Difference between revisions of "User Centred Design"
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* “The user” dehumanizes your users, making them abstract, and slippery to get a hold of in terms of knowing what their goals are and how they will act. | * “The user” dehumanizes your users, making them abstract, and slippery to get a hold of in terms of knowing what their goals are and how they will act. | ||
* Understanding that gives a first step to being able to conceptualize what the system should do. | * Understanding that gives a first step to being able to conceptualize what the system should do. | ||
+ | * Are realistic representations of skills and attitudes towards technology. |
Revision as of 11:25, 13 January 2012
Intro
- In a broad sense, an interactive technology is any technology intended to help people complete a task, achieve their goals.
- Look and feel come second, what people need to do comes first.
- “Design is not about how things look. Design is about how things work.” – Steve Jobs
Usability
- Key thought is making interactive systems usable i.e. giving them usability meaning:
- Effective
- Efficient
- Learnable
- Memorable
- Satisfying
- Positive User Experience
- Enjoyable
- Fun
- Entertaining
- Aesthetically pleasing
- Supportive of creativity
- The system/its interface should be "transparent" to the user – the user should be concentrating on their task, not how to get the system to do the task.
Personas
- “The user” dehumanizes your users, making them abstract, and slippery to get a hold of in terms of knowing what their goals are and how they will act.
- Understanding that gives a first step to being able to conceptualize what the system should do.
- Are realistic representations of skills and attitudes towards technology.