• The secret to success is to understand what the real problem is. It is easy to see only the surface problems and never dig deeper to address the real issues.
  • Design is not marketing. Design concerns what people need and use. Marketing concerns what people will buy.
    • Design is usually qualitative. Marketing is quantitative.
    • Note that numerical correlations say nothing of people’s needs.
    • See also the trade-offs page. Both are needed. Design specifications need to include buying and using a product.

Design Pipeline

  • Design is an iterative and expansive process. Start from first principles—the real problem that needs solving.
  • Human Centered Design is the process of ensuring that people’s needs are met, that the resulting product is understandable, usable, and pleasing to use. It emphasizes
    • Solving the right problem and
    • Finding the right solution accounting for human needs and capabilities.
  • The Double Diamond design process is based on what HCD emphasizes.
    • It has four stages: Discover, Define, Develop, Deliver
    • In the process of the double diamond, encourage free exploration (divergence) but put constraints via a deadline and budget to encourage convergence.

Human Centered Design

  • HCD has four activities (repeated in a cycle)
  • Observation
    • Understand the nature of the problem itself and the users affected.
    • Use Applied Ethnography. Observe target users in their natural environment, wherever the product or service being designed will actually be used.
    • The goal is to determine human needs that can be addressed with new products.
  • Ideation
  • Prototyping
    • Quickly build a prototype or mock up solution for testing.
    • Settle for low fidelity prompts so that we don’t have to commit too much to producing them.
    • The Wizard of Oz Technique, mimic a complex system’s functionalities through smoke and mirrors instead of actually making the system.
    • Prototype to ensure the problem is well understood.
  • Testing
    • Using a small group of people representative of the target demographic, test the prototype.
    • While the test is happening, observe how users are operating the prototype.
    • When the test is over, understand the subject’s thought processes.
  • Iteration
    • It enables continual refinement. Fail Frequently, Fail Fast
    • Failures in testing are learning experiences.
    • Requirements are developed by watching people in their natural environment.
    • With each iteration, the ideas become clearer as specifications become better defined, and prototypes better approximate the target.
    • The process ends depending on external bureaucratic constraints (schedules and budget).
    • Note that iterative design has its drawbacks when compared to linear design.
      • If too much time is wasted on iterating, no product will be produced.
      • Additionally, iteration incurs a cost in time and money.
      • Iteration is best suited for specifications, and early design phases since it is not scalable.
      • Linear design gives management better control, even if cumbersome.
      • Combine the two methods. Delay specifications until iterative testing is done, but also keep a tight control of schedule.

Activity Centered Design

  • HCD focuses on people. For products with near universal coverage, focus on activity centered design. Design for activities, and the result will be usable by everyone.

  • Activities are collections of tasks performed towards a high level goal. A task is a cohesive set of operations directed towards a low-level goal.

  • There are three kinds of goals

    • Be-goals govern a person’s being, determine why they act, and are fundamental.
    • Do goals determine plans and actions for an activity.
    • Motor goals specify how actions are performed.
  • In ACD, The activity defines the product and its structure.

  • The conceptual model of the product is congruent to the conceptual model of the activity.

  • This works since people’s activities across the world tend to be similar.

  • Support the activities while being sensitive to human capabilities and people will accept the design and learn whatever is necessary.

Challenges in Design

Design Pipeline in Practice

  • In practice, none of the above methods are followed perfectly due to business and engineering pressures.
  • Don Norman’s Law of Product Development - The day a product development process starts, it is behind schedule and above budget.
  • A proposed solution to this dissonance is to separate the design research from the product team, so that design researchers are always out on the field.
  • Additionally, design teams should be multidisciplinary so that all participants understand the role of each discipline.
  • Design should be flexible, accommodating a wide range of people.

The Design Challenge

  • The fundamental principles of designing for people are the same across all domains.
  • Design addresses constraints:
    • Products have multiple conflicting requirements.
    • The people buying the product are not always those who use it.
    • In some situation cost dominates.
    • It is also important to consider the people who will make the design a reality.
    • Designs have to accommodate for special people and special cases. Sometimes it is impossible to build a product that accommodates everyone, so different versions are needed.
    • Many products carry a stigma about people’s difficulties.

Standardization

  • It is easy for smaller companies to standardize niche products. It is harder to standardize more universally used products.
  • Politics and Economics affect standardization processes .
  • Sometimes standard take so long to be established that by the time they do come into wide practice, they can be irrelevant.

Intentionally Bad Design

  • Some things ought to be deliberately difficult to for safety, privacy, or security reasons.
  • Even with intentionally bad design, the rules of good design because.
    • Even deliberately difficult designs aren’t entirely difficult. Only one part is difficult.
    • Knowledge on good design lends to knowledge on how to go about making bad designs.

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