From "Designing for Interaction" by Dan Saffer
1. User-centered design (UCD)
2. Activity-centered design
3. Systems design
4. Genius design
1. User-centered design
Focuses on user needs and goals
Goals are really important in UCD; designers focus on what the user ultimately wants to accomplish
Designer then determines the tasks necessary to achieve those goals, but with the users' needs and preferences always in mind
Designers involve users in every stage of the project; user data is the determining factor in making design decisions
Pros: Gets designers to focus on needs and goals of users, rather than their own preferences ("You are not the user")
Cons: May result in a product that is too narrowly focused; also, may be designed for the wrong set of users
2. Activity-centered design
Focuses on the tasks and activities that need to be accomplished
Typically functional products (e.g. appliances, cars) use activity-centered design
Activities are made up of tasks; each task is a moment in the life of an activity
Ex. Decide to buy a new game; decide what game to buy; decide where to buy it; get directions to store; go to store; enter store; find game in store; buy game; leave store; go home.
Designers observe and interview users for insights about their behavior more than their goals. The activity, not the people doing the activity, guides the design.
Pros: Gets designers to focus on the behavior of users
Cons: By fixating on tasks, designers won't look for solutions for the problem as a whole
3. Systems design
Focuses on the components of a system
Structured, rigorous design methodology
Uses an established arrangement of components to create design solutions
Users are de-emphasized in favor of context; focus on the whole context of use, not just individual objects or devices
Pros: eliminates guesswork and fuzziness of other approaches, provides a clear roadmap for designers to follow; useful for seeing the big picture, a holistic view of the project
Cons: rigorous and time-consuming
4. Genius design
Relies almost solely on the wisdom and experience of the designer to make design decisions
Designers use their best judgment as to what users want and then design the product based on that judgment
Apple computer does most of its design this way (e.g. iPod)
Best practiced by experienced designers
Pros: fast, easy, personal way to work; may allow designers to think more broadly and innovatively
Cons: may miss user needs and result in an un-usable product
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