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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
Theme 5.2.1. Understanding the
    Customer: The principles of User
        Centred Design Process

    What is user centered design?

         Examples in Case “Suupirssi”




2
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)
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
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
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
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
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.
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.
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
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.
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
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
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.
How?
1. Understanding users

2. Defining Interaction

3. Designing concepts

4. Developing further

                          www.sapdesignguild.org
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
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
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
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
Understanding the users and
    Define interaction




          Scenarios
    Storytelling/storyboard
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.
• 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/
Example od storyboard: Imaginary story of oral hygienist workin day in
Suupirssi - emphatic design, taking the user position
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.
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
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
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
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
Define interaction
User research synthesis. Organize and
summarize user research from phase
          Understand Users


      Benchmarking
       Designboard
       Moodboard
     Way of Life board
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.
• 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.
Benchmarking from internet
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
• 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/
Mood board
Design board
Board of lifestyle
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

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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.
  • 15. How? 1. Understanding users 2. Defining Interaction 3. Designing concepts 4. Developing further www.sapdesignguild.org
  • 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
  • 20. Understanding the users and Define interaction Scenarios Storytelling/storyboard
  • 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