Interactive Design An Introduction to the Theory and Application of User-Centered Design
Key quotes:
‘User centered design (UCD) is a design philosophy that puts the
user of a product, application, or experience, at the center of the design
process.’ (Pratt, A and Nunes, J. 2012, P.12)
‘In UCD a designer strives for a detailed understanding of the
needs, wants and limitations of the people who will use the end product and
then makes the design choices that incorporate this understanding.’ (Pratt, A and Nunes, J. 2012, P.12)
‘UCD requires that designers not only analyze and forsee how users
engage with a product, but they also test their designs in the real world with
actual users’ (Pratt, A and Nunes, J. 2012, P.12)
‘Testing is an essential component of UCD, because it is often very
difficult for designers to intuitively understand how users will perceive,
understand, and use their designs.’ (Pratt, A and
Nunes, J. 2012, P.12)
‘Many other factors must be
taken into account when designing an experience. These factors can include the
business goals of the client, the limitations of the technology used to realize
the design, the timeline for delivery of the finished product, and the budget.’
(Pratt, A and Nunes, J. 2012, P.15)
‘UCD is also used to design many other things – from architecture
and silverware to cell phones and street signs.’ (Pratt,
A and Nunes, J. 2012, P.14)
‘We use data and information to help us navigate the world, to be
entertained, and to help us make decisions. Electronic devices feed us that
data.’ (Pratt, A and Nunes, J. 2012, P.16)
‘Poor design can be frustrating, preventative, and in extreme
cases, deadly.’ (Pratt, A and Nunes, J. 2012, P.16)
‘Your users are continuously redesigning your user interface in
real time. Users become your co-designers because you cant imagine all the ways
someone will actually use what you create.’ (Dana
Chisnell in Pratt, A and Nunes, J. 2012, P.18/9)
‘People create a mental model about an object or experience in an
attempt to predict how the object will behave.’ (Pratt,
A and Nunes, J. 2012, P.23)
‘Design has never been a solitary pursuit. Architects work with
teams of engineers, drafters, and other specialists, as well as builders and
contractors to realize their designs. Print designers collaborate with content
specialists, illustrators, photographers, and printers to bring their designs
to life. Interactive design is no different.’ (Pratt, A
and Nunes, J. 2012, P.24)
‘A UX Designer will work closely with the following: Technical
architects who are charged with designing the systems and code that will
realize the design, Visual designers who are tasked with incorporating the
brand personality into the design, Content strategists who are responsible for
the content that the application will convey to the customers, Project managers
who are responsible for making sure the design project is completed on time and
budget.’ (Pratt, A and Nunes, J. 2012, P.24)
‘Each member of an interactive team brings a unique perspective to
a project – perspectives informed by their expertise and experience.’ (Pratt, A and Nunes, J. 2012, P.28)
‘In order to juggle the various complicated aspects of interactive
design, it is essential to collaborate.’ (Pratt, A and
Nunes, J. 2012, P.28)
‘You can’t design something for everyone.’ (Pratt,
A and Nunes, J. 2012, P.40)
‘Metrics can tell you what users like and dislike, but they cant
tell you what they dream about.’ (Scott Gurksy in
Pratt, A and Nunes, J. 2012, P.44/5)
‘The most successful products and projects meet the needs and wants
of real people. Those who come from different backgrounds, have different
experiences and levels of expertise, and like and want different things.’ (Pratt, A and Nunes, J. 2012, P.52)
‘Personas often include a photo, a name, a quote from the persona,
a list of descriptors, such as where the person works, their marital status,
and their interests, a list of their goals and needs, and a paragraph or two
that explains in detail who the persona is, what they want, and what their
frustrations are.’ (Pratt, A and Nunes, J. 2012, P.59)
‘By understanding your users, including their needs and stories,
you can design something that will be useful and valuable.’ (Pratt, A and Nunes, J. 2012, P.62)
‘Users can be motivated in multiple ways – through rewards, through
a clear understanding of what an application offers them, and through delivering
what they want in the fastest, best way possible.’ (Pratt,
A and Nunes, J. 2012, P.123)
‘We will expect more, want
more, and need more from the experiences with which we interact.’ (Pratt, A and Nunes, J. 2012, P.217)
‘Future interactive
experiences will be successful only if they continue to meet our needs and
wants, in simple, easy-to-learn, easy-to-use ways.’ (Pratt,
A and Nunes, J. 2012, P.217)
‘In other words, if we
designers continue to put real people at the center of our design process, if
we work to understand who they are and what they want, then design applications
will meet those needs in useful and exciting ways.’ (Pratt,
A and Nunes, J. 2012, P.217)
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