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>> Design
to Reach.
>> A practical guide to facilitate selecting and applying of “Human Centred Design”
tools and methods in the design process.
by Ammer Harb
>> Design
to Reach.
>> Over the past decade has become a plethora of toolkits and method collections
for Human Centred Design available for designers to facilitate the design process.
However, unfortunately, a very limited uptake for these toolkits and methods was
evident as It has been very difficult for product design practitioners to select from this
enormous number of tools and methods (more than 250 have been identified) on a
solid criteria yet they actually tend to select the most common ones and the ones they
are familiar with as well as not knowing exactly how to apply the tools properly.
>> In this project the researcher is tackling the problem of selecting and applying
Human Centred Design tools and methods in the design process. This document
describes the outcome of a process of systematic research enquiry which produced
a new knowledge in the form of a practical interactive guiding application for product
designers called (Design to Reach), the aim of this application is to facilitate the
selection and application of Human Centred Design tools and methods.
I would also like to thank Dr. Marcus Abbott for his very Can’t turn the page without thanking Dr. Geke van Dijk and
informative, useful and detailed feedback after the VIVA VOCE Megha Wadhawan; the designers from STBY who are behind
presentation, the feedback evoked a new discussion and The “Development, Impact and You” toolkit, who also were
highlighted many points I wouldn’t have thought of unless very generous in providing me with useful insights.
noted.
UsabilityPlanner
Inclusive design
- Innovating for
Mindlab toolkit
LUMA institute
IDEO Method
workprocess
Usabilitybok
usabilitynet
DIY Toolkit
Rotterdam
University
Generic
people
toolkit
Cards
KAIST
Title
Activity Analysis Unfocus Group Stakeholder Field Study Era Analysis Group Interview Demographic Future Workshop Physical Inspirational Observe Interviewing Innovation Flowchart
Opinion Polls Methods communication Users
Word-Concept Meeting Means Ends Community-Driven Research Preliminary field Ergonomics Contextual Inquiry Evidence Planning
Immersive Affinity Diagrams
Association Planning Use Case Analysis Discovery Field visit Service Journeys Describe User Walk-a-mile Swot Analysis
Experience Anthropometric Develop
Behavior Sampling Competitor GOMS Road Map Expert Interviews Ethnography Photo Study Journeys Immersion
Lead User Analysis Prototypes Learning Loop
Analysis Hierarchical Anecdote Circle Seek Inspiration in Photo Braindrawing Capture What’s-on-your-
Longitudinal Character Profiles Wireframe Experience Tour
Be Your Customer User Surveys Task Analysis Cognitive new places Ethnography In-depth analysis needs list Rader?
Analysis Cognitive Task Claims Analysis Problem Definition
Bodystorming Evaluting Prototype Walkthrough Interview Guide Digital of work and Present Build-your-Own
Video Analysis Congnitive Evidence Causes Diagram
exisisting Testing Plan Context Mapping Sacrificial Concept Ethnography lifestyles Buy-a-Feature
ethnography Empathy Tools Walkthrough Theory of chance
Competitive systems Prototyping Mini Focus Group Estimate
Experience Future Narratives Interview Field Observation Journaling
Direct Product Survey Methods Interviews Formative Exclusion Question Ladder
Prototype Task Analysis Zmet Techniques and enthography Usability Testing
Observation Cross-Cultural Evaluation Test with Storyworld
One On One
Tools and Methods
UsabilityPlanner
Inclusive design
Rotterdam Uni-
- Innovating for
Mindlab toolkit
LUMA institute
versity Generic
IDEO Method
workprocess
Usabilitybok
usabilitynet
DIY Toolkit
people
toolkit
Cards
KAIST
Title
No. of tools or
16 51 39 40 42 16 92 66 12 16 36 30
methods
Web
Web web
Method cards application Booklet Website Method
Form Website application ( Matrix Application Website Method Cards Website
(printed) (dropdown (printed) (Table) Cards
table) (wizard)
menu)
Categorisation (Intended goal of (Intended goal (Design phases) (Mixture (Design Phases) (Design (Design phases) (Design (Mixed Design (Design (Intended goal of On methods’
methd usage) of method between dimension phases) phases) Phases and Phases) method usage) Intended goal
usage) planning and intended goal Research and intnded goal of (-Look Ahead
Future Creator Feasibility of methos Programming Hear analysis concept method usage) Manage Looking -Develop a
Imagine and act out Learn Requirments usage and Research Create Concept Design Planning Explore Understanding clear
Proffessional Look Design Design Analysis Deliver Develop Understanding ( Scoping and Create Making Plan
trackers Direct Ask Implemntation phases) Devleopment Implement needs project design) Evaluate -Clarify my
design experience Try Test and verification Requirments Learning about priorties
Co design measure Post Planning Analyse users -Collect inputs
Co-research - release. User research requirments Analysis from others
Expert observation Requirements Factors influencing Design Idea and -Know the
Stimulus and Cognitive the process (4Ps Devlopment concept people I’m
interview - models (Dimension) Test of new working with
Current customer Task analysis concepts -Generate new
information Design Project Ideas
Usability Product -Test and
evaluation. Participant improve
Present -Sustain and
implement
Time
Information Difficulty, Description, Description, quick
How, Why and Description, Description and Description/
included in each Description N/A Steps, Tips purpose, points N/A Description Description guide steps, and
brief case study method , variation how to Case studies
tool and warnings, of interest tips
case studies.
Year of
1999 2003 2003 2005 2007 2009 2009 2010 2010 2011 2012 2014
production
Familiar with
the Term/Expression
Never heard of it
FILT
Goals
What do you want to do?
ER
Activities
How are you going to achive your golas?
Planning
(Develop clear plan) Hear
(Ask & Interview)
Constraints
What constraints do you have?
Envision
Exploring Opportunites
(Bridge the gap)
Very tight
(Research & Analyse) time scheduale
Co - Research
(Research with people) Low Budget
+ +
Concept
(Creating design concepts) Understand user needs
(Define and map users’ needs) Users’s Users cannot be involved
PRODUCT Constraints Get results
Set of Tools
Users have disabilites
(APPLICATION) Analyse
CHARACTERSTICS Creating Requirments Many Tasks
Task
Highly Complex task
(Develop clear plan)
(Specify product requirments)
Complexity
Completely new task
Generate Ideas
(Ideate and design) Product nature Used in too many contexts
S
Evaluate Usability
Delivering
E S ODS
(test and measure)
(Implement )
O C TH
P R LS AND
ME
APPLY
T O
A N S OF D TO
HC
G
E R N PROCE
S
N V T I O
C O
EC
SEL
ETHICS
&L
SPA A
CE
W
T
S
IM
E
NTEXT O
CO
F
US
USERS
E
TASKS
ITERATE
>> Design to Reach is a practical guide aiming to bridge the gap between
designers and users and to facilitate the entire Human Centred Design process.
Regardless designer’s specific process, it gives the designer the freedom to
form his own process based on the factors he thinks they fit to the design
outcome he is intending to achieve. The problem with previous approaches
to the selection of User Centred Design methods is that they start with the
method, rather than the purpose for which the method is used (Bevan 2010).
User
Iterate
Experience Architecture
Interface design
The interface was designed using Adobe Illustrator CS6
and Adobe Photoshop CS6, the design of the application
is highly visual and more of a graphics based design, it
tends to visualise each step or process in order to make
it easier for users to understand and follow without
notable efforts; for the same reason, items included in
the design were shape and colour coded ( activities, goals
and constraints), as well as assigning icons to elements
as ( task , cost and Time).
After the user signs up (or log in if existing user) the user Create Project is to define the project parameters which
would go directly to the projects page which is the main are:
page for users.
The project page is the main page where designers can Product type: whether it is: physical product, digital
add new project or edit/continue existing one, or check product, system or service.
the records of completed projects.
Budget: decide the budget needed for the HCD process
>> Process planner
Deadline: the due date of the project submission.
The process planner starts when the user clicks new
project in the projects page , it is the most important These parameters don’t affect the selection process,
feature of DtR, the process planner allows the user to however these are needed to be shown on each project
plan his process and then edit it as needed, it allows users page for the user to have a figure what he is doing and
to form the process as they wish in a very flexible manner. what time and budget resources does he/she has. Each
The process planner is formed of 4 steps: Create Project, of these is in the form of a toggle button that highlights
Select goals, Select activities , Select constraints. These once clicked.
steps are based on the framework proposed before.
The methods selection works with sort of algorithm ISO applies ++ for recommended methods, + Appropriate,
which is being used in questionnaires and quizzes, The When the cell is empty Neutral, – Not recommended, NA
algorithm works as follows: Not applicable (NA).
Exploration + Understand User Needs + Low Budget (Fig. 5) Iso WD 9241 Selection method
Then methods with tags and weights of relevant items However, the weighting of the methods is an estimate and
would appear as a result: in this case observation and this relies on either academic papers in which the tools
model based methods would appear. have been tested and evaluated as well as identifying
its features and key strengths/weaknesses or based on
E.g.: Persona (tagged as exploration and understand user practice based approaches as IDEO HCD connect website
needs), Users observation and role playing which offers time and difficulty estimates. That should be
one of the duties of the design research team behind DtR
This concepts follows the concept of ISO WD 9241 (fig 5) who should always test, evaluate and identify emerging
that has a similar concept of evaluating methods: methods. In the results of the selection page the methods
come under a title of recommended methods
Hear
(Ask & Interview)
+
Add/Drag Activity
After the primary selection of tools and getting results, >> Priortise tools by
Contextual Enquiry
Hear
(Ask & Interview)
+
Add/Drag Activity
+
Add/Drag Activity
+
Add/Drag Activity
+
Add/Drag Activity
+
Add Constraint
+
Add/Constraints
Hear +
Add/Drag Activity
+
Add/Drag Activity +
Add/Drag Activity
+
Add/Drag Activity +
Add/Drag Activity
(Ask & Interview)
+
Add/Drag Activity
+
Add/Drag Activity
+
Add/Drag Activity +
Add/Drag Activity
+
Add/Drag Activity +
Add/Drag Activity
Project Timeline
Drag to edit
>> Recomended
tools/methods Affinty Mapping Affinty Mapping Affinty Mapping Affinty Mapping
Least costly Participatory Design Participatory Design Participatory Design Participatory Design
Affinty Mapping
Contextual Enquiry
Participatory Design
>> Save
Results Page
After finishing the selection, and getting results >>Design to Reach. Phil
>>About >>Tools >>Forum >>Contact
in a form of a process phases, the users can
>> Digi-Gadgets
access the project page at which users can Due on 15.12.2014
edit/revise the process, know what they have >> Digi - Gadgets
Switch Project
Phil
(Research & Analysis) (Research & Analysis) (Research & Analysis) (Research & Analysis)
Hear
sk & Interview) >>About >>Tools >>Forum >>Contact
DtR calendar
Probe.
>> What is Cultural Probe?
a list of
mapping and scales from
drawing. Design low
probes mayto high each
be personalised for a indicate anis estimate
specific user, who Low High
A research kit is prepared by the designer and given to users to record aspects of Difficulty
given tasks to undertake, or the same probes may be given to a selection of users.
for time
Probes can be needed to perform
placed in an environment a information
to collect method, cost,
more difficulty,
generally from and their lives autonomously, independent of the designer. The design probe may
include diaries, question cards, postcards, disposable cameras or other tools for
No. of Participants
number of participants. There is also a link between the
users of that space. Design probes are also known as cultural probes or user diaries. mapping and drawing. Design probes may be personalised for a specific user, who is
given tasks to undertake, or the same probes may be given to a selection of users.
Low High
tool
>> Whyand the
Cultural discussion forums where users can comment
Probe?
Probes can be placed in an environment to collect information more generally from
users of that space.High
Design probes are also known as cultural probes or user diaries.
No. of Participants
nvironment to collect information more generally from © Copyrights - Design to Reach 2014
No. of Participants
robes are also known as cultural probes or user diaries.
and what you need to do it. When a user clicks on organise What is the context of use?
Who are your target users?
workshop it directs the user to the application page of What is the best time to carry out a work-
shop?
> Space and > Participants
What are the tasks that you need to test location
the specific method at which he clicked on organise with your users?
+
participants.) Gender M F
Nationality
How to: How to gadget includes simple practical steps of
how to conduct a method, how to organise participants, Ethnic group
prepare materials, design the tasks and to gather results Add participant
Disabilites
Occupation
(Fig. 5.18) DtR Organise Workshop Page Ammer Harb - Design to Reach. Brunel University,2014
38
Space and location: define space and location, if it is
indoors or outdoors, what equipment does a user need, x
or any other material that might be required ( e.g. long > How to?
tables, chairs) Guiding steps for how
to do this method.
>> Forum
>> Aim and Scope: The researcher observed and recorded the process
considering the following criteria:
Designers were asked to perform three vital tasks of the 1. Understands the task but can’t complete it within a
application to spot any usability issues the tasks were: reasonable amount of time;
>> Tasks
DtR should be adaptable to several digital devices ( mobile, tablet and desktop computers) it should support touch screens
and should work easily with cloud technology and printing services.
The design of DtR is a responsive design that adapts automatically with different digital platforms ( Web, mobile, tablets).
Ammer Harb - Design to Reach. Brunel University,2014
44
>> Introduction to the market >> Reflection
The aim of this application is to facilitate the HCD process DtR is an attempt to solve a big issue, however , still, needs
for designers and to contribute to the knowledge in the field improvements and a series of iterative trials including
Human Centred Design general, so it is not a commercial both stakeholders from industry and design practitioners.
service, and should be free and accessible to everyone to
use it whenever needed. Translating the application into DtR still needs to refine the methods database, test
other languages of demanding populations (Chinese or and evaluate them and identify what is relevant and
Arabic) is also a consideration as s languages form a big appropriate and what is not. It needs to estimate time
barrier to the HCD process in general. and difficulty for each method to provide practitioners
with ready-to-use methods and tools.
DtR should run on a very firm continuous development
scheme, it is not a solid collection of tools that has to The researcher aims to continue improving the DtR
be released once with a “one size fits all” approach. The platform, focus on a more crowd sourced ideas gained
application, in order to achieve success in the field, needs from practitioners in actual situations.
to very adaptable over time with deep understanding of As a reflection to the basic requirements of DtR and to
designers needs. If not it wouldn’t survive with time. the entire research question; DtR attempted to solve the
problem with a more up-to-date intuitive approach, the
attempt is considered good enough to solve the problem
but still there are some issues regarding the adoption
of DtR in different business cases and design practicing
consultancies.
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>> Design
Human Centred Design is also known as User Centred
to Reach.
esign, People Centred Design and design for Usability.
sights 50
or feedback directly for the target users.