Week Six User Centric Design

701 views

Published on

An overview of how human needs, limitations and expectations drive our perception of reality and interface.

Published in: Education, Technology, Design
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
701
On SlideShare
0
From Embeds
0
Number of Embeds
8
Actions
Shares
0
Downloads
9
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Week Six User Centric Design

  1. 1. Week Six User-centric Design Wayne MacPhail
  2. 2. Online Journalism JOU-732 Wayne MacPhail wmacphail@gmail.com University of Western Ontario
  3. 3. Overview • The Why of Bad Design • The Realities of Being Human • Know Thy User • How to Know Thy User
  4. 4. Bad Design The hated remote The hated Meridian phone system • Complex • Arcane • No cues • Inhuman(e)
  5. 5. Good Design • Elegant • Easy • Adored
  6. 6. Why the Difference? LOVE HATE
  7. 7. Why Design Fails • No communication • Geeks like buttons • Mechanists vs. Humanists • No understanding of human factors
  8. 8. When Design Works • Listening well • One button • Human focus • Accessible elegance
  9. 9. The Realities of Being Human
  10. 10. Count the Passes
  11. 11. Realities of being human Our experience of the real world is filtered through our imagination, our senses, expectations, limitations and memories.
  12. 12. We can be absolutely blind to data we don’t expect.
  13. 13. Being Human • Our short-term memory is fragile, limited and easily taxed. • Our long-term memory compresses events and is unreliable.
  14. 14. Realities • Limited bandwidth - especially when busy or focussed • We are easily distracted
  15. 15. We often believe people experience the world the same way we do.
  16. 16. Human Nature We understand symbols, conventions, narratives, patterns and scripts.
  17. 17. Being Human We don’t always have the full function of our senses, brains or limbs.
  18. 18. Human experience We don’t all share the same pool of human experience and cultures
  19. 19. Social Relations We easily form social relationships, especially under stress.
  20. 20. We Satisfice
  21. 21. We need feedback.
  22. 22. You must understand these realities to design effective interfaces for other human beings.
  23. 23. User Interface Design • Users? Variety of birds. • Their goal? Getting food. • Their interface? The perches. • The design? In progress.
  24. 24. User Interface Design Prototype Simple iterative design Interface supports the users and their goals
  25. 25. Rule #1 “Know thy users for they are not you.”
  26. 26. Who is the user? • Who are they? • What do they need? • What do they want? • What are their expectations? • What are their limitations?
  27. 27. Rule #2 “If you want to know your users, you have to spend time with them.”
  28. 28. Maybe they’re not like you at all • Younger • Older • Busy • Color blind • A “Newbie” • A senior citizen • Impaired
  29. 29. Sites for Sore Eyes
  30. 30. Probably, they don’t care • About your cool design • About your graphics • About your buttons or code • Your Flash program ….unless it helps them find what they want to find.
  31. 31. Rule #3 “Your user is on a mission, and it isn’t to learn how great you are at building a fancy web page.”
  32. 32. User Hell Site
  33. 33. Learning From Your Users
  34. 34. Fact Finding Methods • Competitive Analysis • User Needs Assessment • Surveys • Interviews
  35. 35. Competitive Analysis • Research other sites for your niche • Research other sites for niches like your niche • List features, note language, pay attention to graphic design • Don’t take them as the gold standard
  36. 36. User Needs Analysis • Start open-ended and wide • Probe for emotions, language • Discover needs, goals • Probe for limitations, environment • Don’t limit choices
  37. 37. Surveys • You want to find out who they are and what they want. • Keep the list under 10 questions • Between 5 and 10 minutes to complete • Use yes/no questions and open ended
  38. 38. Interviews • Choose people to represent your user groups. • Decide what you want to learn. • Write up a protocol and question list. • Ask questions in a neutral manner. Take good notes.
  39. 39. Contexual Interviews • Go to where the users work or play. • Watch them closely. • Combine this with a regular interview for more information.
  40. 40. Wayne MacPhail wmacphail@gmail.com wmacphail

×