User Centred Design.

1. Simplicity.
- Simplicity is not simple
- Designing for simplicity is a process of elimination.
- It also forces you to have a good reason for everything.
- In film, it's called Foreshadowing
- As Albert Einstein once said : "If you can't explain it simply, you don't understand it well enough.”
2. Chunking.
- Definition: chunking is the elements of perception with memory.
- Presentation of information which is simplified by dividing it up to bite size for easy storage. Forming chunks in working memory depends on how information is presented.
3. Contrast.
- Definition: contrast is a difference along a visual dimension which means size or color.
- It is irregular in design that also considered as communicates information and makes elements stand out.
4. Visual Variables.
- Visual Variables are used for communication by encoding data and drawing distinctions between visual elements.
- There are two ways that visual variables work on perception: selectivity and associativity.
*Selective is the degree to which single value can be selected from the entire visual field by using position, size, orientation, hue, value, texture.
*Most variable are selective. You can locate green object at a glance, or tiny objects. (Shape, is not selective in general. It’s hard to pick selective in general.)
*Associativity is the opposite of selectivity. It is easy to ignore the variable and let it all blend together into one another.
5. There are 6 gestalt principles:
- Proximity, similarity, continuity, closure, area and symmetry.
6.UCD (User Centred Design)
(The differences between system centred design and user centred design is system centred design is system attributes first while user centred design is human attributes first is system centred design is system attributes first while user centred design is human attributes first.)
- UCD shifts focus from the designer of the applications to the user of that application/system/website to the user of the application/system/website.
- The difficulties of UCD is a good design is not always means that is has satisfied the customer. Design is evolves and also is a the collaboration between designers and customers. If the input from user is wrong, then the system will suffer.
- In a word, UCD is participatory design.
- Therefore, REMEBERS:
*USERS are the first class members in design process. It actives collaborators versus passive participants.
*USERS considered to know best about the subject matter included all the work context.
- The easiest way is talk to them.
- The problems that faced by users:
* USERS are hard to get a good pool of end users to test the product, either is expensive or reluctance, etc.
* USERS are not expert designers, so don’t expect them to come up with great design ideas .,
* USERS are not always the right, don't expect too much from them.