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Week Six
User-centric Design
     Wayne MacPhail
Online Journalism
    JOU-732
       Wayne MacPhail
     wmacphail@gmail.com

  University of Western Ontario
Overview

•   The Why of Bad Design
•   The Realities of Being Human
•   Know Thy User
•   How to Know Thy User
Bad Design



The hated remote                    The hated Meridian
                                    phone system

                   •   Complex
                   •   Arcane
                   •   No cues
                   •   Inhuman(e)
Good Design

   •   Elegant
   •   Easy
   •   Adored
Why the Difference?




LOVE           HATE
Why Design Fails



•   No communication
•   Geeks like buttons
•   Mechanists vs. Humanists
•   No understanding of human factors
When Design Works

        •   Listening well
        •   One button
        •   Human focus
        •   Accessible elegance
The Realities of
 Being Human
Count the Passes
Realities of being human

                 Our experience
                 of the real world
                 is filtered through
                 our imagination,
                 our senses,
                 expectations,
                 limitations and
                 memories.
We can be absolutely
   blind to data
 we don’t expect.
Being Human
•   Our short-term
    memory is fragile,
    limited and easily
    taxed.
•   Our long-term
    memory
    compresses events
    and is unreliable.
Realities
       • Limited
         bandwidth -
         especially
         when busy or
         focussed
       • We are easily
         distracted
We often
   believe people
experience the world
the same way we do.
Human Nature
        We understand
        symbols,
        conventions,
        narratives, patterns
        and scripts.
Being Human

We don’t always
have the full function
of our senses, brains
or limbs.
Human experience




We don’t all share the same pool of
human experience and cultures
Social Relations




We easily form social relationships,
     especially under stress.
We Satisfice
We need feedback.
You must understand these realities
  to design effective interfaces for
                other
           human beings.
Week Six   User Centric Design
User Interface Design
        •   Users?
            Variety of birds.
        •   Their goal?
            Getting food.
        •   Their interface?
            The perches.
        •   The design?
            In progress.
User Interface Design

         Prototype
         Simple iterative design
         Interface supports the users and
            their goals
Rule #1


“Know thy users for they
     are not you.”
Who is the user?

• Who are they?
• What do they need?
• What do they want?
• What are their expectations?
• What are their limitations?
Rule #2

“If you want to know
your users, you have
 to spend time with
        them.”
Maybe they’re not
  like you at all


               •    Younger
               •    Older
               •    Busy
               •    Color blind
               •    A “Newbie”
               •    A senior citizen
               •    Impaired
Sites for Sore Eyes
Probably, they don’t care
• About your cool design
• About your graphics
• About your buttons or code
• Your Flash program


          ….unless it helps them find
           what they want to find.
Rule #3

“Your user is on a mission,
 and it isn’t to learn how
great you are at building a
     fancy web page.”
User Hell Site
Learning From
 Your Users
Fact Finding Methods

•   Competitive Analysis
•   User Needs Assessment
•   Surveys
•   Interviews
Competitive Analysis

•   Research other sites for your niche
•   Research other sites for niches like your
    niche
•   List features, note language, pay attention to
    graphic design
•   Don’t take them as the gold standard
User Needs Analysis

•   Start open-ended and wide
•   Probe for emotions, language
•   Discover needs, goals
•   Probe for limitations, environment
•   Don’t limit choices
Surveys

•   You want to find out who they are and what
    they want.
•   Keep the list under 10 questions
•   Between 5 and 10 minutes to complete
•   Use yes/no questions and open ended
Interviews

•   Choose people to represent your user
    groups.
•   Decide what you want to learn.
•   Write up a protocol and question list.
•   Ask questions in a neutral manner. Take good
    notes.
Contexual Interviews

•   Go to where the users work or play.
•   Watch them closely.
•   Combine this with a regular interview for
    more information.
Wayne MacPhail
wmacphail@gmail.com
    wmacphail

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Week Six User Centric Design

  • 2. Online Journalism JOU-732 Wayne MacPhail wmacphail@gmail.com University of Western Ontario
  • 3. Overview • The Why of Bad Design • The Realities of Being Human • Know Thy User • How to Know Thy User
  • 4. Bad Design The hated remote The hated Meridian phone system • Complex • Arcane • No cues • Inhuman(e)
  • 5. Good Design • Elegant • Easy • Adored
  • 7. Why Design Fails • No communication • Geeks like buttons • Mechanists vs. Humanists • No understanding of human factors
  • 8. When Design Works • Listening well • One button • Human focus • Accessible elegance
  • 9. The Realities of Being Human
  • 11. Realities of being human Our experience of the real world is filtered through our imagination, our senses, expectations, limitations and memories.
  • 12. We can be absolutely blind to data we don’t expect.
  • 13. Being Human • Our short-term memory is fragile, limited and easily taxed. • Our long-term memory compresses events and is unreliable.
  • 14. Realities • Limited bandwidth - especially when busy or focussed • We are easily distracted
  • 15. We often believe people experience the world the same way we do.
  • 16. Human Nature We understand symbols, conventions, narratives, patterns and scripts.
  • 17. Being Human We don’t always have the full function of our senses, brains or limbs.
  • 18. Human experience We don’t all share the same pool of human experience and cultures
  • 19. Social Relations We easily form social relationships, especially under stress.
  • 22. You must understand these realities to design effective interfaces for other human beings.
  • 24. User Interface Design • Users? Variety of birds. • Their goal? Getting food. • Their interface? The perches. • The design? In progress.
  • 25. User Interface Design Prototype Simple iterative design Interface supports the users and their goals
  • 26. Rule #1 “Know thy users for they are not you.”
  • 27. Who is the user? • Who are they? • What do they need? • What do they want? • What are their expectations? • What are their limitations?
  • 28. Rule #2 “If you want to know your users, you have to spend time with them.”
  • 29. Maybe they’re not like you at all • Younger • Older • Busy • Color blind • A “Newbie” • A senior citizen • Impaired
  • 31. Probably, they don’t care • About your cool design • About your graphics • About your buttons or code • Your Flash program ….unless it helps them find what they want to find.
  • 32. Rule #3 “Your user is on a mission, and it isn’t to learn how great you are at building a fancy web page.”
  • 35. Fact Finding Methods • Competitive Analysis • User Needs Assessment • Surveys • Interviews
  • 36. Competitive Analysis • Research other sites for your niche • Research other sites for niches like your niche • List features, note language, pay attention to graphic design • Don’t take them as the gold standard
  • 37. User Needs Analysis • Start open-ended and wide • Probe for emotions, language • Discover needs, goals • Probe for limitations, environment • Don’t limit choices
  • 38. Surveys • You want to find out who they are and what they want. • Keep the list under 10 questions • Between 5 and 10 minutes to complete • Use yes/no questions and open ended
  • 39. Interviews • Choose people to represent your user groups. • Decide what you want to learn. • Write up a protocol and question list. • Ask questions in a neutral manner. Take good notes.
  • 40. Contexual Interviews • Go to where the users work or play. • Watch them closely. • Combine this with a regular interview for more information.