User Centered Design
User Centered Design
User Centered Design
Chapter 1
1.1 Introduction
Users like to do simple task with the least effort, tasks need-
ing planning and being divided to sub tasks confuse the
user. Avoid complexity and reconstruct tasks in to sim-
pler ones. Overloading short term or long term memory
can cause complexity, a person is not able to remember
more than 5 unrelated items by her short memory at one
time;thus the system should provide some aids to help re-
minding. Long term memory is also erroneous thus the sys-
tem should apply the knowledge in the world to help the
user to know what he is able to do and how it can be done.
4 1 User Centered Design
Exploit natural mappings. Make sure that the user can de-
termine the relationships:
[3]
Imagine the situation that the user makes any possible er-
ror in the system. Plan for it and make the design in a way
that the possibility that the user commits the error is re-
duced, make the design as clear as the user is able to un-
derstand what has happened and how she can avoid the
error next time she is using the system or what is the way
to recover from it. Make reversible operations easy and the
irreversible ones hard.
Create personas
”Red routs are the critical tasks that people want to carry
out- tasks that need to be completed as smoothly and
quickly as possible.”[5] By prioritizing the tasks that can be
done by the user and defining the ones with higher priority
as red routs the most important tasks are placed handy in
the interface and the less important ones don’t clutter with
them,so the user can focus on a task without being inter-
rupted.
After the red routs are designed, the users are asked to
carry them out and think aloud while using them , this
helps us know which parts of the design is confusing the
the usability of the system is measured in three ways:
Iterative testing
Usage Profiles
2.Enable shortcuts
To inform the user that the action she has just done has
taken place there should be a feed back for all of her actions.
Depending on the importance and frequency of the action
the feed back should change; Frequent and smaller tasks
have modest and peripheral feed backs such as progress
bars, cursor change and highlighting while infrequent and
important actions get substantial feed backs like dialogues
and warning sounds.
5.Prevent errors
Give a way for the user to undo an error. This will help
keep the user at ease if they know that not everything has to
be perfect. This will encourage further exploration of your
interface. You might want to place an undo feature when
dealing with a single actions, a data entry or a complete
group of actions. Any word processor is a good example
of this. Ctrl + z is probably one of the most popular key
commands available.
Make users feel they have control over the system and they
are the ones initiating the actions and system is there to re-
spond them. Issues like surprising system actions, inability
or difficulty obtaining necessary information and inability
in doing the desired action cause dissatisfaction. Inform
the user of the reason behind each change in the state of
the system, lack of causality reduces user’s confidence in
exploring the system.
1.5 Easy looking is not always easy to use 15
There are many things around us that look really simple but
are not that simple to use; Think of tennis rockets or a skate
board, they both look pretty simple but each of them need
years of practice, thus a simple design does not necessar-
ily mean ease of usage. Imagine an alarm clock with only
two buttons and a display for setting the time, changing
the alarm tone, setting the alarm and turning it on/off. Al-
though it might look simple at the first sight ,it takes user
some time to learn or remember which button is used for
which action and whats the order of using them and which
actions need do both buttons to take place. While having
an alarm clock with one button for each task makes it much
easier for the user, since she only needs to find the button
matching her goal and press it. Considering this we can
conclude one control per task is the ideal method to make
the design simpler for the user. But what about the case
when we have a number of more than 20 tasks? Imagine a
novice user facing an interface with 30 controls for the first
time, she definitely would not make it achieving her goal in
appropriate time looking for the right control. The question
is how to make the design easier without using too many
controls that makes it time consuming and difficult to find
and too less controls to learn? One solution is to use ex-
actly the same number of controls as the tasks but hiding
the unneeded ones by making panels for relevant controls.
Another solution is using Gestalt laws.
The Gestalt approach emphasizes that we perceive objects
as well-organized patterns rather than separate component
16 1 User Centered Design
Proximity
We tend to group things together that are close together in
space. Objects that are grouped together then become a sin-
gle perceived object.
Similarity
Human brain tends to group similar shapes together as one
coherent object and then map it to a meaning as an output.
Closure
Our mind is always seeking familiar patterns even though
the information we receive is often incomplete,with shapes
that aren’t closed, our mind tries to fill in the gaps and get
the completed shape.
Continuation
This principle says that our mind tends to perceive a line
as continuing its established direction. In other words,
we tend to continue the lines we see to be heading to an
implicit direction.
Common fate
The law of common fate states that we tend to see the
objects moving in the same direction as a unit.
Simplicity
This law says that human mind tends to group the ele-
ments of an object to form a simple and regular pattern.
Symmetry
This law implies that the human being mind perceives
objects in the world to be symmetrical and shaped around
a center point,it also divides objects in to a number of
1.6 Conclusion 17
Past experience
Our past experience has a big affect on how we perceive
things, when one object is similar to another one we have
seen recently or are familiar with we normally perceive the
object as the other one.
1.6 Conclusion
Advantages Disadvantages
Products are more efficient, effective, and safe It is more costly
Assists in managing users’ expectations and levels of
satisfaction with the product It takes more time
Users develop a sense of ownership for the product May require the involvement of additional design team
members (i.e. ethnographers, usability experts) and wide
range of stakeholders
1
Bibliography