Chapter 2
Agenda/Learning Objectives
Learn about fields that contributed to present understanding of UCD
1) Learn about fields that contributed to present understanding of UCD
a) UCD is infused by user research, cognitive science (human factors and human computer
interaction), ergonomics, and interaction design
b) UCD addresses user considerations from many fields:
i) How does the user engage with and understand information (interaction design)?
2) Review key thematic periods set the stage for our present sense of UCD
a) Studying Human Capability and Accommodation: The World Wars and After (1914-1976)
i) Changes in workforce safety measures and industrialization shed light on user
performance (couldnt just make people work until they figured it out, balance
between worker rights and production efficiency)
was a factor
v) Expanded research on users as benefits of UCD became evident
(1) B-17 shape coding  distinguished landing gear and flap controls
(2) American Sherman Tank vs. German Panzer Tanks (Sherman could be maintained
on-site in field, by non-experts)
vi) Emphasis on study of human capability
(1) Human memory: people are capable of retaining/using only a few things, seven
plus or minus two (Miller 1956)
(2) Focus on how to improve thinking, capability, and memory = improved efficiency
design
b) Making the User Relevant: The Personal Computer (1977-1994)
i) Alternative movement dedicated to building technologies that challenged the previously
accepted ways for building them (ex: Homebrew Computer Club 1975)
ii) Focus on user empowerment: making technology people wanted and could use when
and where they wanted, for work or leisure
vi) Process: Usability testing entailed recording and analyzing user performance as they tried
a product. Goal was to discover what about the product could be improved so that the
people the test users represented would find it efficient, effective, and satisfying
c) Integrating Iterative Usability into Business: The WWW (1995-2006)
i) Usability testing expanded from making PC software friendly to the ability to fix
problem web site interfaces
ii) Why 1995?
(1) Beginning of WWWs exponential growth
(2) Debut of Netscape Navigator, Internet Explorer, and Windows 95, all designed to
(3) Developers and designers could gather quick feedback about users (i.e. browser,
database use)
v) Discount usability testing (Nielsen): In contrast to waterfall design in which usability
testing comes last and oftentherefore too late to be effective user feedback, through
testing, is integrated as early as possible into the design process
vi) Usability as thermostat: test frequently, as a thermostat tests to gather data, and adjust
the system accordingly so that the environment or user experience is ideal
d) Understanding and Designing for the Users Ubiquitous Computing Experience: Mobile,
Smart Devices and Beyond (2007-)
i) Apple iPhone, iPad, and other smart devices
ii) How users use technology, and where they use it, changed dramatically
iii) PC/Laptop no longer only way to connect online
iv) Usability testing was exposed for its lack of context
3) Distinguish complex and simple systems
a) Distraction and memory
i) Mobile smart phone intertwined web with our everyday lives
ii) Connected everything else we did that was once separated into a complex, conjoined set
of discourses
i) Total system is more than just the sum of the parts (a complete description cannot be
given)
ii) Multiple paths to a solution exist
iii) Information requirements to answer a question cannot be predefined
iv) Effect on the overall system of change cannot be predicted (a nonlinear response)
4) Understand how UCD accounts for complex systems
a) Movement not just to address the obvious complexity of ubiquitous computing, but also to
replace limited applicability of traditional usability testing with a user experience (UX)
methodology
iii) Thats why user experience design must support product design
iv) We must create ways for the user to help us design for the user
d) Garretts (2011) 5 Planes:
i) Surfacesensory experience of the finished product
ii) Skeletoninformation, interface & navigation design
iii) Structuredefine how system behaves/interacts w/user
5) Review: Takeaways, Discussion Questions, UCD Quests
a) Review key points
b) Group discussion and Q&A
c) Prepare UCD Quest assignments (or present on previous activities)