Human Centered Design Week 2
Human Centered Design Week 2
Intro:
What is interaction design?
how to design an interactive product, the steps to follow, where to start,…
What does it involve?
4 phases :
- Discover: gather insights about the problem
- Define: develop a clear brief that frames the design challenge
- Develop: solution or concepts are created, prototyped, tested and iterated
- Deliver: the resulting project is finalized, produced and launched
Double diamond design, kind of the traditional way of designing things
Interaction design uses those steps and includes the user throughout the
process.
Important: if the user is always very important in interaction design, it does not mean
that it is only appliable to user centered design: it can also be activity centered
design (focus on the attitude of the user rather than his goals and needs), systems
design (focus on the system for more complex problems), and Genius design (relies
largely on the experience and creative flair of a designer, meaning that the user is
consulted to approved the ideas of the designer and not direct them)
But all of these do keep a close focus on the user as the design is created
for them.
Conclusion:
The user is at the center of the interaction design. Where it is important to consult
him to improve the UX, it is also important to find a balance to prevent getting the
opposite result. To include the user in the process, you can use online feedback if it
is for a big project that will reach a wide audience, or have a direct feedback and
work with the particular target.
Instead of saying ‘where can we deploy this new technology?’, say ‘what
technologies are available to provide better support for user’s goals?’
the design process is about finding solutions to problems and not finding a way of
using technology in every day life. You thus start by understanding the problem
space before looking for solutions. It is important to keep in mind why a change is
needed.
When designing, it is important to start by setting the requirements and generating a
lot of alternatives to meet the requirements. You can then prototype and evaluate the
designs to start again and improve the product.
Requirements/ goals ideas/ alternatives prototypes tests, feedback
And you start again…
Cognitive aspects:
Intro:
- This chapter covers these aspects by examining the cognitive aspects of
interaction design. It considers what humans are good and bad at, and it
shows how this knowledge can inform the design of technologies that both
extend human capabilities and compensate for human weaknesses.
What is cognition?:
- Cognition: the mental action or process of acquiring knowledge and
understanding through thought, experience, and the senses.
- There are many different types of cognition such as thinking,
remembering, learning…
- You can divide those different types of cognition in two categories:
o Experiential cognition: is a state of mind where people perceive and
react to their surroundings.
o Reflective cognition: involves mental effort, attention, judgement…
- You can also divide them according to slow and fast thinking
2+2= fast
21*19=slow
- Cognition has also been described in terms of specific kinsd of processes,
these include the following:
o Attention
o Perception
o Memory
o Learning
o Reading, speaking and listening
o Problem solving, planning, reasoning, and decision making
Attention:
- Selects things on which to concentrate, allowing us to focus to information
that is relevant to what we are doing.
- The extend to which this process is easy or difficult depends on whether
someone has clear goals and whether the information they need is salient
in the environment.
Clear goals:
- When you have clear goals you can associate them directly with the
information that is available.
- If you goals are not that clear, you will search from a list of things, read
until you find something that suits you. You will make decisions based on
the information that is available.
Information presentation:
- The way the information is displayed plays a big role in how easy it is to
comprehend it.
Multitasking and attention:
- Is it possible to perform multiple tasks without one or more of them being
detrimentally affected?
o It depends: nature of task and what they require
o Difference between people who are used to multitask and those
who are not: multitaskers are easily distracted but they can use it if
the distracting sources are relevant to the subject studied, non-
multitaskers are more focused and complete the task quicker.
- Using the phone while driving: distracted, mind is elsewhere, slower to
react, drive in auto mode and is less perceptive of unexpected events.
The user will imagine the conversation in its head and maybe imagine the
facial expressions of the person he is talking to hands free device is not
necessarily better.
Design application:
o Make it clear to use, think about the spacing of items, sequencing
info…
o Avoid cluttering visual interfaces with too much info
o Consider designing different ways of supporting effective switching
and returning to a particular interface
Perception:
- Refers to how information is acquired from the environment via the five
sense organs, and transformed into experiences.
- Understanding how the user will acquire the info allows us to make it
easier and more efficient.
Vision: having chunks of information makes it easier to scan rather than
one long list of text that is all the same.
Design application:
o Design icons or graphical representation
o Use white space and separators
o Design audio that is distinguishable
o Color contrast research to do it the right way
o Haptic feedback should be use judiciously???
Memory:
- Not possible to remember everything filtering process
How information is interpreted when encountered plays a big role in
remembering it or not, as does context.
- People are much better at recognizing than recalling things.
- With the use of phone, we rely way more on it to recall things, and we are
more likely to forget things precisely. Why need to remember it if you have
a picture on you phone to remind you?
Personal information management:
- Store files of all kind in phone or computer in order to access them later.
- Design challenge: help user organize those files for an easier access
- To have easier access to the document you are looking for, there are
several ways of organizing your docs:
o Naming (problem: you have to remember the name)
o Stamping, categorizing, tagging…
o Using folders : the most common use, because it is easy to
understand and use
To reduce the use of cognitive activity that can be overwhelming or take to
much time and be less efficient, new technologies have to think of a way of
organizing things to make the files reachable and findable.
Memory load and passwords:
- Security: you have to remember a lot of information to access you bank
account in order to prevent fraud.
- BUT: this implies a lot of memory load it can be nerve-racking
- Solution: face ID or fingerprints the device has to recognize you and
takes in the memory load
- Magical number 7: for short term memory and not for a home page for
instance.
Conclusion:
When creating a product you must keep in mind that the user might not be
completely alert while using it make it easy to use even when the focus is
elsewhere.
HOW?
o Make it easy to read use space, not too much info at the same
time…
o Color contrast
o Icons that are clear
The user will not remember everything, it can be difficult to find the way back to a
certain file or passwords… you have to find ways to make it easier( face ID, file
storing…). Use recognition instead of remembering