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Human Computer Interaction · Week 11

User-Centred Design & the Design Life Cycle

UCD vs specification-driven design, the 8 user characteristics, ISO 9241-210's 6 principles, the 4-phase iterative life cycle, and stakeholder-centred design (primary, secondary, tertiary).

ITE37525 videos · 38 min📄 Week 11 - User Centered Design & Design Life Cycle.pdf

▶Lecture videos

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1What is user-centred design (UCD)?

The goal of any new interface is to meet user needs better than existing designs or workarounds.

  • Most projects build interfaces for tasks people already do (often manually). The aim is not to invent a foreign activity but to do existing tasks more smoothly.
  • Even genuinely new systems (like early Facebook) build on established human communication and social behaviour and on lessons from earlier chat and telecom systems.
The trap of specification-driven design

Traditional software engineering builds around rigid, pre-agreed functional specifications. Developers assume they know what users want and never cross-check with real users. The result is 100% functional compliance but failed adoption, because the system doesn't match real mental models.

📋 Specification-driven design 🎯 User-centred design
Focus System-centric: feature checklists, database efficiency, tidy architecture Human-centric: starts by finding what we don't know about real users and their tasks
Users' needs Presumed in isolation Discovered with active user involvement at every stage
Feedback Little or none until release Iterative evaluation of low- to high-fidelity prototypes
Outcome High risk of resistance, errors, abandonment High usability, fast task completion, satisfaction
Why guidelines alone aren't enough

Knowing HCI guidelines and heuristics helps you avoid obvious pitfalls, but it never guarantees success. Usability is contextual. Success needs continuous contact with real users in their natural environment.

2The 8 user characteristics

The user is the focal point, so analyse eight dimensions 01:22:

# Characteristic Influences Design example
1 💼 Role What the user does: goals, responsibilities, permissions, tasks Admin vs cashier screens
2 ⏳ Age Processing speed, working memory, eyesight, motor control Elderly: more options and memory/recall aids, larger fonts 01:22
3 🎨 Gender Preferences: colour theme, shape, texture, backdrop 02:12 Theme options
4 🎓 Education level How fast they acquire knowledge, reasoning ability, tolerance for jargon Plain language vs technical terms
5 🌍 Cultural background Customs, habits, metaphors, reading direction (LTR/RTL), colour symbolism (red = danger or celebration), vocabulary, mode of interaction 03:04 Localised icons and wording
6 💡 Interests Psychological likes and dislikes, motivation, willingness to explore Personalised content
7 🏢 Professional level Familiarity with domain terms, workflows and charts 04:43 Expert dashboards
8 ⌨️ Computer literacy Novices need wizards and signposts; experts want hotkeys. More skill means they expect less hand-holding Dual pathways
Personas

There's no "average user". Designers combine these 8 dimensions into concrete user personas (e.g. "Nimal, 62, retired teacher, low computer literacy, reads Sinhala") to guide design trade-offs.

Use a diverse user group 05:29

Users take part in every step of the life cycle, so recruit a group with a broad blend of these characteristics. A narrow group gives a narrow view of your design.

3ISO 9241-210: the 6 UCD principles

# Principle Meaning
1 Explicit understanding of users, tasks and environments Start from evidence about who the users are, what they do, and the physical, social and operational context
2 Users involved throughout design and development Not a one-off survey: contextual interviews, co-design / participatory design, usability trials across the whole life cycle
3 Design driven and refined by user-centred evaluation Real feedback drives every change. Formative testing on early sketches; summative testing on high-fidelity versions against benchmarks
4 Iterative process Never perfect first time: develop → test → critique → refine → test again
5 Address the whole user experience Beyond buttons: expectations, brand, emotion, onboarding, error recovery, support, responsiveness
6 Multidisciplinary team Engineers, UX/UI designers, cognitive psychologists, domain experts, ergonomists, technical writers, business stakeholders
Memory hook: "U-I-E-I-W-M"

Understand · Involve · Evaluate · Iterate · Whole UX · Multidisciplinary

4The 4-phase interaction design life cycle

Design life cycle
Figure 11.1: The 4-phase interaction design life cycle
Phase What happens
1. Establishing requirements (need-finding) Find out who the users are, what tasks they must do, their constraints and the purpose. Use field observation, contextual inquiry, surveys, task analysis
2. Designing alternatives Create several different designs. This stops you locking onto or getting attached to your first idea
3. Prototyping Turn the best concepts into tangible artefacts. Low-fidelity (paper sketches, storyboards) first, then high-fidelity (clickable mock-ups)
4. Evaluation Real users try the prototypes. Measure usability and error rates, collect impressions, find pain points. The insights feed the next cycle
🧪 Try it — Navigate the life cycle
The loops back 01:22
  • Not enough information to design alternatives → revisit requirements.
  • Hard to prototype a design → change the design alternative 02:27.
  • Evaluation finds missing things → back to requirements.
  • Evaluation finds inadequate designs → back to design alternatives.

When evaluation is satisfied, the design is developed into the final product 03:22.

The economics of early iteration

Fixing a conceptual flaw on a paper sketch costs pennies and minutes. Fixing it after the backend is written and deployed can cost up to 100× more in rework, technical debt and lost trust.

In UCD, users are involved at every stage: requirements, alternatives, prototyping, evaluation, and even the final product and documentation 03:22.

5Stakeholder-centred design

UCD focuses on the person at the screen, but systems affect a wider group. Stakeholders are everyone impacted by the design 00:47.

Tier Who Interaction Design concern
Primary Direct users Operate the interface hands-on Ergonomics, clarity, low cognitive load, speed, error prevention
Secondary Rely on the output / reports Don't use the interface, but use its output Format, readability, accuracy, timeliness, delivery channel
Tertiary Everyone else affected Never touch the system or its output, yet their lives or workloads change Sustainability, workload balance, ethics, preventing strain or exploitation
Lecture example: Moodle 03:37
  • Primary: students and lecturers using Moodle.
  • Secondary: the photocopy shop, which gets a "report" of which notes students no longer need printed, based on what's on Moodle 04:33.
  • Tertiary: people who never interact with Moodle or its output but are still affected.
🧪 Try it — Stakeholder rings — Municipal Council waste SMS system
Holistic takeaway

A truly successful design accounts for ripple effects across all three tiers: an efficient clerk portal, helpful resident SMS, and protection for the sanitation workers.

Exam focus

Expect:

  • "Differentiate UCD and specification-driven design"
  • "Explain the 8 user characteristics"
  • "List ISO 9241-210's six principles"
  • "Explain the design life cycle with a diagram" (include the loops)
  • "Identify primary/secondary/tertiary stakeholders for system X". Use the Municipal Council or Moodle examples as models.

6Quick revision sheet

Concept Remember it as
UCD Discover what we don't know about users; involve them throughout
Spec-driven Assumes needs; 100% spec, fails adoption
Guidelines Necessary but not sufficient; usability is contextual
8 characteristics Role · Age · Gender · Education · Culture · Interests · Professional level · Computer literacy
Personas Concrete profiles, not an "average user"
ISO 9241-210 Understand · Involve · Evaluate · Iterate · Whole UX · Multidisciplinary
Life cycle Requirements → Alternatives → Prototype → Evaluate (loop)
Fidelity Low (paper) → high (clickable)
Cost Fixing late costs up to 100×
Primary Use the interface
Secondary Use the output (residents' SMS, photocopy shop)
Tertiary Affected without contact (sanitation workers)

?Self-check quiz

11 questions on this week. Answer them all, then press Check my answers. Your best and latest scores are saved and shown on the subject page.