2. PSYCHOLOGY OF USER
INTERFACE DESIGN
• How people learn, perceive, reason, remember, and convert
intention into action
•A few examples:
• things that are in close proximity to each other are
perceived as being related to each other
• Learning through repetition
• People are pattern-making creatures
4. EMPATHIC DESIGN FOR
INNOVATION
• Designfor needs that customers don’t necessarily know they
have by using keen observation.
• Product innovation as competitive advantage:
“If I’d have asked people
• Observation
what they wanted, they
• Capturing data
would have said faster
• Reflection and analysis
horses.” - Henry Ford
• Brainstorming
• Prototyping
5. DESIGN FOR INNOVATION
• Use Solution Based Thinking
• Start with the goal
• Ask why?
• Fear, Resistance, and the Devil’s Advocate
• Lateral thinking – move from known ideas to creating new ideas
• Break current thinking patterns
• The a-ha moment
6. KEEN OBSERVATION LEADS
TO NEW BABY BOTTLE
• Design Continuum from
Milan, Italy spent months
watching infants, toddlers,
and young children.
• Infantstry to grasp, so they
narrowed the “waist” of the
bottle to encourage this
behavior.
7. KANO MODEL
• Noriaki Kano - Tokyo University of Science
• Customer Satisfaction Model
• Not all attributes of product performance are equal in the
eyes of the customer
8. KANO MODEL
Attractive
• Customer won’t mind if it’s not there, but will be delighted if it is.
› Excitement attributes – WOW Factor!
› Emotional design
One-Dimensional
• Satisfaction when fulfilled and dissatisfaction when not fulfilled
Must-Be
• Taken for granted. No extra satisfaction if it’s there, but dissatisfaction if it isn’t. Threshold. Basic functionality.
› Car with no steering won’t sell.
Indifferent
• Attributes that don’t lead to satisfaction or dissatisfaction
9. USER CENTERED DESIGN
METHODS
Some User Centered Design Methods Overlap Empathic Design
• Keen observation
• Participatory design
• Usability testing
• Card sorting
• Affinity diagrams
• Ethnographic research
› Look for artifacts
• Persona based design
10. PERSONA BASED DESIGN
Personas
• Archetypal users based on research
• Not elastic
Purpose and Goals
• What does the user need to do?
Pain Points and Fears
Context
• Socioeconomic
• Education
• Surroundings
• lighting levels
• noise
• interruptions
12. SCENARIOS BASED DESIGN
Scenarios help drive organic task flows because they are driven by
user desires rather than system requirements
• Scenarios are stories with a setting and one or more personas who have motivations, background,
and experience.
• The scenario describes a sequence of actions that lead to an outcome.
• Helps focus on user goals by using personas
• Forces specifics
• Establish a shared understanding
• Fold into narrative prototypes used for cognitive walkthrough
• Scenarios often get down to the dialog level
• May include environmental factors