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UCD Methodology



  What is UCD?

  Types of User Research
User Centred Design

User centred Design is a method for designing ‘Ease of Use into the
                                                      Ease      Use’
total user experience with products.
            “User Centered Design (UCD) is a user interface design
            p
            process that focuses on Usability Goals, User Characteristics,
                                              y
            Environment, Tasks and Workflow in the design of an interface.
            The UCD process is an iterative process, where design and
            evaluation steps are built in from the first stage of projects,
            through implementation ”
                    implementation.
                          - Shawn Lawton Henry (Author – Accessibility in UCD Process)
User Centred Design Process
UCD Steps
1. Set Business Goals

Determining the target markets, intended users and primary competition is
central to all design and user participation.
UCD Steps
2. Understand users

A commitment to understand and involve the intended user is essential to the
design process. If you want to understand your product, you must first
understand the user.
UCD Steps
3. Design the total user experience

Everything a customer sees, hears and touches is designed to satisfy user’s
needs.
UCD Steps
4. Evaluate Designs

User feedback is gathered early and often, using prototypes of widely ranging
fidelity, and this feedback drives product design and development
UCD Steps
5. Manage by continual user observation

Throughout the life of the product, continue to monitor and listen to your users
and let their feedback inform your responses to market changes




                                              5
User Centred Design Process
• Before starting the new design, test the old design to identify the good
parts that you should keep and the bad parts that give users trouble.

• Unless you're working on an intranet, test your competitors' designs to get
cheap data on a range of alternative interfaces that have similar features to
your own.

• Conduct a field study to see how users behave in their natural habitat.

• Make paper prototypes of one or more new design ideas and test them.
The less time you invest in these design ideas the better, because you'll need
to change them all based on the test results.
       g

• Refine the design ideas that test best through multiple iterations, gradually
moving from low-fidelity prototyping to high-fidelity representations that run on
the computer. Test each iteration
    computer             iteration.

• Inspect the design relative to established usability guidelines, whether
from your own earlier studies or published research.

• Once you decide on and implement the final design, test it again. Subtle
usability problems always creep in during implementation.
Usability and UCD




• Usability is not UCD

• Usability is a result, a goal

• UCD is a methodology

• Usability is an outcome of UCD practices
User Research – Ethnographic Study

Ethnography (ethnos = people and graphein = writing)
Ethnography is the genre of writing that presents varying degrees of qualitative
and quantitative descriptions of human social phenomena, based on fieldwork


How to go about it
• Examine users (consumers professionals etc) in their own environment
                (consumers,                                environment.
    • What are they doing (Usage)
    •What does it mean
• Infer (Interpret / synthesize)
    • Find the connections
    • Don’t simply collect data but process it to find insights.
                                                       insights
• Apply to business or design problems
    • Use products, services, packaging, design to tell the right story to users.
User Research – Ethnographic Study
Examining users
Observation
• Watching what people are doing, how they do it.




                                                    Design of localized ATM for low income urban
                                                    consumers




Studying Business opportunity for small business
affordable device
                                                    Design of a multimedia application
User Research – Ethnographic Study
Examining users
Interviewing
• Interacting directly with some people who can
shed light on our problem (customers, users,
former users, future users, lead users etc)
• Asking questions, doing exercises, showing
artifacts
• Listening to what they say, how they say it, what   Student Interviews were done at their homes
they don’t say.
• Paying attention to where what they say and
what they do does not align.




                                                      Teacher Interview
User Research – Ethnographic Study
Inferring data
• Conduct affinity and trend analysis.
• Understand the pressure points and choke points
of the environment.

                                                    Affinity Wall

                                                    Insights were color coded which helped in further
                                                        g                              p
                                                    analysis

                                                       Yellow       General Insight


                                                        Pink        Breakdown



                                                                    Design Idea
                                                       Orange


                                                      Fluorescent
                                                                    Interpretation
                                                      Yellow
User Research – Ethnographic Study
User Research – Ethnographic Study
Apply to Business or Design Problems
• Understand how the problems and their solutions
apply to the Design problem.


                                   School Bag is usually heavy

                                   The time table changes often, students
                                   have to carry most of the books
User Research – Ethnographic Study
Apply to Business or Design Problems
• Understand how the problems and their solutions
apply to the Design problem.




                                   Text books are not colorful and children don’t find
                                   them interesting
User Research – Interviews
Interviews
Conducting a one to one conversation with the user which may or may not
be in the natural environment.


Advantages:
• Helps in direct conversation with the user.
• It helps in gathering information about what users think about an existing
product and what is their feedback on certain features.


Some things to keep in Mind
• Do not make the interview duration more than 90 minutes. You may lose
user s
user’s attention.
• Use various interviewing techniques to get maximum data out of users.
• Listen to the user and do not express your own opinion.
• Take notes during the session. However, remember that all that the users
says is not what he does. Use your own judgment when analyzing results.
User Research – Focus Groups
Focus Groups
A focus group is a form of qualitative research in which a group of people
are asked about their attitude towards a product, service, concept,
advertisement, idea, or packaging. Questions are asked in an interactive
group setting where participants are free to talk with other group members
                                                                   members.


Some things to keep in Mind
•S
 Screen the users t ensure that they are the part of the relevant user
        th        to       th t th       th     t f th     l    t
group.
• Keep 6 – 10 members in a group for an effective discussion.
• Structure the discussion loosely beforehand. Ensure that the moderator
allows free flow of discussion.


Disadvantages of Focus Group
• The moderator has less control over a group than a one to one interview
and thus time can be lost on irrelevant issues
                                        issues.
• There is a chance of discussion being led by few articulate users and
everyone agreeing to him without voicing their opinions.
User Research – Survey
Statistical surveys are used to collect quantitative information about
items i a population
it    in       l ti

Methods of conducting surveys

• Telephone

• Mail


• Online surveys

• Personal in home survey

• Personal Mall intercept Survey
User Research – Online Survey
Tools for Online Surveys




                           go2poll.com               web-online-surveys.com
polldaddy.com




         zoomerang.com                   surveymonkey.com
User Research – Web Analytics
Web Analytics measures and reports the actual usage data of a Web site.


Gathers information
 • Who is coming to your Web site
 • What information they're requesting
 • Where they navigate


Advantages
 • Reflects actual Web site usage of all users over long periods of time
 • Most valuable if used continuously
 • Helps identify opportunities for improvement
User Research – Usability Testing
 • The process of having potential users experience your site, software, or product
 • Performance-based evaluation
 • An ongoing process—not a one-shot evaluation
 • Simply gathering opinions on an object or document is market research rather
  than usability testing. Usability testing usually involves a controlled experiment to
  determine how well people can use the product
User Research – Usability Testing
 • Checking to see if the design works
 • Diagnosing problems
 • Comparing alternatives
 • Verifying that design goals are met
User Research – Usability Testing
Methods
 • Setting up a usability test involves carefully creating a scenario, or realistic
   situation, wherein the person performs a list of tasks using the product being
   tested while observers watch and take notes.
 • Techniques popularly used to gather data during a usability test include think
   aloud protocol and eye tracking
 • The best results come from testing no more than 5 users and running as many
   small t t as you can afford
      ll tests           ff d


Hallway Testing
 Hallway testing (or hallway usability testing) is a specific methodology of software
 usability testing. Rather than using an in-house, trained group of testers, just five to
 six random people, indicative of a cross-section of end users, are brought in to test
 the ft
 th software (be it an application, web site, etc.); th name of th t h i
                (b           li ti      b it     t ) the         f the technique refers t
                                                                                    f   to
 the fact that the testers should be random people who pass by in the hallway.
User Research – Usability Testing


Direct Benefits
 • Gets feedback directly from users—not intermediaries
 • Provides data for design decisions not opinions
                            decisions—not
 • Saves development time by avoiding rework late in the development process
 • Creates a positive return on investment (ROI)


Ancillary Benefits
 • Builds a work team that values the user-centered process
 • Helps with “change management” when introducing new systems
Thank You

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Corporate and higher education May webinar.pptx
 

U C D Methodology

  • 1. UCD Methodology What is UCD? Types of User Research
  • 2. User Centred Design User centred Design is a method for designing ‘Ease of Use into the Ease Use’ total user experience with products. “User Centered Design (UCD) is a user interface design p process that focuses on Usability Goals, User Characteristics, y Environment, Tasks and Workflow in the design of an interface. The UCD process is an iterative process, where design and evaluation steps are built in from the first stage of projects, through implementation ” implementation. - Shawn Lawton Henry (Author – Accessibility in UCD Process)
  • 4. UCD Steps 1. Set Business Goals Determining the target markets, intended users and primary competition is central to all design and user participation.
  • 5. UCD Steps 2. Understand users A commitment to understand and involve the intended user is essential to the design process. If you want to understand your product, you must first understand the user.
  • 6. UCD Steps 3. Design the total user experience Everything a customer sees, hears and touches is designed to satisfy user’s needs.
  • 7. UCD Steps 4. Evaluate Designs User feedback is gathered early and often, using prototypes of widely ranging fidelity, and this feedback drives product design and development
  • 8. UCD Steps 5. Manage by continual user observation Throughout the life of the product, continue to monitor and listen to your users and let their feedback inform your responses to market changes 5
  • 9. User Centred Design Process • Before starting the new design, test the old design to identify the good parts that you should keep and the bad parts that give users trouble. • Unless you're working on an intranet, test your competitors' designs to get cheap data on a range of alternative interfaces that have similar features to your own. • Conduct a field study to see how users behave in their natural habitat. • Make paper prototypes of one or more new design ideas and test them. The less time you invest in these design ideas the better, because you'll need to change them all based on the test results. g • Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration computer iteration. • Inspect the design relative to established usability guidelines, whether from your own earlier studies or published research. • Once you decide on and implement the final design, test it again. Subtle usability problems always creep in during implementation.
  • 10. Usability and UCD • Usability is not UCD • Usability is a result, a goal • UCD is a methodology • Usability is an outcome of UCD practices
  • 11. User Research – Ethnographic Study Ethnography (ethnos = people and graphein = writing) Ethnography is the genre of writing that presents varying degrees of qualitative and quantitative descriptions of human social phenomena, based on fieldwork How to go about it • Examine users (consumers professionals etc) in their own environment (consumers, environment. • What are they doing (Usage) •What does it mean • Infer (Interpret / synthesize) • Find the connections • Don’t simply collect data but process it to find insights. insights • Apply to business or design problems • Use products, services, packaging, design to tell the right story to users.
  • 12. User Research – Ethnographic Study Examining users Observation • Watching what people are doing, how they do it. Design of localized ATM for low income urban consumers Studying Business opportunity for small business affordable device Design of a multimedia application
  • 13. User Research – Ethnographic Study Examining users Interviewing • Interacting directly with some people who can shed light on our problem (customers, users, former users, future users, lead users etc) • Asking questions, doing exercises, showing artifacts • Listening to what they say, how they say it, what Student Interviews were done at their homes they don’t say. • Paying attention to where what they say and what they do does not align. Teacher Interview
  • 14. User Research – Ethnographic Study Inferring data • Conduct affinity and trend analysis. • Understand the pressure points and choke points of the environment. Affinity Wall Insights were color coded which helped in further g p analysis Yellow General Insight Pink Breakdown Design Idea Orange Fluorescent Interpretation Yellow
  • 15. User Research – Ethnographic Study
  • 16. User Research – Ethnographic Study Apply to Business or Design Problems • Understand how the problems and their solutions apply to the Design problem. School Bag is usually heavy The time table changes often, students have to carry most of the books
  • 17. User Research – Ethnographic Study Apply to Business or Design Problems • Understand how the problems and their solutions apply to the Design problem. Text books are not colorful and children don’t find them interesting
  • 18. User Research – Interviews Interviews Conducting a one to one conversation with the user which may or may not be in the natural environment. Advantages: • Helps in direct conversation with the user. • It helps in gathering information about what users think about an existing product and what is their feedback on certain features. Some things to keep in Mind • Do not make the interview duration more than 90 minutes. You may lose user s user’s attention. • Use various interviewing techniques to get maximum data out of users. • Listen to the user and do not express your own opinion. • Take notes during the session. However, remember that all that the users says is not what he does. Use your own judgment when analyzing results.
  • 19. User Research – Focus Groups Focus Groups A focus group is a form of qualitative research in which a group of people are asked about their attitude towards a product, service, concept, advertisement, idea, or packaging. Questions are asked in an interactive group setting where participants are free to talk with other group members members. Some things to keep in Mind •S Screen the users t ensure that they are the part of the relevant user th to th t th th t f th l t group. • Keep 6 – 10 members in a group for an effective discussion. • Structure the discussion loosely beforehand. Ensure that the moderator allows free flow of discussion. Disadvantages of Focus Group • The moderator has less control over a group than a one to one interview and thus time can be lost on irrelevant issues issues. • There is a chance of discussion being led by few articulate users and everyone agreeing to him without voicing their opinions.
  • 20. User Research – Survey Statistical surveys are used to collect quantitative information about items i a population it in l ti Methods of conducting surveys • Telephone • Mail • Online surveys • Personal in home survey • Personal Mall intercept Survey
  • 21. User Research – Online Survey Tools for Online Surveys go2poll.com web-online-surveys.com polldaddy.com zoomerang.com surveymonkey.com
  • 22. User Research – Web Analytics Web Analytics measures and reports the actual usage data of a Web site. Gathers information • Who is coming to your Web site • What information they're requesting • Where they navigate Advantages • Reflects actual Web site usage of all users over long periods of time • Most valuable if used continuously • Helps identify opportunities for improvement
  • 23. User Research – Usability Testing • The process of having potential users experience your site, software, or product • Performance-based evaluation • An ongoing process—not a one-shot evaluation • Simply gathering opinions on an object or document is market research rather than usability testing. Usability testing usually involves a controlled experiment to determine how well people can use the product
  • 24. User Research – Usability Testing • Checking to see if the design works • Diagnosing problems • Comparing alternatives • Verifying that design goals are met
  • 25. User Research – Usability Testing Methods • Setting up a usability test involves carefully creating a scenario, or realistic situation, wherein the person performs a list of tasks using the product being tested while observers watch and take notes. • Techniques popularly used to gather data during a usability test include think aloud protocol and eye tracking • The best results come from testing no more than 5 users and running as many small t t as you can afford ll tests ff d Hallway Testing Hallway testing (or hallway usability testing) is a specific methodology of software usability testing. Rather than using an in-house, trained group of testers, just five to six random people, indicative of a cross-section of end users, are brought in to test the ft th software (be it an application, web site, etc.); th name of th t h i (b li ti b it t ) the f the technique refers t f to the fact that the testers should be random people who pass by in the hallway.
  • 26. User Research – Usability Testing Direct Benefits • Gets feedback directly from users—not intermediaries • Provides data for design decisions not opinions decisions—not • Saves development time by avoiding rework late in the development process • Creates a positive return on investment (ROI) Ancillary Benefits • Builds a work team that values the user-centered process • Helps with “change management” when introducing new systems