Intro to User Centered Design. Golli Hashemian and Lauren Haynes NTEN

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Transcription:

Intro to User Centered Design Golli Hashemian and Lauren Haynes NTEN 11.15.13

Meet me. (REAL, LIVING, BREATHING, UX PROFESSIONAL...) Golli @golgolli

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

Non- Profits : Limited Resources High Touch/Relationships Empathy 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

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

Non- Profits Stakeholders Donors Service Providers Staff Foundations Constituents

Failures: One Laptop Per Child

Napster self-cooling cans Users (desirability) Business (Viability) Technology (Feasibility) toll roads

Users (desirability) Business (Viability) Technology (Feasibility)

Users (desirability)

UX Design human computer interaction digital signage visual design visual design UI design scenario design usability engineering research digital signage sound design navigation design

define discover A USER CENTERED DESIGN PROCESS design evaluate

define a process discover research user interviews analytics ethnography shadowing observation digging in heuristic evaluation surveys stakeholder interviews understanding design usability contextual inquiry & analysis heuristic evaluation focus groups evaluate

define a process direct frame ask identify needs clarify discover hone in narrow down identify users converge zoom in design establish goals focus chart trajectory identify needs evaluate

define a process discover wireframes user flows scenarios personas storyboards information architecture sitemaps sketch use cases paper prototypes create high-fidelity comps content strategy design mental models interactive prototypes experience maps journey flows evaluate

define a process prototype heuristics usability test field test make real discover test paper prototypes build design QA beta create develop assess implement evaluate

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

interviews & ethnogr discover

interview basics it s simple. discover be human. be nice. build empathy. ask questions. stay focused. listen.

interview guidelines discover break ice explore facilitate probe listen listen listen

If I had asked people what they wanted, they would have said faster horses. Henry Ford discover

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 discover subject s routine

Insight statements define user + need + insight

How might we......[user]......[unmet need]......[but/because/despite/in the context of]...

An example define 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 :: defer judgement :: be positive and constructive ( How might we... ) :: Build on others thoughts and ideas ( Yes, and... ) :: Springboard off others thoughts and ideas :: Think big and swing for the fences define :: Headline ideas first, then add detail :: Generate as many ideas as possible :: Capture your idea :: Write legibly

user flows design checks the details out on a smartphone double-checks the date through confirmation email hears about the class from a friend signs up on a tablet bikes to class Class in session! hears about class from the GDI community mentions class to a friend in passing signs up last-minute hikes 5 miles uphill to class UX 101 class!!! discovers class through basic online search signs up immediately tweets about the class heads to class by bus forgets address and has to check site for address and directions

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?