User centred design (UCD) involves putting the user at the center of the development process to ensure products and services are useful, usable, and desirable. UCD is not just usability testing, but also focuses on utility and persuasiveness. The UCD process involves discovering user needs, designing solutions, developing prototypes, and deploying iterations based on user feedback. UCD aims to deliver solutions that are useful by addressing user goals, usable through design best practices and testing, and desirable by understanding user motivations and decision-making.
15. User centred design: what, why
and how?
Jeremy Swinfen Green MA MBA CMC FIC
Managing Partner, Mosoco Ltd
16. User centred design
• Putting the “user” (or customer) and their requirements at
the centre of development
– “User” can imply “digital” but we need to be multi-channel in our
approach
– The customer is central to what we do. But we don’t always provide
everything the customer wants. For instance, any business will want
to make money from a consumer but spending money isn’t
necessarily what consumers want to do. However, putting the
consumer at the centre of the process makes it easier for us to
persuade the consumer to spend money
• For healthcare we also need to add society’s requirements
– Just as in business we need to add business requirements
– Adding society’s requirements doesn’t mean the customer can’t be at
the centre of design
17. Why is User Centred Design important?
• The customer will ask three questions:
• Is it useful to me?
– UCD ensures utility by aligning customer needs and
organisational goals
• Can I use it easily?
– UCD enables usability by examining the details of how
systems work for customers
• Do I want to use it?
– UCD builds-in desirability by following customer drivers
and decision processes
18. What UCD is not
• It is not just “usability testing” and “accessibility”
– Utility and persuasiveness are just as important
• It is not a one-off, “tick-box” process
– Undertake it throughout the design & build process
– Iterate: learn from mistakes and constantly optimise
• It is not a process that only requires us to talk to consumers
• They don’t always (rarely) know what they want
– We need to talk to business stakeholders and other experts as well
• It’s not just about pleasing customers
– Giving people what they want won’t always deliver organisational success.
Think about the way supermarkets put commonly bought things like milk
at the back of the shop and change their layouts every so often – so
people have to explore (and buy more things on the way)
19. What does the process look like?*
• Discover
– Business goals, consumer motivation, task analysis
• Design
– Test high level concepts and prototypes; create detailed
specifications
• Develop
– Test wire-frames, flat screens and interactive assets with
users or against best practice
• Deploy
– Collect feedback; undertake A/B testing; iterate design
*Very simplified!
20. How to make something useful
• Use research to uncover customer goals
– Build a hypothesis based on observation of the world including
ethnography and focus groups
– Test the hypothesis using attitudinal surveys
– Validate the hypothesis with prototype testing
• Ultimately you can never “know” anything from research
– Don’t believe anyone who tells you that research gives you the truth
• Quantitative research just shows you how people answered the question
you posed: they may interpret your words differently from how you
interpret them or they may simply want to please you with their answers
• Qualitative research just shows you how a handful of people think (or are
willing to admit, or think they think…) on a particular day in a particular
set of circumstances
• Use research for illumination rather than support
21. How to make something usable
• It is much easier to make things usable
– You only need a handful of people to uncover the major
usability issues
– Techniques include lab-based user tests, card sorting, and
benchmarking
• “Expert reviews” will often suffice
– Most good design is a matter of applied common sense
– There is a massive amount of design best practice
available to be applied
22. Accessibility
• Accessibility testing is harder to test without
involving users
• Needs to test for use by the blind but also:
–
–
–
–
–
–
–
Low vision
Loss of motor control
Low confidence
Memory loss
Hearing loss (video)
Low reading age
Dyslexia
• Accessible design is generally GOOD design for
everyone
23. How to make something desirable
• People are more likely to do things if…
–
–
–
–
–
–
other people do it as well (“social proof”)
you tell them to
you make them feel good about themselves
they worry they might not be able to do it later
they get something FREE in return
they have already agreed to do it, or have started to do it
in a small way
– they only have to do (or understand) one thing
24. People are not always rational
• Perfectly “rational” people…
– don’t want to lose things (even if they don’t really need
them)
– avoid a small downside now in favour of a larger downside
later
– give undue weight to low probability events
– avoid decisions and prefer the default option
– judge the importance of something based on the things
that are near it
– give preference to the first (and last) things they see
25. How to make something undesirable
• If you want to put people off, use…
– spelling mistakes and grammatical errors
– an inappropriate tone of voice
– A muddled design with a lack of visual hierarchy (very
cultural!)
– inconsistent layouts, wording etc
– old, undated, or out of date content
– broken links and other functionality that doesn’t work (e.g.
videos on a mobile device)
26. How to make something persuasive
• Imagery
– Pictures reduce the “difficulty” of communication
– Images of positive and happy people sell
– Arrows & gaze-direction influence where people look
• Language
–
–
–
–
–
Headlines are important, and so is the first sentence
Use simple and easy to understand copy
Key words should stand out
Sell benefits not “features” (emotion sells, not reason)
Long copy works – well written and laid out using lots of
white space, bullets etc
– Tell people what to do next: include “calls to action”
27. Conclusions
• User centred design is underpinned by 3 principles:
utility, usability and desirability
– It may be hard to match consumer utility (“wants” not
“needs”) with societal utility
– Usability is relatively easy to address with testing or
reviews
– With techniques from marketing, it is very possible to
manipulate desirability (i.e. persuade people)
• Design is complex and hard to get right first time
round, which is why UCD is iterative
Putting the “user” (or customer) and their requirements at the centre of development
In business I would talk about “wants”. With healthcare it may be more appropriate to talk about “needs”
“User” can imply “digital” but we need to be multi-channel in our approach
The customer is central to what we do. But we don’t always provide everything the customer wants. For instance, any business will want to make money from a consumer but spending money isn’t necessarily what consumers want to do. However, putting the consumer at the centre of the process makes it easier for us to persuade the consumer to spend money
For healthcare we also need to add society’s requirements
Just as in business we need to add business requirements
Adding society’s requirements doesn’t mean the customer can’t be at the centre of design
The customer will ask three questions:
Is it useful to me?
UCD ensures utility by aligning customer needs and organisational goals
Can I use it easily?
UCD enables usability by examining the details of how systems work for customers
Do I want to use it?
UCD builds-in desirability by following customer drivers and decision processes
It is not just “usability testing” and “accessibility”
Utility and persuasiveness are just as important
It is not a one-off, “tick-box” process
Undertake it throughout the design & build process
Iterate: learn from mistakes and constantly optimise
It is not a process that only requires us to talk to consumers
They don’t always (rarely) know what they want
We need to talk to business stakeholders and other experts as well
It’s not just about pleasing customers
Giving people what they want won’t always deliver organisational success. Think about the way supermarkets put commonly bought things like milk at the back of the shop and change their layouts every so often – so people have to explore (and buy more things on the way)
The last point is contentious but very true. …
Discover
Business goals, consumer motivation, task analysis
Design
Test high level concepts and prototypes; create detailed specifications
Develop
Test wire-frames, flat screens and interactive assets with users or against best practice
Deploy
Collect feedback; undertake A/B testing; iterate design
Use research to uncover customer goals
Build a hypothesis based on observation of the world including ethnography and focus groups
Test the hypothesis using attitudinal surveys
Validate the hypothesis with prototype testing
Ultimately you can never “know” anything from research
Don’t believe anyone who tells you that research gives you the truth
Quantitative research just shows you how people answered the question you posed: they may interpret your words differently from how you interpret them or they may simply want to please you with their answers
Qualitative research just shows you how a handful of people think (or are willing to admit, or think they think…) on a particular day in a particular set of circumstances
Use research for illumination rather than support
It is much easier to make things usable
You only need a handful of people to uncover the major usability issues
Techniques include lab-based user tests, card sorting, and benchmarking
“Expert reviews” will often suffice
Most good design is a matter of applied common sense
There is a massive amount of design best practice available to be applied
But you should use an “outsider” – someone who doesn’t know how it works
Accessibility testing is harder to test without involving users
Needs to test for use by the blind but also:
Low vision
Loss of motor control
Low confidence
Memory loss
Hearing loss (video)
Low reading age
Dyslexia
Accessible design is generally GOOD design for everyone
People are more likely to do things if…
other people do it as well (“social proof”)
you tell them to
you make them feel good about themselves
they worry they might not be able to do it later
they get something FREE in return
they have already agreed to do it, or have started to do it in a small way
they only have to do (or understand) one thing
Perfectly “rational” people…
don’t want to lose things (even if they don’t really need them)
avoid a small downside now in favour of a larger downside later
give undue weight to low probability events
avoid decisions and prefer the default option
judge the importance of something based on the things that are near it
give preference to the first (and last) things they see
Why do people do this: because they are easy ways of making decisions in a complex world
If you want to put people off, use…
spelling mistakes and grammatical errors
an inappropriate tone of voice
A muddled design with a lack of visual hierarchy (very cultural!)
inconsistent layouts, wording etc
old, undated, or out of date content
broken links and other functionality that doesn’t work (e.g. videos on a mobile device)
Imagery
Pictures reduce the “difficulty” of communication
Images of positive and happy people sell
Arrows & gaze-direction influence where people look
Language
Headlines are important, and so is the first sentence
Use simple and easy to understand copy
Key words should stand out
Sell benefits not “features” (emotion sells, not reason)
Long copy works – well written and laid out using lots of white space, bullets etc
Tell people what to do next: include “calls to action”
User centred design is underpinned by 3 principles: utility, usability and desirability
It may be hard to match consumer utility (“wants” not “needs”) with societal utility
Usability is relatively easy to address with testing or reviews
With techniques from marketing, it is very possible to manipulate desirability (i.e. persuade people)
Design is complex and hard to get right first time round, so TEST and ITERATE
User can imply “digital” but we need to be multichannel in our approach
Adding society’s requirements doesn’t mean the user can’t be at the centre of design. Any business will want to make money from a consumer but spending money isn’t necessarily what consumers want to do. Putting the consumer at the centre of the process makes it easier for the consumer to spend money!