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Introduction to UCD
Some Everyday Design Examples
Designs that Hinder Users Designs that Help Users
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The burners are arranged in a square. The controls are arranged in a straight line. It takes mental energy to select the right control for the desired burner--and its easy to make a mistake.
Example drawn from The Design of Everyday Things by Don Norman
Designs that Hinder Users Palm Beach County Ballot Another Example of Poor Mapping
Many voters associated the second block of candidates and the second hole in the ballot--erroneously voting for the Reform Party.
How do you turn on the shower? Few who visit us figure this out.
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I suspect the designer here was going for a clean look to the controls
But, the control is difficult to discover and hard to grasp with the water running
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Packages
Classes
The Lesson
Relying solely on interior thinking is a risky approach to design It risks making incorrect assumptions about the people who will use a system
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The goal of UCD is to create products that are useful and usable for the intended audience It is both a philosophy and a process
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Identifying needs and establishing requirements Developing alternative designs Building interactive versions of the designs Evaluating designs
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Target users
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Users needs
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Envisioned tasks:
can be rooted in existing behaviour can be described as future scenarios
Triangulation
Use more than one approach
Pilot studies
Small trial of main study
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Data recording
Notes, audio, video, photographs Notes plus photographs Audio plus photographs Video
Interviews
Unstructured - are not directed by a script. Rich but not replicable. Structured - are tightly scripted, often like a questionnaire. Replicable but may lack richness. Semi-structured - guided by a script but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability.
Interview questions
Two types:
closed questions have a predetermined answer format, e.g., yes or no open questions do not have a predetermined format
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Contextual Inquiry
An approach to ethnographic study where user is expert, designer is apprentice A form of interview, but at users workplace (workstation) 2 to 3 hours long Four main principles: Context: see workplace & what happens Partnership: user and developer collaborate Interpretation: observations interpreted by user and developer together Focus: project focus to understand what to look for
Questionnaires
Questions can be closed or open Closed questions are easier to analyze, and may be done by computer Can be administered to large populations Paper, email and the web used for dissemination Sampling can be a problem when the size of a population is unknown as is common online
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Questionnaires design
The impact of a question can be influenced by question order. Do you need different versions of the questionnaire for different populations? Provide clear instructions on how to complete the questionnaire. Strike a balance between using white space and keeping the questionnaire compact. Decide on whether phrases will all be positive, all negative or mixed.
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Observation
Direct observation in the field
Structuring frameworks Degree of participation (insider or outsider) Ethnography
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Indirect observation
Diaries Interaction logs
Summary
Three main data gathering methods: interviews, questionnaires, observation Four key issues of data gathering: goals, triangulation, participant relationship, pilot Interviews may be structured, semi-structured or unstructured Questionnaires may be on paper, online or telephone Observation may be direct or indirect, in the field or in controlled setting Techniques can be combined depending on study focus, participants, nature of technique and available resources
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