This document provides information about a training project called "DE-SME - Intelligent Furniture - Training for Design, Environment and New Materials in SMEs". It lists the contact information for several individuals involved from the Kuopio Academy of Design in Finland. It then outlines several topics to be covered in the training, including an introduction to user centered design and examples using a case study of a company called "Suupirssi".
User experience & design user centered analysisPreeti Chopra
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What is User Experience? - Barcamp 4 in Auckland New ZealandHaunani Pao
When I started my new job, most of my colleagues didn't clearly understand UX. I created this introduction to User Experience so they would understand why UX is important in design; how I would collaborate with the team; what I would contribute to our projects; and typical activities and artefacts I would do. My colleagues found this information helpful so that they know how to engage me for design and strategic questions about good UX-fu.
This is a smaller, modified version for Barcamp 4 in Auckland, New Zealand.
Touchpoint article: Service Prototyping in Action! www.service-design-network...Satu Miettinen
This article is found in Touchpoint service design journal: Touchpoint 3#2 “Organisational Change”, link to the SDN website (www.service-design-network.org/tp-catalog)
User experience & design user centered analysisPreeti Chopra
UCA is a multistage process which allows designers to analyze and foresee how user is going to use the product. UCA employs proven and objective data-gathering and analysis techniques to develop a clear understanding of who the users are and how they will approach a website or application.
What is User Experience? - Barcamp 4 in Auckland New ZealandHaunani Pao
When I started my new job, most of my colleagues didn't clearly understand UX. I created this introduction to User Experience so they would understand why UX is important in design; how I would collaborate with the team; what I would contribute to our projects; and typical activities and artefacts I would do. My colleagues found this information helpful so that they know how to engage me for design and strategic questions about good UX-fu.
This is a smaller, modified version for Barcamp 4 in Auckland, New Zealand.
Touchpoint article: Service Prototyping in Action! www.service-design-network...Satu Miettinen
This article is found in Touchpoint service design journal: Touchpoint 3#2 “Organisational Change”, link to the SDN website (www.service-design-network.org/tp-catalog)
Designer is constantly confronted with challenge that how to make the application simple but also powerful. Powerful features will usually result in the complicated user interface. How to simplify it without sacrificing the powerfulness ?
This decks are for addressing the challenges from both product management and user experience design perspectives.
Interaction Design and Development TechnologiesItamar Medeiros
A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.
Students will understand principles of
creating sensible, comprehensible,
memorable, and convenient organization
of the content and the tasks to be
performed on their interactive product.
UX strategy lacks strategy, it is usually just a glorified waterfall process, even agile processes are just incremental waterfall. This presentation tells the current state of UX strategy in pictures while it outlines a real UX Strategy in words.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
The webinar organized by Endeavour - The Mobility Company provides insights on Role of User Experience, popularly known as UX in the Mobility Landscape.
Enterprise Search Research Article: A Case Study of How User Interface Sketch...Findwise
In stakeholder meetings during an interaction design project, prototypes are commonly used for creating shared representations of design ideas. It can, however, be difficult for designers and meeting facilitators to know which prototyping technique to use. In this case study we compare user interface sketches, scenarios, and computer prototypes, and analyse video material from six stakeholder meetings. The scenario did not facilitate a focus on aesthetic or ethical perspectives, nor did it facilitate operational or perceptual issues. The prototype did not facilitate discussions on the overarching concept of the design, to the same extent as the sketches did, but it did facilitate operational issues. The sketches gave the broadest discussion. The groups also approached the design differently; for example, the system developers constantly returned to a constructional perspective. This means that the choice of prototyping technique should be made based on the composition of the group and the desired focus of the meeting.
how to discover requirement by identify problem
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There are Different types of requirements
There are Common types of requirements
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Personas and scenarios
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Link to slide cast of presentation: http://www.slideshare.net/northavorange/enhancing-at-through-id-techniques
Rehabilitation professionals classify
needs and identify workable solutions
for people with disabilities on a daily
basis. Unfortunately, many of those
solutions never get beyond the one
person for whom they are made. The
ability to develop solutions that have a
more universal appeal and application
would be a useful tool in the AT
provider’s “tool belt.” Industrial
Designers face such challenges as
a matter of practice. This workshop
will educate participants with regard
to tools and techniques used by
Industrial Designers that can help the
“one-of-a-kind” solutions grow into a
more universally marketable solution.
William Hudson Econsultancy Agile User centred designValtech UK
William Hudson of Econsultancy discussess User centred design and Agile methods at the Valtech Agile Edge March 2010.
How companies are seeing the value of incorporating user-centred design into Agile processes. Looking at challenges raised by the lightweight design approaches encouraged by Agile and how they are being addressed by companies like Microsoft.
There are a range of different tools and methods for defining target groups such as interviews, observations, questionnaires etc.. This report describes the Persona method, and is based upon the work of Alan Cooper, the inventor of the Personas approach.
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Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
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Course: Experience Design
Term: Spring 2014
MS in Human Computer Interaction
Designer is constantly confronted with challenge that how to make the application simple but also powerful. Powerful features will usually result in the complicated user interface. How to simplify it without sacrificing the powerfulness ?
This decks are for addressing the challenges from both product management and user experience design perspectives.
Interaction Design and Development TechnologiesItamar Medeiros
A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.
Students will understand principles of
creating sensible, comprehensible,
memorable, and convenient organization
of the content and the tasks to be
performed on their interactive product.
UX strategy lacks strategy, it is usually just a glorified waterfall process, even agile processes are just incremental waterfall. This presentation tells the current state of UX strategy in pictures while it outlines a real UX Strategy in words.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
The webinar organized by Endeavour - The Mobility Company provides insights on Role of User Experience, popularly known as UX in the Mobility Landscape.
Enterprise Search Research Article: A Case Study of How User Interface Sketch...Findwise
In stakeholder meetings during an interaction design project, prototypes are commonly used for creating shared representations of design ideas. It can, however, be difficult for designers and meeting facilitators to know which prototyping technique to use. In this case study we compare user interface sketches, scenarios, and computer prototypes, and analyse video material from six stakeholder meetings. The scenario did not facilitate a focus on aesthetic or ethical perspectives, nor did it facilitate operational or perceptual issues. The prototype did not facilitate discussions on the overarching concept of the design, to the same extent as the sketches did, but it did facilitate operational issues. The sketches gave the broadest discussion. The groups also approached the design differently; for example, the system developers constantly returned to a constructional perspective. This means that the choice of prototyping technique should be made based on the composition of the group and the desired focus of the meeting.
how to discover requirement by identify problem
how to solve the problem by discovering requirement
how identify customer need
How to Capture Requirements Once They Are Discovered?
What Are Requirements?
There are Different types of requirements
There are Common types of requirements
Data Gathering
Probes
what is Probes
types of Probes
what is Contextual Inquiry
Brainstorming for innovation
Personas and scenarios
Enhancing AT through ID techniques handoutsnorthavorange
Link to slide cast of presentation: http://www.slideshare.net/northavorange/enhancing-at-through-id-techniques
Rehabilitation professionals classify
needs and identify workable solutions
for people with disabilities on a daily
basis. Unfortunately, many of those
solutions never get beyond the one
person for whom they are made. The
ability to develop solutions that have a
more universal appeal and application
would be a useful tool in the AT
provider’s “tool belt.” Industrial
Designers face such challenges as
a matter of practice. This workshop
will educate participants with regard
to tools and techniques used by
Industrial Designers that can help the
“one-of-a-kind” solutions grow into a
more universally marketable solution.
William Hudson Econsultancy Agile User centred designValtech UK
William Hudson of Econsultancy discussess User centred design and Agile methods at the Valtech Agile Edge March 2010.
How companies are seeing the value of incorporating user-centred design into Agile processes. Looking at challenges raised by the lightweight design approaches encouraged by Agile and how they are being addressed by companies like Microsoft.
There are a range of different tools and methods for defining target groups such as interviews, observations, questionnaires etc.. This report describes the Persona method, and is based upon the work of Alan Cooper, the inventor of the Personas approach.
Rapid User Research - a talk from Agile 2013 by Aviva RosensteinAviva Rosenstein
Doing user research before and during development helps inform your choices about strategy (what to build) as well as tactics (how to build it)-- and it doesn't have to slow down your development process . In fact some rapidly executed research can speed up your time to market by reducing the need to refactor late in a project.
This presentation includes practical information to help product owners and developers quickly get inside the heads of their users, validate product ideas and improve the usability of their software at warp speed. The talk included tips and techniques for recruiting research participants, shadowing and interviewing users effectively, getting valuable feedback on product concepts and information architecture, and rapidly iterating on the user interface to improve usability. They discussed remote testing tools that help teams evaluate if users can successfully achieve their goals with their designs, and reviewed best practices collecting feedback from users after launch.
UX Research Proposal - Microsoft Word - Regional differences among usersAnusha Radhakrishnan
Project Proposal for a research study to understand Microsoft's document editing software (DES) users in varying regions to improve customer support service and provide input to software development team.
Course: Experience Design
Term: Spring 2014
MS in Human Computer Interaction
Investment in UCD Pays off
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An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
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TP2 Understanding the customer
1. Satu Miettinen, Juha Miettinen, Antti Kares, Raisa Leinonen and Timo Sirviö
Kuopio Academy of Design, Savonia University of Applied Sciences
Finland
P.O. BOX 98, FIN -70101 KUOPIO
Email: office@designkuopio.fi
"DE-SME - Intelligent Furniture - Training for Design,
Environment and New Materials in SMEs"
Agreement n. 2009 - 2196 / 001 - 001
2. Theme 5.2.1. Understanding the
Customer: The principles of User
Centred Design Process
What is user centered design?
Examples in Case “Suupirssi”
2
3. User Centered Design
What is it?
It is focused on design for and involving the end users in design process
to achieve better user experiences in products.
It is actions that:
1) focuses on end users,
2) validate requirements and designs,
3) designing, prototyping and developing iteratively,
4) understanding and designing for the holistic user experience
The main phases are:
1) understanding users,
2) define interactions,
3) design user interface (products/services)
(SAP design Guild)
4. Understand
and specify
the context of
What is it? use:
- plan the process
and specify the
context of use
Evaluate
designs Specify user
against and
requirements organisational
System meets requirements
specified
functional user
& organisational
requirements
Produce
design
solutions
Human-centered design standard ISO 13407
5. What is it?
see also: www.ideo.com
“It is a process and a set of techniques used to create new solutions for the world.
Solutions include products, services, environments, organizations and modes of
Interaction” 1
“The reason for the process called human/user-centered design is, because
it starts with the people we are designing for. The process begins by: examining the
needs, dreams and behaviors of the people we want to affect with our solutions.
We seek to listen to and understand what people want. We call this the Desirability
lens. We view the world through this lens throughout the design process. Once we
have identified a range of what is Desirable, we begin to view our solutions through
the lenses of Feasibility and Viability.
The Three Lenses of Human
Centered Design/IDEO
6. Desirability lens:
Desirability What do people desire?
Feasibility What is technically and organizationally feasible?
Viability What can be financially viable?
The Three Lenses of Human
Centered Design/IDEO
7. Start here
Desirability
Feasibility Viability
“The solution that emerge at the end
of the user-centered design should hit
the overlap of these three lenses; they need to be The Three Lenses of Human
Desirable, Feasible and Viable.” Centered Design/IDEO
8. In other words...
LEARN, LOOK, ASK and TRY
• LEARN = analyzing the information you´ve
collect to indentify patterns and insights,
• LOOK = observe people to discover what they
do rather than what they say to do,
• ASK = enlist people´s participation to elict
information relevant to the project,
• TRY = create simulations with people and to
evaluate proposed designs.
9. WHY user centered design?
“Beside aesthetic quality, feasibility and usability, we expect the
designer to understand the whole of the user experience.”2
“In recent years, the practice of user-centred design, education
and research into it has started applying and developing approaches
particularly suited to design thinking and making. The objective has been to
encourage the designers’ empathy, to connect knowledge and inspiration,
to facilitate or support teamwork ;
hatching out ideas, communicating and making decisions.”2
2 Mattelmäki,T., Design probes, 2006.
Buchanan 2001, Fulton Suri 2003b, etc.
10. Towards design for users experience
“A discussion about users, understanding user experience as well as the
relation between design and emotions has emerged among researchers in
design and practising designers in the last ten years. The way of thinking of
the user has assumed new shades of meaning. In areas such as usability
they have discovered that decision-making is not based on rational and
logical reasoning, emotions having a vital significance”2
“At the same time, attention has turned from functionality, effective and
Faultless performance and satisfaction to a broader human understanding
and mapping out of pleasure factors”2
2 Norman 2004, Jordan 1996
11. This revision of perspective has started particularly because of the
spread of interactive technology from the workplace to home and
leisure in the 1990´s.
Patrick Jordan evoked the usability discussion by suggesting that
things giving pleasure should be looked for, not just problems.
The pleasure factors mentioned by Jordan are:
a) pleasure through physical sensations (physio pleasure)
b) pleasure through communication and time together (socio
pleasure)
c) pleasure through achievement and challenges (psycho pleasure)
d) pleasure through an aesthetic product and the values it contain
(ideo pleasure)
“As for understanding the users, attention to emotions and
pleasure has increased the range of phenomena
to be looked at.”
2 Jordan P.W.
12. Why?
The benefits of user - centered design
Reduced development time
Focusing on user and organizational needs will reduce the development time by:
• reducing the late changes otherwise needed to produce a product that meets user
needs
• reducing the cost of future redesign of the architecture to make future versions of the
product more usable
Increased sales
• marketing the product as easier to use than the competition provides an Increased
competitive edge
• repeat sales will be made to more satisfied customers
• the usability of the product will be given higher ratings in the trade press
13. Usage savings
• reduced task time and increased productivity
• fewer user errors that have to be corrected later
• fewer user errors leading to increased quality of service
• less training, support and documentation is required
• reduced staff turnover as a result of higher satisfaction and motivation
Support savings
• reduced costs of producing training materials
• reduced time providing training
• reduced time spent by other staff providing assistance when users encounter
difficulties
• reduced help line support
http://www.usabilitynet.org/trump/methods/basic/index.htm
14. Improve the quality of life
• less stress from frustrating software
• users are more satisfied
Health and safety legislation
• The European Directive on Display Screen Equipment (implemented in the national
legislation of EU countries) requires that software is suitable for the task and easy to
use.
16. Understand users
Step Goal Deliverable
• User research • Collect up-to-date • Each user activity
(interviews, focus and in-depth summarizes in a
groups, field information on report
studies) intended user
populations • Specfication
• Specification: User • Describe user
profiles, works profiles and work
activities, user activities for the
requirements target user
population; derive
user requirements
from user profiles
and work activities
17. Define interaction
User research synthesis. Organize and summarize user research from
Understand Users
Step Goal Deliverable
• User cases: high-level • Translate user • Use cases
information activities associated specification
organization, use with user
cases, data flow.. requirements into
goal-driven,
interactive, step-by-
step use cases,
appropriate to the
• Use case validation user profiles • A component of the
• Validate user use cases
understanding and specification
product definition with
end users who use
the product and
customers who buy
the product
18. Design products, services
Step Goal Deliverable
• Low fidelity prototypes and • Create quick, inexpensive, • Design concepts
key decisions flexible design mock-ups of
product components and
constructions, use cases, etc.
• Iterative user evaluation • Improve design by evaluating
usability issues associated • Each user activity summarizes
(design feedback, rapid findings in a report
iterative evaluations) with low-fidelity prototypes
• Create stand-alone and
functional prototypes that • Prototypes and user
• High-fidelity prototypes and interaction specifications
include real applications that
interaction behavior
take-off/mimic real activities or
behavior as closely as • Each user activity summarizes
• Iterative user evaluation (rapid possible findings / the designer or the
iterative evaluations, usability • Improve design by evaluating person observating
evaluations) usability issues associated summarizes the findings
with high-fidelity prototypes
19. Development validation, finishing design
Step Goal Deliverable
• Design • Design for quality • Scorecard
before
development
• Compliance • Design • Scorecard
/prototypes
completed,
development for
a compliance and
• Usability test production • Usability test
• Test completed report
product (or high-
fidelity prototype)
usability
21. Storyboard
• In the realm of product design, communication
between designer, client, design team and future
users is of great importance
• Throughout the design process, ideas and
concepts are generated and must be conveyed
to these people to evoke comments, judgement
or acceptance, depending on the process
phase.
22. • Storyboards are a valuable aid to the designer in this
task by providing a common visual language that people
from different backgrounds can ‘read’ and understand
• However, the visualisation style of the storyboards
influences the reactions
• Where open and sketchy storyboards are inviting
comments, sleek and detailed presentations can be
overwhelming
• Storyboards not only help the product designer to get a
grip on target groups, context, product use and timing,
but also in communicating about these aspects with all
people involved.
http://www.springerlink.com/content/lmvm49832p4887r1/
23. Example od storyboard: Imaginary story of oral hygienist workin day in
Suupirssi - emphatic design, taking the user position
24. Imaginary story of dentist and oral hygienic workin day in Suupirssi .
Morning activities at Suupirssi garage: filling up water tanks, cheking the list of patients and bringing the
instrumwents needed during the day. Navigation of the ”day trip”.
Arriving and parking: connection to the mains current, preparation of nursing interior for the patients.
8:00 am first patient with wheel chair. He is elevated in with wheel chair lifter. Then he is helped to the
dental unit. The usual dental care is made for the patient. Transfer to the next place.
25. The next dental care is made at home, in bed,
because of huge weight of patient.
Dentist
Nurse The monitory alarm of failure
Treatment
Student equipments
Two teeth were stopped
Taking the equipment to the car –
Ordering the service man
26. The dentist´s at the day - care center
15 children is
having a treatment
A familiar environment for children
makes situation more pleasant
Cleaning and packing
Coffee and
equipment
lunch brake 1h
27. Taking / packing all the things and equipement to the car and driving to the headquarter”.
Bye-bye, leaving brochures
and toothbrushes to the day-care center Driving the car to the garage
28. Car service
Treatment of sewage, disinfection
of instruments and cleaning tools
Clean-up the interior
End of the day
Save the patient information to the computer
29. Define interaction
User research synthesis. Organize and
summarize user research from phase
Understand Users
Benchmarking
Designboard
Moodboard
Way of Life board
30. Benchmarking
• Benchmarking is the process of comparing one's
business processes and performance metrics to industry
bests and/or best practices from other industries
• Dimensions typically measured are quality, time and
cost. Improvements from learning mean doing things
better, faster, and cheaper.
• Benchmarking involves management identifying the best
firms in their industry, or any other industry where similar
processes exist, and comparing the results and
processes of those studied (the "targets") to one's own
results and processes to learn how well the targets
perform and, more importantly, how they do it.
31. • The term benchmarking was first used by
cobblers to measure people's feet for shoes
• They would place someone's foot on a "bench"
and mark it out to make the pattern for the shoes
• Benchmarking is most used to measure
performance using a specific indicator (cost per
unit of measure, productivity per unit of
measure, cycle time of x per unit of measure or
defects per unit of measure) resulting in a metric
of performance that is then compared to others.
33. Mood board
• Mood boards are a great way to get you and your client
on the same page early on the process
• They’re especially great when you’re starting from
scratch on a design package for a new company, or
reinventing the image of an existing one
• The idea of a mood board is to create an emotional
scenario that’s congruent with what your client wants —
sort of an ambience collage
34. • It can be photographs, illustrations, screenshots,
color swatches, words, shapes: whatever
conveys the feel of your design plan
• There’s no “right” final presentation for a mood
board. It can be a big poster, a .pdf or even a
video
http://blog.evernote.com/2010/08/10/creating-a-mood-board-with-evernote-part-of-evernotes-creative-series/
38. This project has been funded with support from the European Commission. This publication
reflects the views only of the author, and the Commission cannot be held responsible for any
use which may be made of the information contained therein.
13.3.2012 38