Intro to User Centered Design · 2000-03-26 · confirmation email . Class in session! signs up...

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Intro to User Centered Design

Golli Hashemian and Lauren Haynes NTEN 11.15.13

Golli @golgolli

Meet me. (REAL, LIVING, BREATHING, UX PROFESSIONAL...)

Hi, I’m Lauren Haynes

@Lnhaynes

“ [User centered design] is about defining the problem that needs to be solved (the why), defining the types of people who need it to be solved (the who), and defining the way in which it should be solved to be relevant to those people (the how).

–whitney hess

Limited Resources

High Touch/Relationships

Empathy

Non- Profits :

Social Issues

Limited Tech Skills

In non profits we are often solving problems for people who are not ourselves, or not like us

“You must be interested in culture to design for it.” – Lorraine Wild

:: a great proxy for users :: pull them into your process :: educate :: change the conversation

stakeholders

Donors Service Providers

Staff Foundations

Constituents

Non- Profits Stakeholders

Failures: One Laptop Per Child

Business (Viability)

Technology (Feasibility)

Users (desirability)

Napster

self-cooling cans

toll roads

Business (Viability)

Technology (Feasibility)

Users (desirability)

Users (desirability)

Design UX

visual design

visual design research

UI design

digital signage

digital signage

usability engineering

scenario design

sound design

navigation design

human computer interaction

define

design

evaluate

discover A USER

CENTERED DESIGN

PROCESS

define

design

evaluate

discover user interviews

research

analytics

usability

observation

stakeholder interviews

heuristic evaluation

ethnography

heuristic evaluation

shadowing

contextual inquiry & analysis

digging in

understanding

surveys

focus groups

a process

define

design

evaluate

hone in

identify needs

identify users

narrow down

chart trajectory

direct

clarify

frame

establish goals

ask

zoom in

converge

focus

discover

identify needs

a process

define

design

evaluate

user flows

wireframes

scenarios

mental models

information architecture

paper prototypes

experience maps

personas

sitemaps

storyboards

interactive prototypes

use cases

content strategy

high-fidelity comps

journey flows

discover

create

sketch

a process

define

design

evaluate

heuristics

test

create

QA

paper prototypes

assess

prototype

field test

usability test

develop

make real

beta

build

implement

discover

a process

“You can not design what you do not understand.” – my buddy Tim

interviews & ethnogr

discover

interview basics

it’s simple. be human. be nice. build empathy. ask questions. stay focused. listen.

discover

interview guidelines

break ice explore

facilitate probe listen listen listen

discover

Henry Ford

discover

“If I had asked people what they wanted, they would have said faster horses.”

observation!

aim to uncover the values and needs from each user group

:: often targets users from opposite ends of the spectrum :: can be quick or many hours, depending on what you’re studying :: normal, everyday environment :: current system & tech in general :: as non-disruptive as possible in the subject’s routine

discover

define

Insight statements user + need + insight

“How might we...”

“...[user]...” “...[unmet need]...” “...[but/because/despite/in the context of]...”

define

An example user Sasha, a Spanish-speaking first-time marathon runner in Chicago from Nicaragua

need needs to reach her hotel room as soon as possible upon arriving to the airport

insight because she will not be able to perform to her optimal ability if she is tired or on her feet for too long

creativity guidelines

:: be positive and constructive (“How might we...”)

:: Build on others’ thoughts and ideas (“Yes, and...”)

:: Think big and swing for the fences

:: Headline ideas first, then add detail

:: Generate as many ideas as possible

:: defer judgement

:: Capture your idea

:: Write legibly

:: Springboard off others’ thoughts and ideas

define

user flows

UX 101 class!!!

hears about the class from a friend

checks the details out on a smart-phone

signs up on a tablet

bikes to class

double-checks the date through confirmation email

Class in session!

signs up last-minute

mentions class to a friend in passing

hears about class from the GDI community

hikes 5 miles uphill to class

discovers class through basic online search

tweets about the class

heads to class by bus

forgets address and has to check site for address and directions

signs up immediately

design

user flows

:: start with a user (are you noticing a trend here)

:: single path :: touchpoints (can be offline or on multiple devices)

“Design is not just what it looks like and feels like. Design is how it works.”

– Steve Jobs

. Recommended reading

Discuss: How can you apply this to your organization?