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Fundamentals of User-Centered Design : A Practical Approach.

By: Contributor(s): Material type: TextPublisher: Milton : Taylor & Francis Group, 2016Copyright date: ©2017Edition: 1st edDescription: 1 online resource (348 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781498764377
Subject(s): Genre/Form: DDC classification:
  • 004.01/9
Online resources:
Contents:
Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Preface -- Acknowledgments -- Authors -- Chapter 1: Introduction to User-Centered Design -- Takeaways -- References -- Chapter 2: Origins -- 2.1 Studying Human Capability and Accommodation: The World Wars and After (1914-1976) -- 2.2 Making the User Relevant: The Personal Computer (1977-1994) -- 2.3 Integrating Iterative Usability into Business: The WWW (1995-2006) -- 2.4 Understanding and Designing for the User's Ubiquitous Computing Experience: Mobile, Wearable Smart Devices, and Beyond (2007-) -- Takeaways -- References -- Chapter 3: UCD Principles -- 3.1 The 10 UCD Commandments (Principles) -- 3.2 Thou Must Involve Users Early -- 3.3 Thou Must Involve Users Often -- 3.4 Thou Must Design for Use in Context -- 3.5 Thou Must Keep It Simple -- 3.5.1 Experts -- 3.5.2 Willing Adopters -- 3.5.3 Mainstreamers -- 3.5.4 Prioritize -- 3.5.5 Remove -- 3.5.6 Relocate -- 3.5.7 Hide -- 3.6 Thou Must Be Polite -- 3.7 Thou Must Know Your Users -- 3.8 Thou Must Give Users Control -- 3.9 Thou Must Remember to Design for Emotion -- 3.10 Thou Must Trust, but Verify-Triangulation Is the Key -- 3.11 Thou Must Discover before Designing and Delivering, and Thou Must Know That Discovery Never Ends, Even after Delivery -- 3.12 Rabbit -- Takeaways -- References -- Chapter 4: Research Users -- 4.1 Existing Data Analysis -- 4.1.1 Google Analytics and Statistical Data -- 4.1.2 User Forums and Customer Support -- 4.2 Observation -- 4.2.1 Site Visits -- 4.2.2 Fly on the Wall -- 4.2.3 Shadowing -- 4.3 Emotion Assessment -- 4.3.1 Emotion Heuristics -- 4.3.2 Enjoyability Survey -- 4.3.3 Method of Scoring for the Enjoyability Survey -- 4.3.4 Microsoft Product Reaction Cards -- 4.4 Self-Reporting Methods -- 4.4.1 Focus Groups -- 4.4.2 Surveys -- 4.4.3 Interviews -- 4.4.4 Diary Studies.
4.5 Designer Analysis -- 4.5.1 Affinity Diagrams -- 4.5.2 Use Cases -- 4.5.3 Task Analyses -- 4.5.4 User Matrices -- 4.6 User and Use Diagrams -- 4.6.1 User Flows -- 4.6.2 User Journey Maps -- 4.6.3 Storyboarding -- 4.6.4 Card Sorting -- 4.6.5 User Profiles and Personas -- 4.7 Eyeguide Focus Case Study -- Takeaways -- References -- Chapter 5: Assess the Situation -- 5.1 Functional Analysis -- 5.2 Environmental Analysis -- 5.3 Organizational Analysis -- 5.4 Competitor Analysis -- 5.5 Materials Analysis -- 5.6 Content Analysis -- Takeaways -- References -- Chapter 6: Balance and Filter Design Features -- 6.1 Filtering Features -- 6.2 Talking to Clients -- Takeaways -- References -- Chapter 7: Build Out an Operative Image -- 7.1 Using the MVP -- 7.1.1 Creating an MVP -- 7.2 Paper Prototyping -- 7.2.1 Creating a Paper Prototype -- 7.2.1.1 First: Build Your Paper Prototype -- 7.2.1.2 Second: Define Goals for Your Paper Prototype -- 7.2.1.3 Third: Gather Materials for User Interaction -- 7.3 Example Paper Prototype -- 7.4 Medium-Fidelity Wireframe -- 7.5 Higher Fidelity Prototype -- 7.5.1 Focus Hi-Fi Prototype -- 7.6 Involving Users in Prototyping -- 7.6.1 Design Studio -- 7.6.2 Concurrent Design -- 7.6.3 Collaborative Prototype Design Process (CPDP) -- Takeaways -- References -- Chapter 8: Test the Design -- 8.1 Defining and Measuring with Usability Testing -- 8.2 Choosing a Usability Test -- 8.2.1 A/B Testing -- 8.2.2 Formative Testing -- 8.3 Creating a Test Plan -- 8.3.1 Test Goals -- 8.3.2 Context for Testing -- 8.3.3 User Profile -- 8.3.4 User Recruiting -- 8.3.5 Test Procedure -- 8.3.5.1 Description of Design for Testing -- 8.3.5.2 Test Environment -- 8.3.5.3 Team Roles -- 8.3.5.4 Test Tasks -- 8.3.6 Data Collection Methods -- 8.3.6.1 See -- 8.3.6.2 Say -- 8.3.6.3 Do -- 8.3.7 Data Analysis -- 8.4 Conducting Your Test -- 8.4.1 User Interaction.
8.4.2 Test Script -- 8.4.3 Error/Observation Notes -- 8.5 Analyzing Your Data -- 8.6 Why You Need Usability Testing -- Takeaways -- References -- Chapter 9: RIDE (Report, Iterate, Deploy, Evaluate) -- 9.1 Report -- 9.1.1 Report Format -- 9.1.2 Types of Reporting -- 9.1.2.1 Informal Deliverable to Test Team -- 9.1.2.2 Presentation Format -- 9.2 Iterate -- 9.3 Deploy and Evaluate -- Takeaways -- References -- Chapter 10: International UCD -- 10.1 What Is International UCD? -- 10.2 Researching International Users -- 10.3 Understanding International Use Situations -- 10.4 Choosing between Internationalization and Localization -- 10.4.1 Internationalization -- 10.4.2 Localization -- 10.5 Designing for Internationalization -- 10.6 Designing for Localization -- 10.7 Building and Testing Prototypes for International Users -- 10.7.1 Minimum Viable Products (MVPs) -- 10.7.2 Paper Prototyping -- 10.8 Conducting Usability Tests with International Users -- 10.8.1 Location -- 10.8.2 Translation and Localization of Scenarios and Tasks -- 10.8.3 Method Selection -- Takeaways -- References -- Chapter 11: Hardware UCD -- 11.1 Team Dynamics in Hardware Development -- 11.2 Materials, Tools, and Costs -- 11.3 Prototype Iteration and Testing -- 11.4 Low-Fidelity, Partial Prototypes Are Just Fine -- 11.4.1 Avoid Too Much White Space -- 11.4.2 Get Out of the Building (GOOB) -- 11.4.3 Remember That Simple Is Better -- 11.4.4 Make Sure You Have Enough Stuff -- 11.4.5 Use Tools of the Trade for Higher Fidelity Prototypes -- References -- Chapter 12: Print UCD -- 12.1 Researching Users -- 12.2 Assessing the Situation -- 12.3 Balancing User Needs -- 12.4 Building an Operative Image -- 12.5 Testing -- 12.5.1 Iterating with Print -- References -- Chapter 13: Mobile UCD -- 13.1 Reduce, Minimize, Simplify -- 13.2 Case Study in Mobile UCD Application.
13.2.1 NPS Geysers-The First Officially Sanctioned Mobile App for Yellowstone National Park -- 13.2.2 About Dr. Oppegaard -- 13.2.3 Would You Describe the NPS Geyser App and Its Features? -- 13.2.4 Who Were the Target Users? -- 13.2.5 Where Is It Used? -- 13.2.6 What User Research Did You Carry Out to Understand Their Needs and Wants? -- 13.2.7 What Work Did You Do to Assess the Situation(s) of Use? -- 13.2.8 What Challenges Did You Face in Balancing User Needs and Wants with Environmental, Material, and Other Factors? -- 13.2.9 How Many Prototypes Did You Create and of What Levels of Fidelity? -- 13.2.10 What Was the Value for You of Testing Users in Realistic Situations Using Prototypes of Your Product? -- 13.2.11 What Best Practices Can You Suggest to Readers with Regard to Building Mobile Applications? -- References -- Chapter 14: UCD Teams -- 14.1 Types of Teams -- 14.1.1 Dedicated UCD Team, Dedicated UCD Organization -- 14.1.2 UCD Representative as Part of Dedicated or Ad Hoc Development Team -- 14.1.2.1 Dedicated Development Team -- 14.1.2.2 Ad Hoc UCD Team -- 14.2 UCD Team Roles -- 14.2.1 Lone Wolf UCD -- 14.2.2 UCD Team Manager -- 14.2.3 Team Management Best Practices -- 14.2.3.1 Put It in a Plan -- 14.2.3.2 Put On a Show -- 14.2.3.3 Put Users on Your Team -- 14.2.3.4 Put the Right Skills on Your Team -- 14.2.3.5 Put In Time to Practice Sharing, Experimenting, and Solving Together -- 14.2.3.6 Put It on the Board -- 14.2.3.7 Put Everything on the Table and Talk about It Openly -- 14.2.3.8 Put Yourself in the Right Position to Advocate for Your Team -- 14.2.3.9 Put Away Old Ways of Thinking about How to Work -- 14.3 Effective Team Member Qualities -- References -- Chapter 15: UCD Tools and Technologies -- 15.1 User Research Tools -- 15.1.1 Pendo -- 15.1.2 SurveyMonkey -- 15.1.3 Other User Research Tools -- 15.2 Product Prototyping Tools.
15.2.1 Axure -- 15.2.2 Pencil Project -- 15.2.3 POP -- 15.2.4 Other Prototyping Tools -- 15.3 User Testing Tools -- 15.3.1 Techsmith Morae -- 15.3.2 Silverback -- 15.3.3 UserTesting -- Index.
Summary: There has been some solid work done in the area of User-Centered Design (UCD) over the last few years. What's been missing is an in-depth, comprehensive textbook that connects UCD to usability and User Experience (UX) principles and practices. This new textbook discusses a theoretical framework in relation to other design theories. It provides a repeatable, practical process for implementation, offering numerous examples, methods, and case studies for support, and it emphasizes best practices in specific environments, including mobile and web applications, print products, as well as hardware.
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Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Preface -- Acknowledgments -- Authors -- Chapter 1: Introduction to User-Centered Design -- Takeaways -- References -- Chapter 2: Origins -- 2.1 Studying Human Capability and Accommodation: The World Wars and After (1914-1976) -- 2.2 Making the User Relevant: The Personal Computer (1977-1994) -- 2.3 Integrating Iterative Usability into Business: The WWW (1995-2006) -- 2.4 Understanding and Designing for the User's Ubiquitous Computing Experience: Mobile, Wearable Smart Devices, and Beyond (2007-) -- Takeaways -- References -- Chapter 3: UCD Principles -- 3.1 The 10 UCD Commandments (Principles) -- 3.2 Thou Must Involve Users Early -- 3.3 Thou Must Involve Users Often -- 3.4 Thou Must Design for Use in Context -- 3.5 Thou Must Keep It Simple -- 3.5.1 Experts -- 3.5.2 Willing Adopters -- 3.5.3 Mainstreamers -- 3.5.4 Prioritize -- 3.5.5 Remove -- 3.5.6 Relocate -- 3.5.7 Hide -- 3.6 Thou Must Be Polite -- 3.7 Thou Must Know Your Users -- 3.8 Thou Must Give Users Control -- 3.9 Thou Must Remember to Design for Emotion -- 3.10 Thou Must Trust, but Verify-Triangulation Is the Key -- 3.11 Thou Must Discover before Designing and Delivering, and Thou Must Know That Discovery Never Ends, Even after Delivery -- 3.12 Rabbit -- Takeaways -- References -- Chapter 4: Research Users -- 4.1 Existing Data Analysis -- 4.1.1 Google Analytics and Statistical Data -- 4.1.2 User Forums and Customer Support -- 4.2 Observation -- 4.2.1 Site Visits -- 4.2.2 Fly on the Wall -- 4.2.3 Shadowing -- 4.3 Emotion Assessment -- 4.3.1 Emotion Heuristics -- 4.3.2 Enjoyability Survey -- 4.3.3 Method of Scoring for the Enjoyability Survey -- 4.3.4 Microsoft Product Reaction Cards -- 4.4 Self-Reporting Methods -- 4.4.1 Focus Groups -- 4.4.2 Surveys -- 4.4.3 Interviews -- 4.4.4 Diary Studies.

4.5 Designer Analysis -- 4.5.1 Affinity Diagrams -- 4.5.2 Use Cases -- 4.5.3 Task Analyses -- 4.5.4 User Matrices -- 4.6 User and Use Diagrams -- 4.6.1 User Flows -- 4.6.2 User Journey Maps -- 4.6.3 Storyboarding -- 4.6.4 Card Sorting -- 4.6.5 User Profiles and Personas -- 4.7 Eyeguide Focus Case Study -- Takeaways -- References -- Chapter 5: Assess the Situation -- 5.1 Functional Analysis -- 5.2 Environmental Analysis -- 5.3 Organizational Analysis -- 5.4 Competitor Analysis -- 5.5 Materials Analysis -- 5.6 Content Analysis -- Takeaways -- References -- Chapter 6: Balance and Filter Design Features -- 6.1 Filtering Features -- 6.2 Talking to Clients -- Takeaways -- References -- Chapter 7: Build Out an Operative Image -- 7.1 Using the MVP -- 7.1.1 Creating an MVP -- 7.2 Paper Prototyping -- 7.2.1 Creating a Paper Prototype -- 7.2.1.1 First: Build Your Paper Prototype -- 7.2.1.2 Second: Define Goals for Your Paper Prototype -- 7.2.1.3 Third: Gather Materials for User Interaction -- 7.3 Example Paper Prototype -- 7.4 Medium-Fidelity Wireframe -- 7.5 Higher Fidelity Prototype -- 7.5.1 Focus Hi-Fi Prototype -- 7.6 Involving Users in Prototyping -- 7.6.1 Design Studio -- 7.6.2 Concurrent Design -- 7.6.3 Collaborative Prototype Design Process (CPDP) -- Takeaways -- References -- Chapter 8: Test the Design -- 8.1 Defining and Measuring with Usability Testing -- 8.2 Choosing a Usability Test -- 8.2.1 A/B Testing -- 8.2.2 Formative Testing -- 8.3 Creating a Test Plan -- 8.3.1 Test Goals -- 8.3.2 Context for Testing -- 8.3.3 User Profile -- 8.3.4 User Recruiting -- 8.3.5 Test Procedure -- 8.3.5.1 Description of Design for Testing -- 8.3.5.2 Test Environment -- 8.3.5.3 Team Roles -- 8.3.5.4 Test Tasks -- 8.3.6 Data Collection Methods -- 8.3.6.1 See -- 8.3.6.2 Say -- 8.3.6.3 Do -- 8.3.7 Data Analysis -- 8.4 Conducting Your Test -- 8.4.1 User Interaction.

8.4.2 Test Script -- 8.4.3 Error/Observation Notes -- 8.5 Analyzing Your Data -- 8.6 Why You Need Usability Testing -- Takeaways -- References -- Chapter 9: RIDE (Report, Iterate, Deploy, Evaluate) -- 9.1 Report -- 9.1.1 Report Format -- 9.1.2 Types of Reporting -- 9.1.2.1 Informal Deliverable to Test Team -- 9.1.2.2 Presentation Format -- 9.2 Iterate -- 9.3 Deploy and Evaluate -- Takeaways -- References -- Chapter 10: International UCD -- 10.1 What Is International UCD? -- 10.2 Researching International Users -- 10.3 Understanding International Use Situations -- 10.4 Choosing between Internationalization and Localization -- 10.4.1 Internationalization -- 10.4.2 Localization -- 10.5 Designing for Internationalization -- 10.6 Designing for Localization -- 10.7 Building and Testing Prototypes for International Users -- 10.7.1 Minimum Viable Products (MVPs) -- 10.7.2 Paper Prototyping -- 10.8 Conducting Usability Tests with International Users -- 10.8.1 Location -- 10.8.2 Translation and Localization of Scenarios and Tasks -- 10.8.3 Method Selection -- Takeaways -- References -- Chapter 11: Hardware UCD -- 11.1 Team Dynamics in Hardware Development -- 11.2 Materials, Tools, and Costs -- 11.3 Prototype Iteration and Testing -- 11.4 Low-Fidelity, Partial Prototypes Are Just Fine -- 11.4.1 Avoid Too Much White Space -- 11.4.2 Get Out of the Building (GOOB) -- 11.4.3 Remember That Simple Is Better -- 11.4.4 Make Sure You Have Enough Stuff -- 11.4.5 Use Tools of the Trade for Higher Fidelity Prototypes -- References -- Chapter 12: Print UCD -- 12.1 Researching Users -- 12.2 Assessing the Situation -- 12.3 Balancing User Needs -- 12.4 Building an Operative Image -- 12.5 Testing -- 12.5.1 Iterating with Print -- References -- Chapter 13: Mobile UCD -- 13.1 Reduce, Minimize, Simplify -- 13.2 Case Study in Mobile UCD Application.

13.2.1 NPS Geysers-The First Officially Sanctioned Mobile App for Yellowstone National Park -- 13.2.2 About Dr. Oppegaard -- 13.2.3 Would You Describe the NPS Geyser App and Its Features? -- 13.2.4 Who Were the Target Users? -- 13.2.5 Where Is It Used? -- 13.2.6 What User Research Did You Carry Out to Understand Their Needs and Wants? -- 13.2.7 What Work Did You Do to Assess the Situation(s) of Use? -- 13.2.8 What Challenges Did You Face in Balancing User Needs and Wants with Environmental, Material, and Other Factors? -- 13.2.9 How Many Prototypes Did You Create and of What Levels of Fidelity? -- 13.2.10 What Was the Value for You of Testing Users in Realistic Situations Using Prototypes of Your Product? -- 13.2.11 What Best Practices Can You Suggest to Readers with Regard to Building Mobile Applications? -- References -- Chapter 14: UCD Teams -- 14.1 Types of Teams -- 14.1.1 Dedicated UCD Team, Dedicated UCD Organization -- 14.1.2 UCD Representative as Part of Dedicated or Ad Hoc Development Team -- 14.1.2.1 Dedicated Development Team -- 14.1.2.2 Ad Hoc UCD Team -- 14.2 UCD Team Roles -- 14.2.1 Lone Wolf UCD -- 14.2.2 UCD Team Manager -- 14.2.3 Team Management Best Practices -- 14.2.3.1 Put It in a Plan -- 14.2.3.2 Put On a Show -- 14.2.3.3 Put Users on Your Team -- 14.2.3.4 Put the Right Skills on Your Team -- 14.2.3.5 Put In Time to Practice Sharing, Experimenting, and Solving Together -- 14.2.3.6 Put It on the Board -- 14.2.3.7 Put Everything on the Table and Talk about It Openly -- 14.2.3.8 Put Yourself in the Right Position to Advocate for Your Team -- 14.2.3.9 Put Away Old Ways of Thinking about How to Work -- 14.3 Effective Team Member Qualities -- References -- Chapter 15: UCD Tools and Technologies -- 15.1 User Research Tools -- 15.1.1 Pendo -- 15.1.2 SurveyMonkey -- 15.1.3 Other User Research Tools -- 15.2 Product Prototyping Tools.

15.2.1 Axure -- 15.2.2 Pencil Project -- 15.2.3 POP -- 15.2.4 Other Prototyping Tools -- 15.3 User Testing Tools -- 15.3.1 Techsmith Morae -- 15.3.2 Silverback -- 15.3.3 UserTesting -- Index.

There has been some solid work done in the area of User-Centered Design (UCD) over the last few years. What's been missing is an in-depth, comprehensive textbook that connects UCD to usability and User Experience (UX) principles and practices. This new textbook discusses a theoretical framework in relation to other design theories. It provides a repeatable, practical process for implementation, offering numerous examples, methods, and case studies for support, and it emphasizes best practices in specific environments, including mobile and web applications, print products, as well as hardware.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2025. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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