a product in an emotive way to inspire divergent thinking beyond just meeting requirements. Examples discussed include drivers for a wearable injector like "invisible beneath clothing" and for a device worn on the skin like "comfortable against the skin". Design Drivers are useful for agreeing on a design vision, establishing design direction, and keeping projects on track.
This document provides an overview of the user experience design process. It discusses key concepts like human factors engineering, usability, user-centered design, and user experience design. The user experience design process involves gathering user research through contextual inquiry, creating personas and task analyses, designing wireframes and prototypes, testing designs through usability evaluations, and iterating based on user feedback to meet design goals. The overall goal is to understand users and design products that provide a positive experience.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
The document discusses knowledge management techniques for software project management. It outlines some benefits of knowledge management like improved consistency, reduced reinvention, and shared workloads. Common techniques used include shared storage areas, issue lists, and lessons learned documents. However, it is difficult to capture subjective opinions, technical solutions, and relationship information. The document suggests techniques like programming patterns, storytelling, blogging, semi-structured interviews, and rich personal interactions to address these gaps.
The document discusses inclusive design and provides an overview of a toolkit created by Microsoft to support inclusive design. Some key points:
- Inclusive design aims to design products for the greatest number of people by considering factors like ability, age, gender, language etc. It recognizes that exclusion can be temporary or situational.
- The toolkit contains activity cards organized around five phases of design (get oriented, frame, ideate, iterate, optimize) to incorporate inclusive design practices.
- The cards provide instructions for activities, intended outcomes, and tips. They aim to help teams recognize exclusion, learn from diversity, and solve problems to benefit many users.
- The toolkit is meant to supplement existing design processes and
This is a presentation I did for the new interns at Duo Software which I highlight the pros and cons of being creative and following widely used best practices in software development
The document discusses the importance of usability in technology products and services. It defines usability as improving the user experience. It notes that if a system is difficult to use, people will leave. The document outlines key factors of usability like copy, information architecture, interaction design, and visual design. It discusses Jakob Nielsen's 10 usability heuristics which include visibility of system status, match between system and real world, user control and freedom, consistency and standards, error prevention, recognition over recall, flexibility and efficiency of use, aesthetic and minimalist design, help users recognize errors, and help and documentation. It emphasizes the importance of user-centered design and making sure products are usable.
Prototyping is an essential part of the design process that involves building rough, rapid, and disposable versions of a product or service to validate ideas, generate new ideas, and gain a deeper understanding of user needs through feedback. Effective prototypes come in many forms, from physical models and storyboards to role playing and diagrams, and should be used to answer specific questions about desirability, usefulness, usability, viability or feasibility. Gathering feedback from a variety of stakeholders helps uncover blind spots and refine prototypes.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
Leading software development teams requires strong leadership skills and an understanding of human psychology. Key aspects of leadership include communicating vision, delegating tasks, checking progress, mentoring employees, and adapting to challenges. Successful teams have a culture of quality, allow diversity, and keep core members together across projects. Motivating factors for software developers include varied work, problem-solving opportunities, recognition, participation in impactful projects, and learning. Hiring the right people is critical - the best performers can be 10 times more productive than average. Interviews should evaluate programming skills and determine character traits like initiative and enthusiasm.
This document provides an overview and introduction to an IS431 Database Design, Management and Applications course taught by Dr. J. Scher. It outlines the instructor and student roles and responsibilities, course policies, grading, software used, and answers frequently asked questions. Key points include the course involving database concepts, theory and projects using software like Access and Oracle, and students being independently responsible for preparing, doing assignments on time, and not plagiarizing.
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
Why User Research is must in Product DevelopmentPuneet Arora
User research deals with understanding the users, their habits and needs in its very basic terms. This analysis leads to better insights about the user(s) and leads to better products.
Please visit: https://in.linkedin.com/in/puneetkum
User requirements interviews often go wrong when designers fail to properly understand user work contexts. Mistakes include not observing users in the field, accepting non-user representatives, and not getting low-level work details. To get useful data, designers must see live or retrospective work, use "magic words" to elicit specifics, and assume a partnership role rather than acting as interrogators. Even one good field interview provides better insights than none.
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
This presentation describes an investigation of user-centred design methodologies intended to apply to metadata or information architecture evaluation and deployment. The primary focus of this work is investigation of user conceptual models and comparison with formally architected models.
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- She has been working with Freshworks for more 3 years and take cares of the end to end feature releases, which also involves research and collaboration
-Previously worked at Cognizant Technology Solutions as - Associate-Projects & Programmer Analyst
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- Running a design sprint
- Adopting Lean UX principles
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Similar to Design lessons from the cognitively disabled
The document summarizes a talk given by Barbara Ballard and David Malouf on patterns in interaction design. They define patterns as implicit solutions to recurring problems that can be combined into a pattern language. The talk discusses the evolution of patterns from Christopher Alexander's work in architecture to current uses in software engineering and user experience design. Examples of software, hardware, and context patterns are provided to illustrate different types of patterns.
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Prototyping is an essential part of the design process that involves building rough, rapid, and disposable versions of a product or service to validate ideas, generate new ideas, and gain a deeper understanding of user needs through feedback. Effective prototypes come in many forms, from physical models and storyboards to role playing and diagrams, and should be used to answer specific questions about desirability, usefulness, usability, viability or feasibility. Gathering feedback from a variety of stakeholders helps uncover blind spots and refine prototypes.
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- She has been working with Freshworks for more 3 years and take cares of the end to end feature releases, which also involves research and collaboration
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- Adopting Lean UX principles
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Similar to Design lessons from the cognitively disabled (20)
5. Our Project: Designing the
app
Academic research
Competitive research
Field research for RT design
6. Our Findings: Key areas for
design
Tablets work fine , but gestures may need to be relearned
Predictable experience (simple mental model)
Keep everything consistent: navigation, design elements, look and feel
Make it responsive/instant feedback
Low in cognitive burden
No distractions or “function-free” elements
Remove unnecessary choices
Use labels/descriptions in simple language (but not too abstract)
Personalise
Customise classification systems (people remember their own labels)
Use own materials if possible
Focus on (re)learnability
Good afternoon. It’s my privilege to represent my team today.
I am Helen McCormick; my team mates are Sony Chaudhari and Lingling Dong.
We were lucky enough to do an app design project this semester; where the app is intended for use by people with dementia.
Designing for the cognitively disabled is not a conventional design task so we are sharing some of the things we learned with you today.
The plan is to tell you about our project’s background so you have the context.
Then a little about what we learned through the project through our own and other people’s research
Then we’ll look at a short example of how we applied our knowledge to the design of the app’s home page.
First up – the project.
Our industry sponsor was Callaghan Innovation.
Callaghan is looking at the opportunities for commercialising products & services that work with elderly people. It’s a really good time to invest in innovation in this area now since the demographics in most western countries, & Japan and China, are indicating a large increase in the proportion of elderly people over the next thirty years. We need innovations to improve the chances that more people spend their old age fit, healthy and in full command of their faculties;
While we all hope that medical advances will continue, there are still opportunities to use technology to make existing therapies more widely available.
And especially so for people with dementia, which is one of the biggest threats to a health in the elderly.
Our project for Callaghan was to design a Reminiscence Therapy application for a tablet.
A short note about Reminiscence Therapy. I’m going to call it RT for short.
RT has been around for a while, and it’s not just for dementia, but there are particular aspects that make it well suited.
First up: it’s a conversation. People with dementia often become socially isolated because of the communication difficulties; RT puts a structure around an interaction that makes it easier for both sides.
Secondly, it uses long-term memories, which are still accessible (with help) for people with dementia.
The therapist uses prompts (old photos, objects, anything) to ask the person a about their life.
An example: the therapist hands over a seed packet and asks “Did you ever grow this in your garden?”, and there’s a conversation started
Benefits: There is some evidence that RT can improve cognitive function. Dementia causes physical damage to the brain; RT doesn’t fix any of this but it apparently helps people do better with what they have.
More importantly, it makes people happy. Both the person with dementia and the caregivers enjoy it.
So why not make this activity available on a tablet and bring the generations together.
To design our app, we hit the books first and researched dementia, design for accessibility and cognitive impairments, and design for usability- to get a general understanding of the aspects we needed to look at
We also looked at competing apps to see the approach other people had taken to organising material, and the user interface
We also carried out some field work under the supervision of Alzheimers Canterbury, with one of their larger Memory Groups. That’s a group of people with dementia. We invited their caregivers along to our session, and asked people to try out some iPads with reminiscence type applications. It was a great session, with a lot learned on both sides!
These are our findings from our research:
People with dementia (mild-moderate impairment) can use tablets just fine – tap and swipe takes about 5-10 minutes to learn.
A simple, predictable experience is needed – not something with layers of depth and decisions at every point; with instant feedback, and fast response. Delays make these people think they’ve broken it.
Low in cognitive burden – the less stuff that needs to be processed by the brain, the better; every visual element on the screen needs to be processed.
Labels – one-word labels can be quite abstract concepts, open to misinterpretation if your brain is struggling. So more concrete words may be needed, and maybe a short phrase. This came from a paper about designing an information website for people with severe mental illness.
Personalising – this is no surprise for a therapy application focused on helping people remember and talk about themselves.
For dementia and other severe mental illness, designing for easy re-learning is key. People may not remember what they did or how they did it last time. We don’t have “expert” users who get different functionality as they advance. We just need them to be having fun within 5-10 minutes.
Looking at an example of high cognitive burden: this is from an earlier prototype
I’ll just point out 3 things that create burden (there are more!):
1. The decorative elements – it takes effort to process all those colours and bands in order to decide it’s just decoration.
The action buttons are spatially separated from the label. It’s harder to relate things together when they are further apart.
Most of the time, you would be in this screen ready to do a therapy session. Once you have set up your materials, you may edit them infrequently. But every time you are in the home page you have to process the 6 Edit buttons and make the decision to ignore them. These are unnecessary decisions which some more thinking can eliminate.
This is our redesigned home page, using some of the things we’ve learned. It’s not perfect yet but we hope we’ve addressed some of the issues we saw in the earlier version.
Overall, we think we have reduced the cognitive burden for the page.
1. No decorative elements. Everything on the screen has a function, even if it’s just to divide the navigation zone at the bottom from the action area.
This isn’t pretty because we’ve stuck to high contrast black and white, with red to indicate a tap selection made – a graphic designer may have a more soothing palette while still retaining contrast. And we’d probably reduce the size of the Setup button compared to the topics size.
Here the topics (which are defined by the users, in their language) are active links – there is no spatial separation to process.
3. We moved the content management out into a different mode to reduce the amount of unnecessary decision-making. So instead of 6 unnecesary decisions, there is only 1.
We have added burden because we allow more text on the screen, so people have to read. But they are topics, labels chosen by the users so will be appropriate language for them. We’ve suggested that the next prototype team test to see if the Big categories (Places, People, Things to do, etc) are necessary or if they just add to burden.
So that’s an example of how we put some of the findings to use.
Just to conclude,
We found that designing something to be simple is much harder than we would have thought!
I guess that’s why Apple gets the market share it does.
Cognitive burden is universal – and you don’t have to have dementia or a serious mental illness to be – temporarily – cognitively impaired. A drink will do it; being hungry or tired, sick, stressed. So if our workplace applications were designed to reduce cognitive burden, would we get more done?