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DESIGNING BETTER
  EXPERIENCES
 THROUGH A USER CENTRED APPROACH


       Danny Bluestone | @danny_bluestone
            Matt Gibson | @duckymatt
WHAT IS
USER CENTRED
   DESIGN?
The central premise of user centred design is
that the best designed products and services
result from understanding the needs of the
          people who will use them.
SOME BENEFITS OF UCD

  1. Qualitative - Find out what customers actually
                         want.
2. Context – Discover the exact context to design for.
    3. Creativity – Combine UCD with branding.
        4. Focus - Avoid ‘analysis paralysis’.
     5. Remove egos– Verify decisions with real
                       customers.
GIVING USERS WHAT THEY NEED
                       NOT WHAT YOU THINK THEY NEED




http://xkcd.com/773/
TAKE TIME TO OBSERVE
                        HOW PEOPLE USE YOUR DESIGN




http://www.flickr.com/photos/matski_98/8259750205/
DESIGN FOR PEOPLE, NOT
                   AWARDSTIMOTHY PRESTRO, CEO of DMT




http://designthatmatters.org/portfolio/projects/
DESIGN FOR OUTCOMES




www.ted.com/talks/timothy_prestero_design_for_people_not_awards.html and http://www.designthatmatters.org/pictures/dtm_blog/Baby_in_Firefly.JPG
LEWIS HAMILTON ON UCD




         If the engineers could, they'd give you 40 buttons, but
         when you're driving it's not that easy to use them all,
             so it's better to have the ones you really need.

        The key thing is to make it simpler without getting rid
        of stuff that I might need to make the car go quicker.

http://www.flickr.com/photos/simonw92/8534697674/
As we reform the delivery of public services,
  they are designed around the needs of the user,
rather than has been far too often the case in the past,
     being designed to suit the convenience of the
                     government.


                                           Francis Maude, MP
Approaches                 Disciplines

 User centred design        Interaction design

     Self design          Information architecture

Activity centred design       Usability testing

    Genius design                Research
IS UCD ALWAYS THE BEST
      APPROACH?
http://www.flickr.com/photos/centralasian/5577225117
USERS ARE NOT
    DESIGNERS
 IT IS USER CENTRED DESIGN,
NOT USER CONTROLLED DESIGN
THERE IS NO SUCH THING
 AS A ONE-SIZE-FITS-ALL
       APPROACH

FOCUS ON OUTCOMES NOT DELIVERABLES
USABILITY IS NOT A FEATURE

  IT DEPENDS ON THE USER, THE ENVIRONMENT,
   THE TASK, AND OTHER CONTEXTUAL FACTORS




http://www.flickr.com/photos/oewf/2924217723/
HOW WE APPROACH UCD
               4. Improve




 3. Test                           1. Research




           2. Design / prototype
RESEARCHING REQUIREMENTS
FRONT-LOADING
       STAKEHOLDER INTERVIEWS
    • Why is it being made?
    • Who are the key stakeholders and what are their goals?
    • How does it fit in with the wider company objectives?
    • Gain insight into market and target audiences
    • Identify competitors early on




http://goodkickoffmeetings.com/2010/04/stakeholder-frontloading/
TECHNIQUES FOR
   EFFECTIVE INTERVIEWS

• Create an informal and relaxed atmosphere
• Stay flexible
• Keep it one-on-one
• Allow them to speak ‘off-the-record’
The turning point in many interviews is when the
              interviewee gets up and closes the office door and
                              lowers their voice.



                                                                                                Paul Boag, Headscape




http://boagworld.com/business-strategy/how-to-improve-your-site-using-stakeholder-interviews/
DEFINING CONTEXT OF
        USE
     1. User profiles

     2. Activities

     3. Environment
TIPS FOR GETTING INSIGHT
   INTO USER PROFILES

 •   Speak to existing users if possible
 •   Competitors
 •   Ethnographic studies / research
 •   Expert insight
THE BEST USER PERSONAS
     ARE BASED ON REAL USERS




http://www.flickr.com/photos/patloika/7946438528
HOW DO I FIND MY USERS?


•         Ethnio for existing users
•         Social media
•         Go to the physical locations where you’ll find
          your users
•         Use professional recruiters

    http://www.flickr.com/photos/oatsy40/6783078815/
Accessibility is the degree to which anyone can access
and use a website using any web browsing technology.

http://www.rnib.org.uk/professionals/webaccessibility/background/Pages/background.aspx   RNIB
http://www.flickr.com/photos/furbyx4/2968376257/
WHAT ACTIVITIES DO YOUR
USERS NEED TO PERFORM?

http://www.flickr.com/photos/fernando/36759033
FREQUENCY
WHAT WILL THE USER NEED TO
     DO MOST OFTEN?
CRITICAL
     CAN BE INFREQUENT,
BUT IT IS CRITICAL TO SUPPORT
             THEM
ENVIRONMENT ANALYSIS

• Physical

• Social / cultural

• Technical
DESIGN / PROTOTYPING
CARD SORTING

• The ‘base’ for your information architecture.

• Gets insights and patterns into users ‘mental model’.

• It helps to increase findability in a system.
The current recommendation is to test 15 users for
 card sorting in most projects, and 30 users in big
                    projects...




                                Jakob Nielsen, Nielsen Norman
                                                        Group
TECHNIQUES FOR
             CARD SORTING
• Use lots of post-it notes or cards
• Get users to sort the cards in open or closed groups
• Your main job is to observe and keep the momentum
• Learn from the patterns of different groups via analysis
• Helps to create a record of the structure/taxonomy
EXERCISE:
            UNDERTAKING
            CARD SORTING

In groups of 5 people:
• Create the higher level categories for the website
• Write down the main sections and screens
• Organise the sections into logical groups
HICKS’S LAW




                    “THE MORE CHOICES YOU HAVE TO CHOOSE FROM, THE
                      LONGER IT TAKES FOR YOU TO MAKE A DECISION.”




http://www.cirencalui.com/
INTRODUCING
 INTERACTION DESIGN (IxD)
• Helps to map out ‘flows of control’
• Progresses to sketching and prototyping
• Pivotal at delivering functional specifications
FITT’S LAW




      “THE TIME REQUIRED TO RAPIDLY MOVE TO A TARGET AREA IS A
      FUNCTION OF THE DISTANCE TO AND THE SIZE OF THE TARGET”
http://modetro.com/mb-games-simon-says-vintage-retro-game-70s
TECHNIQUES FOR
    INTERACTION DESIGN (IxD)
•   Use personas and interviews to inform the design.
•   Competitor research see what is already out there.
•   Ethnography can help you to understand real users.
•   Validate what you do with real users as early as possible.
IxD –FLOW OF CONTROL EXAMPLE




http://wc1.smartdraw.com/examples/content/examples/01_flowcharts/4_other_flowcharts/control_flow_epc_diagram_flowchart_l.jpg
IxD – PROTOTYPE




http://www.infoq.com/resource/articles/wireframes-start-development-projects/en/resources/3fig1.jpg
START PROTOTYPES
                     WITH PEN AND PAPER




http://www.flickr.com/photos/furbyx4/2968376257/
I do not know the cognitive reasons behind this, but I
            have never seen this not be true. The more human
            your picture, the more human will be the response.



                                           Dan Roam, Back Of The Napkin




http://www.thebackofthenapkin.com/
PARTICIPATORY SKETCHING
          TIPS

• Encourage low fidelity

• Review as a group

• Frame critique with user stories
TEST / EVALUATE
DESIGNS ARE
        HYPOTHESES
ITERATE QUICKLY AND TEST ASSUMPTIONS
ETHNOGRAPHY




http://www.flickr.com/photos/alui0000/4814280779
GUERILLA USER
           TESTING




http://www.flickr.com/photos/5tein/3609261904
Lets us see how our study participants scan the
          search results page, and is the next best thing to
          actually being able to read their minds.

          Anne Aula and Kerry Rodden, User Experience Researchers, Google




GOOGLE ON EYE
TRACKING
http://www.japantoday.com/images/size/x/2013/03/urn%3Apublicid%3Aap.org%3A83a7bae63f044fbc938d2f4bea94d862.jpg
INTERVIEWS




http://uxmag.com/articles/eye-tracking-the-best-way-to-test-rich-app-usability
OTHER METHODS OF
           USER FEEDBACK
•   Click tracking tools
•   A/B and MVT testing
•   Remote user testing
•   Expert reviews
BALANCING UCD WITH
CLIENT’S NEEDS
EXPLAINING WATER TO
                                 FISH
         Courtesy of Karen McGrane




http://alistapart.com/column/explaining-water-to-fish

http://www.flickr.com/photos/healthgauge/7387853018/
WHAT WE’VE COVERED
•   What is user centred design – Benefits / pitfalls
•   Usability is not a feature
•   Researching users and activities
•   Paper prototyping
•   Getting user feedback
THANK YOU!

Danny Bluestone | @danny_bluestone
     Matt Gibson | @duckymatt

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Designing Better Experiences

  • 1. DESIGNING BETTER EXPERIENCES THROUGH A USER CENTRED APPROACH Danny Bluestone | @danny_bluestone Matt Gibson | @duckymatt
  • 3. The central premise of user centred design is that the best designed products and services result from understanding the needs of the people who will use them.
  • 4. SOME BENEFITS OF UCD 1. Qualitative - Find out what customers actually want. 2. Context – Discover the exact context to design for. 3. Creativity – Combine UCD with branding. 4. Focus - Avoid ‘analysis paralysis’. 5. Remove egos– Verify decisions with real customers.
  • 5. GIVING USERS WHAT THEY NEED NOT WHAT YOU THINK THEY NEED http://xkcd.com/773/
  • 6. TAKE TIME TO OBSERVE HOW PEOPLE USE YOUR DESIGN http://www.flickr.com/photos/matski_98/8259750205/
  • 7. DESIGN FOR PEOPLE, NOT AWARDSTIMOTHY PRESTRO, CEO of DMT http://designthatmatters.org/portfolio/projects/
  • 8. DESIGN FOR OUTCOMES www.ted.com/talks/timothy_prestero_design_for_people_not_awards.html and http://www.designthatmatters.org/pictures/dtm_blog/Baby_in_Firefly.JPG
  • 9. LEWIS HAMILTON ON UCD If the engineers could, they'd give you 40 buttons, but when you're driving it's not that easy to use them all, so it's better to have the ones you really need. The key thing is to make it simpler without getting rid of stuff that I might need to make the car go quicker. http://www.flickr.com/photos/simonw92/8534697674/
  • 10. As we reform the delivery of public services, they are designed around the needs of the user, rather than has been far too often the case in the past, being designed to suit the convenience of the government. Francis Maude, MP
  • 11. Approaches Disciplines User centred design Interaction design Self design Information architecture Activity centred design Usability testing Genius design Research
  • 12. IS UCD ALWAYS THE BEST APPROACH?
  • 14. USERS ARE NOT DESIGNERS IT IS USER CENTRED DESIGN, NOT USER CONTROLLED DESIGN
  • 15. THERE IS NO SUCH THING AS A ONE-SIZE-FITS-ALL APPROACH FOCUS ON OUTCOMES NOT DELIVERABLES
  • 16. USABILITY IS NOT A FEATURE IT DEPENDS ON THE USER, THE ENVIRONMENT, THE TASK, AND OTHER CONTEXTUAL FACTORS http://www.flickr.com/photos/oewf/2924217723/
  • 17. HOW WE APPROACH UCD 4. Improve 3. Test 1. Research 2. Design / prototype
  • 19. FRONT-LOADING STAKEHOLDER INTERVIEWS • Why is it being made? • Who are the key stakeholders and what are their goals? • How does it fit in with the wider company objectives? • Gain insight into market and target audiences • Identify competitors early on http://goodkickoffmeetings.com/2010/04/stakeholder-frontloading/
  • 20. TECHNIQUES FOR EFFECTIVE INTERVIEWS • Create an informal and relaxed atmosphere • Stay flexible • Keep it one-on-one • Allow them to speak ‘off-the-record’
  • 21. The turning point in many interviews is when the interviewee gets up and closes the office door and lowers their voice. Paul Boag, Headscape http://boagworld.com/business-strategy/how-to-improve-your-site-using-stakeholder-interviews/
  • 22. DEFINING CONTEXT OF USE 1. User profiles 2. Activities 3. Environment
  • 23. TIPS FOR GETTING INSIGHT INTO USER PROFILES • Speak to existing users if possible • Competitors • Ethnographic studies / research • Expert insight
  • 24. THE BEST USER PERSONAS ARE BASED ON REAL USERS http://www.flickr.com/photos/patloika/7946438528
  • 25. HOW DO I FIND MY USERS? • Ethnio for existing users • Social media • Go to the physical locations where you’ll find your users • Use professional recruiters http://www.flickr.com/photos/oatsy40/6783078815/
  • 26. Accessibility is the degree to which anyone can access and use a website using any web browsing technology. http://www.rnib.org.uk/professionals/webaccessibility/background/Pages/background.aspx RNIB http://www.flickr.com/photos/furbyx4/2968376257/
  • 27. WHAT ACTIVITIES DO YOUR USERS NEED TO PERFORM? http://www.flickr.com/photos/fernando/36759033
  • 28. FREQUENCY WHAT WILL THE USER NEED TO DO MOST OFTEN?
  • 29. CRITICAL CAN BE INFREQUENT, BUT IT IS CRITICAL TO SUPPORT THEM
  • 30. ENVIRONMENT ANALYSIS • Physical • Social / cultural • Technical
  • 32. CARD SORTING • The ‘base’ for your information architecture. • Gets insights and patterns into users ‘mental model’. • It helps to increase findability in a system.
  • 33. The current recommendation is to test 15 users for card sorting in most projects, and 30 users in big projects... Jakob Nielsen, Nielsen Norman Group
  • 34. TECHNIQUES FOR CARD SORTING • Use lots of post-it notes or cards • Get users to sort the cards in open or closed groups • Your main job is to observe and keep the momentum • Learn from the patterns of different groups via analysis • Helps to create a record of the structure/taxonomy
  • 35. EXERCISE: UNDERTAKING CARD SORTING In groups of 5 people: • Create the higher level categories for the website • Write down the main sections and screens • Organise the sections into logical groups
  • 36. HICKS’S LAW “THE MORE CHOICES YOU HAVE TO CHOOSE FROM, THE LONGER IT TAKES FOR YOU TO MAKE A DECISION.” http://www.cirencalui.com/
  • 37. INTRODUCING INTERACTION DESIGN (IxD) • Helps to map out ‘flows of control’ • Progresses to sketching and prototyping • Pivotal at delivering functional specifications
  • 38. FITT’S LAW “THE TIME REQUIRED TO RAPIDLY MOVE TO A TARGET AREA IS A FUNCTION OF THE DISTANCE TO AND THE SIZE OF THE TARGET” http://modetro.com/mb-games-simon-says-vintage-retro-game-70s
  • 39. TECHNIQUES FOR INTERACTION DESIGN (IxD) • Use personas and interviews to inform the design. • Competitor research see what is already out there. • Ethnography can help you to understand real users. • Validate what you do with real users as early as possible.
  • 40. IxD –FLOW OF CONTROL EXAMPLE http://wc1.smartdraw.com/examples/content/examples/01_flowcharts/4_other_flowcharts/control_flow_epc_diagram_flowchart_l.jpg
  • 42. START PROTOTYPES WITH PEN AND PAPER http://www.flickr.com/photos/furbyx4/2968376257/
  • 43. I do not know the cognitive reasons behind this, but I have never seen this not be true. The more human your picture, the more human will be the response. Dan Roam, Back Of The Napkin http://www.thebackofthenapkin.com/
  • 44. PARTICIPATORY SKETCHING TIPS • Encourage low fidelity • Review as a group • Frame critique with user stories
  • 46. DESIGNS ARE HYPOTHESES ITERATE QUICKLY AND TEST ASSUMPTIONS
  • 48. GUERILLA USER TESTING http://www.flickr.com/photos/5tein/3609261904
  • 49. Lets us see how our study participants scan the search results page, and is the next best thing to actually being able to read their minds. Anne Aula and Kerry Rodden, User Experience Researchers, Google GOOGLE ON EYE TRACKING http://www.japantoday.com/images/size/x/2013/03/urn%3Apublicid%3Aap.org%3A83a7bae63f044fbc938d2f4bea94d862.jpg
  • 51. OTHER METHODS OF USER FEEDBACK • Click tracking tools • A/B and MVT testing • Remote user testing • Expert reviews
  • 53. EXPLAINING WATER TO FISH Courtesy of Karen McGrane http://alistapart.com/column/explaining-water-to-fish http://www.flickr.com/photos/healthgauge/7387853018/
  • 54. WHAT WE’VE COVERED • What is user centred design – Benefits / pitfalls • Usability is not a feature • Researching users and activities • Paper prototyping • Getting user feedback
  • 55. THANK YOU! Danny Bluestone | @danny_bluestone Matt Gibson | @duckymatt

Notas del editor

  1. Frequent tasks are crucial to your product’s success since they will determine users’ perception.
  2. Critical tasks may be infrequent, but users will hate your product if these tasks are not well supported. Software installation is an example of an infrequent but critical task since it can cause the whole product to fail
  3. Consider the environments the user will be using the system within.Physical – Where will they be physically using the product, will connection speed, light, temperature, noise levels be factors to consider? Try to photograph / film the environment you are designing for.Social – Cultural considerations we need to makeTechnical – What hardware / software do we need to support? Consider Mobile.