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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). Related:  Wisdom

Conception centrée sur l'utilisateur Un article de Wikipédia, l'encyclopédie libre. La conception centrée sur l'utilisateur ou conception orientée utilisateur (UCD, User-Centered Design en anglais) est une philosophie et une démarche de conception surtout présente en ergonomie informatique, où les besoins, les attentes et les caractéristiques propres des utilisateurs finaux sont pris en compte à chaque étape du processus de développement d'un produit[1]. La norme ISO 9241-210 qui annule et remplace la norme ISO 13407[2] définit sept ensembles de pratique de base pour mettre en œuvre le processus de conception centrée sur l'humain. La conception centrée sur l'utilisateur est principalement utilisée en conception informatique et s'appuie sur des critères d'ergonomie et d'utilisabilité. Cette démarche se distingue fortement d'autres démarches de conception en cherchant à adapter le produit (généralement l'interface utilisateur) à l'utilisateur final plutôt que de lui imposer un mode d'utilisation choisi par les concepteurs.

Focus on User Experience | CORE-SET 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. This may sound obvious, but in practice it is very easy to charge head on into a design that the designer likes, but may not actually give the best user experience. This is an approach we are adopting in all our projects, working closely with the end users in order to provide the best possible website experience. Wikipedia explains this far better than I could: The design of this bathroom was not done with the end user in mind.

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] Slow Design refers to the goals and approach of the designer, rather than the object of the design. While Fuad-Luke focused on the design of physical products, the concept can be applied to the design of non-material things such as experiences, processes, services, and organizations. Beth Meredith and Eric Storm attempt to summarize the concept, stating: Current and future practice[edit] Common qualities of Slow Design include: See also[edit] References[edit] External links[edit]

Sostenibilitat La sostenibilitat és un concepte econòmic, social i ecològic complex entorn de les relacions entre les societats i el medi ambient. Pretén ser una manera d'organitzar l'activitat humana de manera que la societat i els seus membres siguin capaços de satisfer les seves necessitats i expressar el seu potencial màxim en el present al mateix temps que es manté la biodiversitat i els ecosistemes naturals, i planejar i actuar per poder mantenir aquests ideals indefinidament. La sostenibilitat afecta a tots els nivells organitzatius, des del barri fins al planeta sencer. És sovint una qüestió controvertida. Va ser un dels eixos del Fòrum Universal de les Cultures, Barcelona-2004. En economia, el creixement sostenible consisteix en augments d'ingressos actuals tals que es puguin mantenir al llarg del temps sense comprometre els futurs. Etimologia[modifica | modifica el codi] El terme original va ser "desenvolupament sostenible," adoptat pel programa de l'Agenda 21 de les Nacions Unides.

Interoperability Interoperability is the ability of making systems and organizations to work together (inter-operate). While the term was initially defined for information technology or systems engineering services to allow for information exchange,[1] a more broad definition takes into account social, political, and organizational factors that impact system to system performance.[2] The "interoperability" issue in U.S. antitrust scholar papers is considerably raising in the past two years.[3] Syntactic interoperability[edit] If two or more systems are capable of communicating and exchanging data, they are exhibiting syntactic interoperability. Specified data formats, communication protocols and the like are fundamental. Syntactical interoperability is a necessary condition for further interoperability. Semantic interoperability[edit] Cross-domain interoperability[edit] Multiple social, organizational, political, legal entities working together for a common interest and/or information exchange.[4]

Designer as integrator: reality or rhetoric? - Northumbria Research Link 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] See also[edit]

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. In several Scandinavian countries, during the 1960s and 1970s, it was rooted in work with trade unions; its ancestry also includes action research and sociotechnical design.[1] Definition[edit] History[edit] History in Scandinavia[edit] Fields of participatory design[edit] Community planning and placemaking[edit]

Design thinking Design thinking stands for design-specific cognitive activities that designers apply during the process of designing.[1] Overview[edit] Design thinking has come to be defined as combining empathy for the context of a problem, creativity in the generation of insights and solutions, and rationality in analyzing and fitting various solutions to the problem context.[2] According to Tim Brown, CEO and president of IDEO, the goal of Design Thinking is "matching people’s needs with what is technologically feasible and viable as a business strategy" [3] The premise of teaching Design Thinking is that by knowing about how designers approach problems and the methods which they use to ideate, select and execute solutions, individuals and businesses will be better able to improve their own problem solving processes and take innovation to a higher level. Origins of the term[edit] (For a detailed evolution, see History, below.) Solution-based thinking[edit] Bryan Lawson Architects vs. Lawson found that:

Web 2.0 World Wide Web sites that use technology beyond the static pages of earlier Web sites A tag cloud (a typical Web 2.0 phenomenon in itself) presenting Web 2.0 themes Web 2.0 (also known as Participative (or Participatory)[1] and Social Web)[2] refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability (i.e., compatible with other products, systems, and devices) for end users. The term was invented by Darcy DiNucci in 1999 and later popularized by Tim O'Reilly and Dale Dougherty at the O'Reilly Media Web 2.0 Conference in late 2004.[3][4][5][6] The Web 2.0 framework specifies only the design and use of websites and does not place any technical demands or specifications on designers. The transition was gradual and, therefore, no precise date for when this change happened has been given.[which?] History[edit] Web 1.0[edit] Some Web 2.0 capabilities were present in the days of Web 1.0, but were implemented differently. Characteristics[edit]

Après le crowdsourcing, voici le starsourcing Le fait que le designer Philippe Starck travaille gracieusement pour des marchés publics provoque une polémique chez les professionnels du design. L’AFD reçoit de nombreux messages à ce propos. Sollicité par l’hebdomadaire Designfax 786 pour avoir son point de vue, Philippe Starck explique que : « Cela me paraissait juste, civique et en phase avec ma volonté de rendre un petit service à un maximum de personnes.» Sur Wikipedia, on peut lire que des « approches collaboratives, sociales ou altruistes existent, faisant appel à des réseaux spécialisés ou au grand public ». Le point commun de ces articles est la fourniture de design gratuitement ou à prix si bas qu'ils provoquent du dumping. Civisme Qu’est-ce qu’être juste et civique pour un designer ? Est-ce juste et faire preuve de civisme de la part d’une collectivité que d’accepter de faire appel aux designers sans les rémunérer ? La dépense en design serait-elle plus valable à mesure que la réponse du designer est talentueuse ?

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