1 / 32

User-Centered Design: From Concept to Product

User-Centered Design: From Concept to Product. Peter Merholz p eter m e http://peterme.com/edgewise peterme@peterme.com. introduction. What is User-Centered?. Maintain focus on the end-users of your product at all times Involve them from the outset in your design process

kimberly
Download Presentation

User-Centered Design: From Concept to Product

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. User-Centered Design: From Concept to Product Peter Merholz peterme http://peterme.com/edgewise peterme@peterme.com

  2. introduction What is User-Centered? • Maintain focus on the end-users of your product at all times • Involve them from the outset in your design process • Endeavor to understand how your users work peterme

  3. introduction Why User-Centered? • Ensures relevant and useful functionality • Saves money with low-cost design methods • More than anything else, sites must work peterme

  4. introduction How User-Centered? • Research • Definition • Design peterme

  5. RESEARCH peterme

  6. research 1. Direct User Research • Ethnographic Field Studies • Contextual Inquiry • Interviews • Focus Groups peterme

  7. research 1. Direct User Research • Ethnographic Field Studies • Participant Observation • Time-intensive • Narrow but very very deep • Field Methods Casebook for Software Design, Wixon and Ramey peterme

  8. research 1. Direct User Research • Contextual Inquiry • Study context of work tasks • Interviews and observation • Best bang for buck • Contextual Design, Beyer and Holtzblatt peterme

  9. research 1. Direct User Research • Interviews • If you don’t have the time for CI • Interview within their context peterme

  10. research 1. Direct User Research • Focus Groups • Similar to marketing focus groups • Still try to get a handle on how people do things • Good in spurring dialog peterme

  11. research 2. Site Audits • Competitive and Landscape Analysis • Competitors have faced same problems • Understand users’ perspectives • Know what you’ll need to be competitive • Best of breed designs • Unexploited niches • Example of competitive audit • Best practices report peterme

  12. research 3. Marketing Review • Witness larger trends • Understand the Big Picture peterme

  13. DEFINITION peterme

  14. definition 4. Brainstorming • Grounded in real user data and understanding • Focus on 3-4 typical customer types • Team activity peterme

  15. definition 5. Scenarios • Narratives for those 3-4 customer types • Force you to think non-logically • Throughout process: “How would Suzy do this?” • Can be given to a number of different designers to solve peterme

  16. definition 5. Scenarios • Wile E. Coyote just used up his last anvil in an attempt to hunt a road runner in the middle of the desert. Leading a nomadic lifestyle, he enjoys using the Web to purchase from Acme, as he can do it any time and from anywhere. • Wile stops into a cybercafe and calls up the Acme Products site to order new supplies. He finds the anvil he’s interested in and buys it…” peterme

  17. definition 6. Task Analysis • Discrete step-by-step analysis of how users do things • Takes mushy information and starts making it solid • Good time for client input • Typically for transactional sites, handy for process-based content • User and Task Analysis for Interface Design, Hackos and Redish peterme

  18. definition 7. Task Analysis • I. Buy An Anvil • A. Find The Anvil • i. Search For Anvil • a. Type in "anvil" in Search box • b. Read results • ii. Browse the Store • iii. View anvil • B. Purchase The Anvil peterme

  19. definition 8. Functional Requirements • List out all the possible features and functionality for the site • Prioritize them • Major sign-off agreement for proceeding with site • Start roadmap with subsequent phases • Good time for revisiting budget peterme

  20. DESIGN peterme

  21. design 9. Content Grouping • Affinity Diagrams and Card Sorting • Have team or users place concepts together that make sense • Good for developing hierarchy or menu groups peterme

  22. design 10. Site Architecture • The Site’s Blueprint • Task-oriented flows • Site maps • Information Architecture for the World Wide Web, Rosenfeld and Morville peterme

  23. design 10. Site Architecture • Task-oriented flows • From task analysis, focus on particular user task • Detail all the possibilities of that task • For more “interaction-heavy” areas peterme

  24. design 10. Site Architecture • Task oriented flow peterme

  25. design 10. Site Architecture • Site Map • Structure of entire site • Less interaction detail, more content placement • Serve as blueprint for site’s design and production peterme

  26. design 10. Site Architecture • Site Map peterme

  27. design 11. Paper Prototypes • Interactive paper sketches of your site’s key functionality • Great team activity • Good balance with the eminently logical site maps • User testing and input peterme

  28. design 12. Functional HTML Prototype • Fully functional prototype of the main areas of your site • Non-designed--the focus is on the functionality • A high-fidelity prototype that will make problems painfully clear • Example peterme

  29. design 13. Usability Testing • User Testing • Give real people tasks to accomplish with prototype • Heuristic Evaluations • Have experts assess based on guidelines • Rev your prototype and architecture • Usability Engineering, Nielsen peterme

  30. design 14. Functional Specification • Detailed description of every page and the functionality on it • The site’s Bible • This, the prototype, and the site architecture should cover the totality of the site’s structure and functionality peterme

  31. 15. The Rest of the Process • Serve as a consultant throughout design and development • Should review materials before presented to client • Work with team to fix any SNAFUs peterme

  32. Thank You! • Peter Merholz • peterme • http://peterme.com • peterme@peterme.com peterme

More Related