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User-centered design

User-centered design
The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product. UCD models and approaches[edit] For example, the user-centered design process can help software designers to fulfill the goal of a product engineered for their users. User requirements are considered right from the beginning and included into the whole product cycle. These requirements are noted and refined through investigative methods including: ethnographic study, contextual inquiry, prototype testing, usability testing and other methods. Generative methods may also be used including: card sorting, affinity diagraming and participatory design sessions. Cooperative design: involving designers and users on an equal footing. All these approaches follow the ISO standard Human-centred design for interactive systems (ISO 9241-210, 2010).

http://en.wikipedia.org/wiki/User-centered_design

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Focus on User Experience Yesterday we attended a workshop hosted by JISC at their office in London. The workshop focused on User-Centred Design, an approach to user interface design in which a users requirements are given extensive thought throughout the process. The philosophy behind this is a design should focus on your user’s actual goals and needs.

Slow design Slow Design is a branch of the Slow Movement, which began with the concept of Slow Food, a term coined in contrast to fast food. As with every branch of the Slow Movement, the overarching goal of Slow Design is to promote well being for individuals, society, and the natural environment. Slow Design seeks a holistic approach to designing that takes into consideration a wide range of material and social factors as well as the short and long term impacts of the design. Origin and meaning[edit] Empathic design Empathic design is a user-centered design approach that pays attention to the user's feelings toward a product.[1][2][3] The empathic design process is sometimes mistakenly referred to as Empathetic design.[4] Characteristics of empathic design[edit] The foundation of empathic design is observation and the goal is to identify latent customer needs in order to create products that the customers don’t even know they desire or, in some cases, solutions that customers have difficulty envisioning due to lack of familiarity with the possibilities offered by new technologies or because locked in an old mindset. Empathic design relies on observation of consumers as opposed to traditional market research[5] which relies on consumer inquiry with the intention to avoid possible biases in surveys and questions, and minimizes the chance that consumers will provide false information. Empathic design process[edit] Leonard and Rayport identify the five key steps in empathic design as:[8]

Participatory design Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, planning, and even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is one approach to placemaking. It has been used in many settings and at various scales.

The Essence of Interaction Design—Part I: Designing Virtual Contexts for Interaction By Pabini Gabriel-Petit Published: January 5, 2011 “Interaction design is absolutely central to the design of application user experiences —whether for the desktop, Web, mobile devices, or other handheld devices….” I’ve referred to the work I do as user experience design ever since Don Norman introduced the term at Apple in 1993—when I was a Human Interface Engineer there. But interaction design is absolutely central to the design of application user experiences—whether for the desktop, Web, mobile devices, or other handheld devices—and it is the core skill of application designers. Slow Movement The Slow Movement advocates a cultural shift toward slowing down life's pace. It began with Carlo Petrini's protest against the opening of a McDonald's restaurant in Piazza di Spagna, Rome in 1986 that sparked the creation of the Slow Food organization. Over time, this developed into a subculture in other areas, such as Cittaslow (Slow Cities), Slow living, Slow Travel, and Slow Design. Geir Berthelsen and his creation of The World Institute of Slowness[1] presented a vision in 1999 for an entire "Slow Planet" and a need to teach the world the way of Slow.

Design Is a Process, Not a Methodology Step 4: Eliciting and Defining Clear Product Requirements “Requirements definition connects the dots between research and design…. Your ability to see through the eyes of the personas and clearly define needs before seeking solutions will provide tremendous value in product definition.” —Kim Goodwin During product definition, your user research, data analysis, user modeling, and task analysis let your product team take a user-centered approach to defining and prioritizing product requirements. The Octarine argument. Yes, yes - colour corresponds with real properties. But colour itself is not in the external physical world. It's like those cases where a picture from a telescope or a microscope is given colours artificially to help show up the different substances.

Eric Von Hippel's Homepage Four Basic Lectures These videos are posted on YouTube by MIT OpenCourseWare. You are free to use and download them as you like under the Creative Commons Attribution-NonCommercial-ShareAlike license. I hope you find them useful. Responsive UX: Taking Responsive Design a Step Further For the last year, the concept of responsive design has been a hot, hot topic in the design and front-end community. With the rapid growth of smart phones and tablets, websites must now accommodate an array of gizmos, and responsive design offers an attractive solution: build a single site that’s capable of responding to device attributes like screen size and orientation in order to present the user with an experience customized for their device. In practice, responsive design is focused primarily on screen size. You establish a set of screen types (mobile, iPad, small desktop, large desktop) and use CSS3 Media Queries to target different styles. What you end up with is a single layout that can adapt itself on the fly to a range of devices. But are there things besides screen size we can respond to and things besides layout that we can modify?

ParadigmOfComplexity The last few decades have seen the emergence of a growing body of literature devoted to a critique of the so-called “old” or “Cartesian-Newtonian” paradigm which, in the wake of the prodigious successes of modern natural science, came to dominate the full range of authoritative intellectual discourse and its associated worldviews. Often coupled with a materialistic, and indeed atomistic, metaphysics, this paradigm has been guided by the methodological principle of reductionism. The critics of reductionism have tended to promote various forms of holism, a term which, perhaps more than any other, has served as the rallying cry for those who see themselves as creators of a “new paradigm.” At the forefront of such a challenge, and in many ways the herald of the new paradigm, is the relatively new movement of transpersonal psychology.

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