Introduction To Human Centered Design (HCI) (Notes) (Coursera)
Introduction To Human Centered Design (HCI) (Notes) (Coursera)
Good design brings people joy. It helps us do things we care about and helps us connect to
Good interfaces can have a tremendous impact ob both inviduals' ability to accomplish things
and society's as a whole. Graphical user interfaces have put computing on hundreds of
millions of desks, enabling us to do thinks like create documents and share photos,
Conversely, bad designs costs time, money and lives. Medical devices, airplane accidents and
nuclear disasters are just a few domains where bad user interfaces have caused serious injury
even debts.
Fixing these problems requires following to some basic principles like consistency and
feedback. Let's say that friction caused by bad design causes Americans ten minuts of delay
each day. Now. there are 300 million Americans. So just in American alone, that would be 3
Designing great user interfaces requires enormous creativity and a lot of hard work. But
designing pretty good user interfaces is actually pretty easy if you know some basics
When we're talking about prototyping what we mean is rapidly creating an approximation of a
design so that you can quickly get feedback. Prototyping is the pivotal activity that structures
Succesful design results from a series of conversations with materials. It's not the artefact, it's
feedback iteraction. Build some prototypes, evaluate them, and use what you've learned to drive
Colleagues
Clients
Users
Yourselves
Different prototypes help you figure out different things. It's important to have a goal. If you're
using prototyping well, you'll explore multiple alternatives. At each stage in your prototyping
process you've got a question. And then from there you'll have new prototypes with new
questiones.
A prototype should be easy to change. And lastly, a prototype gets to retire. While it's active,
it is the spec, or the reasoning instrument for a piece of your design process.
What matters is the quality and quantity of the information you get back. SO as you go in time
your prototypes, you can think about how much are you learning as a function of time.
With software as a service, the release point of a product is more ambiguous. On the web we're
seeing more and more people who are focusing on release early and often. When does the
release early and often strategy work? It depends a lot on the costo of change over time.
Prototypes are questions like How does this looks? What would they like more? What is faster
but clear?
Evaluating Design
The insights that you will get from testing designs can help to get new ideas, make changes
and decide wisely. But now How can measure it? There are different methods to study this.
Usability Study:
Is a common and straight forward way to find and fix interface bugs in existing software. In the
real world people may have different motivation using your product.
Quickly to get feedback from a large number of people. Difference between wha people and
what they do. People incluned to be polite and say polite things
Comparative Experiments
Actual behavior
Participants observation:
Actual work enviroment and gaining insight by discovering people's actual practicer.
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Bush
Grace Hopper
Ivan Sutherland
Doigh Engelbart
Alan Kay
Participant Observation
An effective starting point for designing new technology is to clearly identify an existing problem
or user need. Finding a big problem or need often yield an untapped opportunity for design.
Observing people can also help you build empathy and think from their point of view.
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Interviewing
In addition to gaining insights from observing people, it's also valuable to interview them. Ask
Choose Participant
Recruiting Participants
If you're working on a project that needs medical person, like a doctor. Maybe talking with
medicine students can be not the ideal. But, it's better than nothing.
tell. I say trick, but what I really mean is challenge, because it's a very hard think to do.
Shampoo doesn't seem interesting? Well, dammit, it must be, and if it isn't, I have to believe
The other trick to finding ideas is figuring out the difference between power and knowledge.
You don't start at the top if you want to find the story. You start in the middle, because it's
the people in the middle who do the actual work in the world.
My friend Dave. who taight me about ketchup, is a middle guy. He's worked on ketchup.
That's how he knows about it. People at the top are self-conscious about what they say
(and rightfully so) because they have position and privilage to protect. And self-
People are experts in their live. Not in design. You should ask questions about how they're using
At the beginning of an interview, It'd be better to make open-ended questions. And after asking
A little bit of silence is GOLDEN. After making a question, let the silence happen. After a few
seconds, you'll hear the second story. And the second story is often a lot more interesting.
In addition to participant observation and structure interviews that we already see. There are
One effective solution is for the participant to do the capturing of the information themselves.
Diary Studies
Can scale better than direct observation (Because is limited by your time)
Experience Sampling
The idea behind this, si to beep people at some regular interval, and have them write down a
key piece of information at that time. Sometimes they are also called "page studies", because
They're often coupled with some kind of diary, so the paper beeps- or now it might be yout
mobile phone. And then there's a structured form that you'd fill in. And these are, again, used for
thinks like
Extreme users
We can learn about users that make that application or product almost as they live. One can be
Personas
Give him or her a name, an occupation, a background, a social situation, some hopes
and dreams, and goals etc. Give the person a story to tell.
Knowing what our persona thinks, does and feel help build empathy
So that you can understand the state of mind, emotion, philosophy, beliefs, or point of
Creating goals for design is a step before actually crating the design itself, and a step after doing
We ought to have a really good sense of what the existing situations are and what preferred
means for us. Preferred has to do with both user's goals and your point of view as a designer.
So far we have a sense of what people do and their high-level values, goals and context. That'l
What's our level as a designer. And a way to know it. There's two questions that helps us:
We're trying to to this, by having intermediate representation to avoid problems about wich
This increases your mindfulness as a designer, connects you to the texture of the domain,
Steps
Artifacts
Key
Car
Door-locl
Ignition Switch
Goals
Pick up bread?
Make a meal?
Pain Points
In the narraw version: necessary to put the key in? It's already in the car. Why not just
drive off?
In the slightly broader framing, the pain point could be needing a car to get bread.
Heuristic Evaluation
Created by Jabok Nielsen and helps us find usability problems in a design. The base idea is set
on that we're going to give the people that will evaluate our project a set of heuristic or
principles. And the're gonna use those to look for problems in our design.
Error Prevention
Evaluators Process
Wich Principles?
1. Pre-evaluation training: give evaluators needed domain knowledge and information on the
scenario
3. Severity Rating: Determine how severe each problem is (priority). Can do first individually
Single location UI
Severity Rating
Severity combines
Frequency
Impact
Persistence
1- Cosmetic Problem
Debriefing
Brainstorm solutions