User, task, environment
Iterative process (cycle)
Iterative process
Understanding what one is designing through creating it
→ design & development
Usability
= ease of use and learnability of the product
Usability experiences
User group and activities
Benefits of enhanced usability
Characteristics of good user-product interfaces
Memory burden products
Poor organization causes this and it also leads to the user not using full functionality of product & focusing on a limited set
Feedback
= provision of information
- Product telling you it has achieved what you want or is doing it
- Related to receptors
- E.g. elevators → when you press a button it either makes a sound or lights up
Usability experiences
Population stereotypes
Different cultural stereotypes → e.g. colour symbolizations, light buttons
Mapping
Relates to the correspondence between the layout of the control and their required action
- E.g. the layout of the controls on a cooker hob
Constraints
Limits the way that a product can be used
- E.g. inserting a USB in the wrong way
User population
Classification of user
Personae, Secondary personae, and Anti personae
Why are personae created?
Understand the customer
Identify which group of customers needs to be valued
Improve the quality of products and services
Use case
Scenario (user story)
primary research
Qualitative and quantitative research
= measuring sets of variables or quantities and their relationship to one another
- Qualitative = subjective material (words and images); concerned with how and why people behave
- Quantitative = objective data (numbers and logic) - measurable; concerned with the who, what, where, when
Field research
Are the products really that good? Who’s actualy buying the products?
- Best option is going to field and observing customers or people in retail store, etc.
- Field research is good when redesigning → customers might be frustrated with something & they can just go and see for themselves
- Disadvantage = the cost – very expensive
Method of extremes
= defining the range of a user population
- Samples are selected to define the extremes of the user populations
5th, 50th, 95th percentile → if you pick the right one 95% of people will be able to use the product