Principles of people-centered approach expanded to include
-People’s tasks and goals drive development
-People’s behaviour and context is studied
-People’s characteristics are designed for
-Stakeholders are consulted throughout
Four basic activities of Interaction Design
-Discovering requirements
-Designing alternatives
-Prototyping alternative designs
-Evaluating product and its user experience throughout
Discovering Requirements
it is focused on discovering something new about the world and defining what will be developed.
Designing Alternatives
proposing ideas for meeting the requirements
Two sub-activities for interaction design/ Designing alternatives
-Conceptual design
-Concrete design
Conceptual design
involves producing the conceptual model for the product, and a conceptual model describes an abstraction outlining what people can do with a product and what concepts are needed to understand how to interact with it
Concrete design
considers the detail of the product including the colors, sounds, terminology, and images to use
Prototyping
It involves both the behavior of interactive products and their appearance
Evaluating
It is the process of determining the usability and acceptability of the product or design measured in terms of a variety of usability and user-experience criteria.
Issues about the practical application of people-
centered design and the simple lifecycle of interaction design
How to find out what people need
-Explore the problem space
-Investigate potential users and their activities
-Try out ideas with potential users
-Focus on peoples’ goals, usability, and user experience goals, rather than expect stakeholders to articulate requirements
How to decide what to design
-Explore:
-What is the current user
experience?
-Why is a change needed?
-How will this change improve the situation?
-Articulate the problem space with the team and explore different perspectives to avoid incorrect assumptions and unsupported claims
Where do alternative designs come from?
-‘Flair and creativity’: research and synthesis
-Cross-fertilization of ideas from different perspectives
-Users can generate different designs
-Prompts to provoke thinking
-Seek inspiration
-Different perspectives
Cross-fertilization
A result from presenting ideas and discussing them within a multidisciplinary team, with other designers, and through workshops with a wide range of stakeholders.
How to choose among alternatives
-Let stakeholders interact with the alternatives
-Prototyping to test the technical feasibility
-A/B testing
-Providing a clear understanding of what quality means
Integrating with agile software development:
-It incorporates tight iterations
-It champions early and regular feedback
-It handles emergent requirements
-It aims to strike a balance between flexibility and structure
People-centered design rests on three principles
-Early focus on users and tasks
-Empirical measurement
-Iterative design