ib dt topic 7 - usd

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define user-centered design

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1

define user-centered design

a process where the designer considers the needs, wants and limitations of the end user

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2

define the key terms:

  • user

  • task

  • environment

  • user - the person utilising

  • the product

  • task - the thing the product is supposed to do

  • environment - the place where the product is likely to be used

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3

what are the 6 principles of the UCD process?

  1. A design is based upon an explicit understanding of users, tasks and environments

  2. Users are involved throughout design and development

  3. Design is driven and refined by UCD

  4. the process is iterative

  5. Design addresses the whole user experience

  6. Design teams are multidisciplinary

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4

what aspects of ucd are important to consider when focusing on the user?

  • how users are likely to use the product - product testing

  • empathetic design - as empathy with potential users gives a betterr undertanding of their needs

  • design functionality - but too much can diminish the level of usability

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5

what aspects of ucd are important to consider when focusing on the task?

  • consider common tasks while paying attention to the primary tasks

  • interfaces should be standardised

  • important functions are easily recognised

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6

what aspects of ucd should be considered when focusing on the the environment?

  • considers the use of the product in a particular environment

  • environments will vary and user experiences within them will differ

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7

define iterative design.

the act of repeating a process with the aim of approaching a desired goal

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8

what are the 4 stages of ucd?

  1. concept - initial ideas, cheap, quick

  2. design - development of ideas, prototypes, continued evaluation

  3. implementation - testing + evaluation w/users, multi-disciplinary teams

  4. launch - same as implementation

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9

what are multi-disciplinary teams and what do they do?

  • many experts used in the design and production of a ucd product

  • they help and advise creative designers

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10

what is inclusive design and what does it do?

  • the design of mainstream products or services in an accessible and usable manner

  • ensures that as many people as possible can use the product or service - without the need for adaptation or special design features

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11

what is user experience?

a persons’ perceptions and responses that result from the use or anticipated use of a product

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12

define usability.

the extent at which a product can be used by specified users to acheive specified goals with effectiveness, efficiency and satisfaction, in a specified context

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13

what are the 4 usability objectives and what does each objective entail?

  1. ease of use - once users have learned, tasks should be done quicky with limited effort

  2. efficiency of use - the whole product is used, nothing is hidden or inaccessible

  3. unambiguous feedback - users receive clear responses when navigating a digital interface

  4. clarity of human interface - satisfaction when the client interacts with the product, system or service

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14

define and give an example of enhanced usability.

  • a development that expands and extends the usability of a product

  • software on a smartphone that processes speech can assist those with limited dexterity of keyboard tools

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15

what can enhanced usability deliver?

  • improved product acceptance

  • greater user experience

  • increased productivity

  • reduced user error

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16

define graphical user interface (gui)

a form of user interface that allows users to interact with electronic devices through graphical icons - like the home page on youtube

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17

what do good user-product interfaces consider?

  • simplicity

  • ease of use

  • low memory burder

  • visibility

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18

explain why should designers consider population stereotypes?

since different populations have different, beliefs, expectations and understanding designers must consider their own assumptions and how these might impact the usability of a design

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19

explain why should designers consider anthropometric stereotypes

because as various population groups differ in height, weight etc, designers should consider how accurately the data represents the target group

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20

what are the 3 strategies for user research?

  1. identify the user population

  2. classify the user group

  3. implication for design

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21

define personae

descriptions of the ‘typical’ user or stake holder in a design context

- fictional characters

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22

state and define the 3 types of personae

  • primary - the personae that represents the primary target users

  • secondary - not the primary users but users whose needs must be met in some form

  • anti-personae - represent users whom the product is not being designed for

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23

what are 3 criticisms for personae?

  • personae are fictional characters therefore not an accurate research method

  • poorly constructed personae can be based on stereotypes and assumption

  • personae must be carefully constructed to hold any real value

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24

define and explain ‘scenario’

  • a sequence of events based in assumption by researcher and designers

  • designers can consider a ‘user’s story’ and focus on the sequence of events or interactions a user experience

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25

what does ‘use case’ describe and focus on?

  • describes the usability of a product or system and the steps needed to accomplish a specific task

  • focuses specifically on how a user interacts with a product or system

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26

where does field research take place?

in the user’s envronment where interact with the product

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