All posts about
UCD

Assume an Amorphous User

“Physicists often have to construct clean, clear-cut models to describe messy realities. They do this by cleaning up their concepts about reality, assuming things like frictionless surfaces, lossless mirrors, and yes, spherical objects. UX designers often do the same thing, assuming a spherical user (…) who knows what he wants to do and takes the logical path in achieving his goals. Our scenarios describe happy paths that lead to success for this user.” (Mike Hughes ~ UXmatters)

The Dangers of Design by User

“As we’ve mentioned in the past, improperly conducted user research can be a liability that could lead you down the wrong path. These kinds of mistakes are extremely costly and easily avoidable. The trick is to know where the pitfalls lie and ensure that you navigate them properly. This month, we’ll talk about ways to be a critical consumer of user research.” (Demetrius Madrigal and Bryan McClain ~ UXmatters)

Co-Designing Interactive Spaces for and with Designers: Supporting Mood-board Making

“This thesis explores why and how designers use mood boards in the early stages of the design process, and how augmented reality can support mood boarding by following a user-centered design approach. The main research questions in this thesis are: (1) what are MBs and why do designers use them, and (2) how can AR tools provide support for professional users in their work. Mood boarding is explored in depth by means of interviews with Dutch and Finnish practicing designers. The knowledge gained in these interviews is fed into co-design sessions with Dutch and Finnish designers in which researchers and end-users (i.e. designers) create augmented reality tools that support mood boarding. The co-designed tools are later evaluated to address the two research questions. In terms of the complete research process, this work also leads to an improved understanding of using different user-centered design methods (i.e. cultural probes, workshops, contextual inquiries, interviews, co-design sessions, prototyping) when trying to unveil the needs of users.” (Andres Lucero Vera)

Prospecting in the 21st century

“Service design is the natural progression from UX – taking interactions across platforms and concentrating on the invisible and tangible connections around customer or user interactions. Information architects should be at the heart of this design work and don’t be surprised to start to see IAs appear in companies that you didn’t even think of as ‘digital’. (…) It is not just interface design. It is not just about making the world more usable and ethically correct. It’s all this and more. It is a force for changing business in its approach and to make it economically stable by providing for needs but also satisfying wants beyond the present day. This is the business value of UX. How you interpret the data you collect, and create something truly unique, relies on the teams skill set and experience.” (James Kelway ~ user pathways) | courtesy of petermorville

Subject-Matter Experts: Putting Users at the Center of the Design Process

“This month we’ll discuss the process of putting users at the center of the design process and what that means in regard to both design and product strategy. We’ll also discuss some different approaches to a user-centered design process that we’ve come across and outline their positives and negatives. Finally, we’ll outline the steps necessary to make user-centered design a reality and how to get the most out of a user-centered design process when working on different types of products. The insights we gain from interacting directly with users are invaluable. They can assist us greatly throughout the product development process and ensure user adoption.” (Demetrius Madrigal and Bryan McClain ~ UXmatters)

UX, Design, and Food on the Table

“In this case study, Laura Klein takes us inside the design process in a real live startup. (…) Interactive prototypes and iterative testing let you improve the design quickly before you ever get to the coding stage. Targeting only the confusing parts of the interface for redesign reduces the number of things you need to rebuild and helps make both design and development faster. Lean design is about improving the user experience iteratively! Fixing the biggest user problems first means getting an improved experience to users quickly and optimizing later based on feedback and metrics.” (Eric Ries ~ Startup Lessons Learned)

Developing Your Interviewing Skills, Part I: Preparing for an interview

“Bad interviews can result in missing data, incomplete detail, misleading results, partial insights, and lost opportunities. Your reports, presentations, and recommendations document what you’ve learned from your research and the decisions you’ve made based on it, so you need to ensure your research is the best it can be—that you get good interviews.” (Mia Northrop ~ UXmatters)

User Testing with Kids: Lessons from the Field

“At a project’s start, the possibilities are endless. That clean slate is both lovely and terrifying. As designers, we begin by filling space with temporary messes and uncertain experiments. We make a thousand tiny decisions quickly, trying to shape a message that will resonate with our audience. Then in the middle of a flow, we must stop and share our unfinished work with colleagues or clients. This typical halt in the creative process begs the question: What does the critique do for the design and the rest of the project? Do critiques really help and are they necessary? If so, how do we use this feedback to improve our creative output?” (Gabriel Adauto and Jacob Klein ~ d.news)

Decision Architecture: Helping Users Make Better Decisions

“For the most part, we create Web sites to get users to do something—for example, to make a purchase, donate to a cause, or sign up for our service. It is our expectation that users will make decisions about how to proceed. But are we designing for optimal decision making by users? In my column, Decision Architecture, I’ll discuss how people make decisions and how we can design Web sites to make decision making easier for them and get the decision outcomes we need.” (Colleen Roller ~ UXmatters)

Using Personas During Design and Documentation

“(…) although demographics and task analysis play an important part in persona creation, personas are more than just a collection of user profiles and groups. You should make them as real as you can. They should embody all the human attributes you’d expect to find in your users. For example, they could be moody, very task oriented, work in a specific type of environment, or even hate the idea of referring to documentation unless they are absolutely compelled to do so.” (Niranjan Jahagirdar and Arun Joseph Martin ~ UXmatters.com)

Design Is a Process, Not a Methodology

“(..) I’ll provide an overview of a product design process, then discuss some indispensable activities that are part of an effective design process, with a particular focus on those activities that are essential for good interaction design. Although this column focuses primarily on activities that are typically the responsibility of interaction designers, this discussion of the product design process applies to all aspects of UX design.” (Pabini Gabriel-Petit ~ UXmatters)

Designing with Behavioral Economics

“Much of economics theory is based on the premise that people are rational decision-makers. In recent years, behavioral economics—also known as behavioral finance—has emerged as a discipline, bringing together economics and psychology to understand how social, cognitive, and emotional factors influence how people make decisions, both as individuals and at the market level. Many of the findings of behavioral economics have a direct influence on how users interact with a product. In a worst‑case scenario, a product’s design may encourage user behaviors that are detrimental to users’ best interests.” (Peter Hornsby ~ UXmatters)

The Process Police

“No process guarantees success. If there were a process that guaranteed happy users everyone would be using it. Nobody gets it right every time. Design doesn’t work like that. It’s iterative, responsive, ever-changing. You have to react as much as plan. You have to change your process on the fly to react to the marketplace. That’s why we need to optimize for what’s most important, a happy user, and do whatever it takes to make it happen, process be damned.” (52 Weeks of UX)