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Fundamentals of User-Centered Design
A Practical Approach
Brian Still, Kate Crane
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eBook - ePub
Fundamentals of User-Centered Design
A Practical Approach
Brian Still, Kate Crane
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About This Book
There has been some solid work done in the area of User-Centered Design (UCD) over the last few years. What's been missing is an in-depth, comprehensive textbook that connects UCD to usability and User Experience (UX) principles and practices. This new textbook discusses a theoretical framework in relation to other design theories. It provides a repeatable, practical process for implementation, offering numerous examples, methods, and case studies for support, and it emphasizes best practices in specific environments, including mobile and web applications, print products, as well as hardware.
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1 | Introduction to User-Centered Design |
In 2009, Jakob Nielsen and his user testing team at the Nielsen Norman Group reported findings from a study on mobile device usability. The results were disappointing. In fact, Nielsen (2009) wrote that watching users âsuffering during our sessions reminded us of the very first usability studies we did with traditional websites in 1994. It was that badâ (par. 6).
Most disconcerting and surprising to Nielsen and his team, as well as mobile device designers everywhere, was that users carrying out tasks as part of the 2009 study performed worse than similar users carrying out the same tasks with mobile devices in 2000. In some cases, users of 2009 devices took one or more minutes longer to find something as simple as the local weather forecast than users of 2000 devices.
How could such a result be possible? Those who used mobile devices at the turn of the century remember all too well how frustrating using mobile devices could be, especially when trying to access information from the web. These devices featured tiny screens as well as a tiny touch-tone telephone keypad interface requiring you to choose a letter from a range represented on a number (see Figure 1.1 for a sample of a 2000-era mobile device). Added to difficult input of text was poor network connectivity and interfaces displayed on phone screens clearly designed to display on 1024 Ă 768 pixel desktop screens. Still, users in 2009 managed to do worse than users in 2000.
Obviously, mobile devices have improved since 2000. In fact, the iPhone was available in 2009 (introduced to the market in 2007) when Nielsen Norman reported on their study. The iPhone and other smart, touchscreen phones performed better in the study than other mobile devices. Nevertheless, despite their better features and quick, widespread adoption, they were not overnight panaceas. The iPhone in 2007, the iPad in 2010, and other extraordinary technology, built with an array of never-before-seen features, have not brought users solutions that deliver mistake-free experiences. One need only look at Googleâs Wave (Figure 1.2) platform to understand that building state-of-the-art technology does not guarantee a better user experience or market success.
Google Wave was a synchronous (or real-time) communication platform (as opposed to asynchronous communication such as email). The idea was that, rather than cobble together any variety of different technologies to manage projects, share files, instant message, talk, and email, a group of people working together or even just a group of friends or family could use Wave to do everything under one roof. Wave was built to give users every tool they might possibly need to share information. One quick glance at the Wave interface certainly demonstrates this:
⢠Traditional email supplemented by photo profiles of everyone online.
⢠Built-in search function pulling up returns from key words shared in email or in the ongoing chat window in the upper right of the screen.
⢠An archive of previous communications, file storage, even the capability of playing back parts of previous meetings that had been recorded and stored. Google Wave had it all (Parr 2009).
With much fanfare and promise, Wave debuted to âan enthusiastic crowd of developersâ in 2009 (Arrington 2010, par. 2). One year later, with only minimal adoption by users, development stopped. By 2012, Google had officially killed it.
At EyeGuide, the eye-tracking research and control company cofounded in 2011 by Brian Still and Nathan Jahnke, one of the development teamâs favorite sayings is âmaking something awesome donât mean using something awesome.â With all due respect to Kevin Costnerâs character in Field of Dreams, a fantasy baseball movie from the 1980s, people will not necessarily come if you build it. Just as users struggle with poor technology and donât want to use it, users also struggle with well-designed technology and donât want to use it. If both technologies are built poorly or built well, each has an equal chance of frustrating users or causing them to perform poorly. This results in not only a bad marketing outcome, but often a bad financial outcome as well.
In âWhy Software Fails,â Robert Charette (2005) writes that software âfailures are universally unprejudiced: They happen in every country, to large companies and small; in commercial, nonprofit, and governmental organizations; and without regard to status or reputation. The business and societal costs of these failuresâŚare now well into the billions of dollars a yearâ (43). One key reason they fail is poor communication between developers and users, which can be seen in the example of Oxford Health Plans. In 1997, Oxford employed a new automated business system without getting feedback on its development or from its usersâpatients and caregivers. As the business expanded, the system couldnât keep up, resulting in $400 million in uncollected payments and $650 million more in unpaid bills. When public investors learned of Oxfordâs problems, its stock dropped from $68 dollars a share to $26, a $3.4 billion dollar loss in one day (Parr 2009, 45). Managers and developers initially made no effort to build a system that accommodated user needs, and even once the system was operational, their continued lack of effort to gather feedback from users about how to correct the system ultimately caused it to fail.
Of course, not every company is like Oxford. Charette (2005) mentions Praxis High Integrity Systems as an example of a company that requires âcustomers be committedâŚnot only financially, but as active participants inâ a new systemâs creation (48). Praxis, according to Charette, focuses a âtremendous amount of time understanding and defining the customerâs requirements, and it challenges customers to explain what they want and why. Before a single line of code is written, both the customer and Praxis agree on what is desired, what is feasible, and what risks are involved, given the available resourcesâ (49).
Other organizations are also leading the way in creating development processes and products that engage, proactively, their intended users. Pinterest, Uber, and Airbnb, among others, are examples of organizations that donât focus on making things for users, but rather, as Patrick Stewart (2014) writes, âfacilitate the exchange of value between usersâ (par. 2). At the core of what they do is something Stewart refers to as design thinking.
Design thinking is iterative in nature, but at the heart of how it works is empathy. Designers need to have empathy for a userâs experience. As Stewart (2014) notes, Airbnb founder Brian Chesky ârents Airbnb apartments while hosting other users at his apartmentâ (par. 20) to better âempathize with both renters and hosts and experience the quality of consumer-producer interactions first hand.â From this participation, he learns, in an experiential fashion, what customers must do to find a place to stay, what obstacles get in the way of that effort, what tools they use, how and when they engage with those tools, and how those tools do and donât work to aid users in accomplishing their goals. He doesnât let his users design Airbnb for him, but he doesnât design the application without understanding their motives and needs.
Unfortunately, for every Airbnb, there are as many or more that do not subscribe to user-centered design (UCD) thinking. The OpenOffice computer mouse prototype (Figure 1.3), unveiled in 2009, is an example.
Complete with 18 features, including an Analog Xbox 360-style joystick with optional 4-, 8-, and 16-key command modes, 512 kb of its own flash memory, and three different button modes, the OpenOffice mouse represented in form and function the most obvious violation of Steve Krugâs (2006) simple but effective first law of usability: âDonât make me think!â (11). Krug explains, âItâs the overriding principleâthe ultimate tie breaker when deciding whether something works or doesnâtâŚâ (11). Krug writes primarily about web design, but this sentiment is true for any product or process people use. To use a product effectively, âit should be self-evident. Obviousâ (11).
This truth is not limited to examples of over-designed products or processes. It is easy to pick on things, like the OpenOffice mouse, that fail to be understandable and are not usable for their intended users because they have too many features or functions to comprehend. Certainly, too much utility, or the intrinsic capability of a product or process to complete certain functions or tasks, in a product is a factor in whether users can figure out how to work it or how to use it in particular situations. High-utility interfaces cannot always be avoided. Aircraft cockpit controls, which have been studied since World War II in an effort to make them intuitive to pilots, are an example of high-utility interfaces that are necessary.
There are equally unusable low utility interfaces or interfaces that you can only do certain obvious things with while using them. The elevator control images in Figure 1.4a and b illustrate that it is quite possible to make what should be a user-friendly interface unusable. In Figure 1.4a on the left, the elevator control seems simple and straightforward, but the buttons for the floor increase up and to the right in an awkward pattern; Floor 16âs button is actually below Floor 5âs button. In Figure 1.4b on the right, the floor buttons increase from left to right and include an icon, BR, whose physical location in the building is unclear.
Take a walk around your house (or office or campus) and youâre likely to find something designed poorly. In our everyday lives, there are countless examples of things made for us to use but not focused on how we would use them in our real-world experiences. For example, Brian was having lunch at an upscale restaurant. The sink faucets in the bathroom were automatic although Brian initially thought they were broken. Nothing on the faucet itself told Brian how to use it. The soap dispenser made sense, but even when Brian waved his hands beneath the faucet, that action didnât trigger the water to run. In desperation, he used his soapy hands to push down on the faucet, which he noticed was a little taller than it should be. His hunch paid off. The water started. Cold water? Hot water? He couldnât control what he got. Luckily, the temperature wasnât too extreme and he could wash off the soap. However, the water didnât shut off. Brian looked around in a panic. Did he just break the faucet? He reached across and pushed down the faucet in the sink to his right and it came on and started the flow of water. That told Brian the faucet worked by pushing. Eventually, the water stopped, but there were many anxious moments about what might have happened had the water not shut off.
Beyond Brianâs mundane example, there are examples of where poor design leads to or exacerbates tragic accidents. The Bhopal, India, gas leak in 1984 and the Chernobyl, Ukraine, nuclear reactor disaster in 1986 are both (Meshkati 1991) prime examples of failures in systems because of a noticeable lack of consideration for human factors. At Chernobyl, despite some engineersâ heroic efforts to stop the nuclear reactorâs dangerous meltdown, there were no systems in place to allow operators to carry out actions in emergencies to control the reactor. There werenât alarms to warn them of danger, and by the time the reactor began to fail, there werenât sufficient warnings or tools to prevent the unfolding disaster. To this day, the region around Chernobyl is uninhabitable, and more than 7,000 reported cases of thyroid cancer in children under age 18 have been attributed to the radiation fallout (Nuclear Energy Institute 2015).
Union Carbideâs storage plant leaked dangerous gas into Bhopal, India, in December 1984. Almost 3,800 people were killed and another 200,000 injured. Again, although numerous physical and organizational failures led to this disaster, poor design not centered on the needs and capabilities of the plantâs operators contributed to the disastrous outcome. Meshkati (1991) notes that plant staff and workers, undertrained and overworked, were responsible for monitoring too many gauges, some of which were often broken. Ironically, many signs informing responsible staff about monitoring plant safety were written in English although the staff predominantly spoke and read Hindi.
In Set Phasers on Stun, Casey (1998) catalogues a distressing number of tragic stories stemming from mistakes caused by how users interacted with products. They include the death of a cancer patient repeatedly given the wrong dosage of radiation because the technician had inadvertently typed in an X instead of an E to operate the radiation therapy machine. The crash of an Air France Airbus in 1988, which killed two children and injured many others, is another example. After this crash, and a subsequen...