User goals serve as a lens through which designers must consider the functions of a product.
(About Face 2.0 Alan Cooper p62, 2003)
Categoriearchief: Concept
Mindmap (Idea Generation)
Mindmapping is a technique that helps people trigger inactive parts of their brains by sketching structures from complex information and the organizing of ideas (It can also be seen as a visualization technique).
(Bots et al. Idee?n voor creativiteit. p 55)
Wizard of Oz Technique
The Wizard of Oz technique enables unimplemented technology to be evaluated by using a human to simulate the response of a system.
“Wizard of Oz”. UsabilityNet. 2006. http://www.usabilitynet.org/tools/wizard.htm
Mockups (Digital)
Digital mockups are a higher-quality rapidly rendered representations of major design decisions.
(Brinck, Gergle. Usability for the Web, p 218)
Contextual Design
Contextual Design is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt (1998). It incorporates ethnographic methods for gathering insights relevant to the product, field studies, rationalizing workflows, system and designing human-computer interfaces. In practice this means that researchers aggregate data from customers in the field, where people are living and applying these findings into a final product.
Paper Prototyping
A paper prototype is made up of interface elements sketched on different pieces of paper so that various application states and screens can be shown without redrawing the interface each time.
(Designing the Obvious, Robert Hoekman jr., p43)
Contextual Inquiry
Contextual inquiry involves collecting detailed information about customer work practice by observing and talking with the user about the work while s/he works, in the normal context of the work. The researcher ought to stay on the background and let the user lead the situation as much as possible. This means that the researcher tries to form a partnership with customer i.e. learning (but not doing) as an apprentice while the customer is the master of the work. This helps the researcher to understand the customer’s work. The goal is to understand how and why something is done or why something is not done. (Beyer & Holtzblatt, 1998)
Participatory Design
Participatory Design can be broadly defined as a movement to improve the relationship between technology and people. Participatory Design was created by the Scandinavian Collective Resources group, which created a process for inserting workers into processes for the design and management of their own workplaces.
Forlizzi, Jody. “The Product Ecology:
Understanding Social Product Use and Supporting Design Culture” International Journal of Design. 2008. http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/220/143
Design Comics
“Design comics are a type of storyboarding used in product and web site design. Design comics include product consumers or other characters in an illustrated story that shows how the users interact with the product.”(Wikipedia “Design Comics”)
Persona's
Personas are user models that are presented as specific individual humans. They are not actual people, but are synthesized directly from observations of real people.
(Cooper. About Face 2.0, pp 55-74 X)
Personas are archetypical users with specific goals and needs based on real market and design research.
(Laurel. Design Research, MIT Press, 2003. p 75)
Essential Use Cases
“Essential use cases represent abstractions from scenarios, i.e., they represent a more general case than a scenario embodies, and try to avoid the assumptions of a traditional use case.”
(Preece. Interaction Design. p 230)
Photo Placement
Photo placement can be simply indicated by using a square with lines extending across opposite angles.
(Brinck, Gergle. Usability for the Web, p 226)
Flowchart (tasks)
A task-flow diagram (flowchart) is a flowchart that details how a user will compete all the tasks in an application from beginning to end.
(Designing the Obvious, Robert Hoekman jr., p43)
Scenarios
Scenarios are paradoxically concrete but, rough, tangible but flexible, they implicitly encourage “what-if?” thinking among all parties. They permit the articulation of design possibilities without undermining innovation. Scenarios compel attention to the use that will be made of the design product. They can describe situations at many levels of detail, for many different purposes, helping to coordinate various aspects of the design project.
(Carrol. Making Use: Scenario-based Design of Human-Computer Interaction)
Focus Groups
Focus Groups are a social science tool used prevalently to conduct market research. Focus groups are discussions with a limited number of participants, led by a moderator.
(A Designer’s Research Manual, Visocky O’Grady, p640, 2006)
Surveys & Questionnaires
“Survey research is a tactic for collecting quantitative information by asking participants a set of questions in specific order. Questions are administered to a sample of individuals, representative of a larger population.”(Visocky O’Grady. A Designer’s Research Manual. p 48)
Forced Association (Idea Generation)
A technique for idea generation in which you associate things with each other.
For example:
Water
Blue
Sky
Airplane
Fly
Task Analysis
Task analysis analyses what a user is required to do in terms of actions and/or cognitive processes to achieve a task. A detailed task analysis can be conducted to understand the current system and the information flows within it.
“Task Analysis”. UsabilityNet. 2006. http://www.usabilitynet.org/tools/taskanalysis.htm
Market Positioning
“Arranging for a product to occupy a clear, distinctive and desirable place relative to competing products in the minds of target consumers. Formulating competitive positioning for a product and a detailer marketing mix.” (Kotler. Principles of Marketing, p 31)
Use cases
Similar to scenarios, “use cases also focus on user goals, but the emphasis here is on a user-system interaction rather than the user’s task itself.”
Market Segmentation
“Dividing a market into distinct groups of buyers with different needs, characteristics or behaviour who might require separate products or marketing mixes.” (Kotler. Principles of Marketing, p 31)