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Innovation, but on what level?

Everything, but … testing A company and process focused approach of usability Rita almendra Henri Christiaans. Innovation, but on what level?. Time frame. 1985. 1990. 1995. 2000. 1980. Key themes and references In search of excellence (Peters & Waterman, 1982)

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Innovation, but on what level?

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  1. Everything, but … testingA company and process focused approach of usabilityRita almendra Henri Christiaans

  2. Innovation, but on what level? Time frame 1985 1990 1995 2000 1980 Key themes and references • In search of excellence (Peters & Waterman, 1982) • Total Quality Management (TQM) • Taguchi methods • Just in time manufacturing (JIT) • Downsizing • Restructuring • Globalised manufacturing economies of scale • Time to Market (TIM) processes • Extended enterprise / virtual organisations (Davidow&Marlone,) • Concurrent engineering • Strategic information management • Corporate Re-engineering (Hammer, 1993) • Employee empowerment • Quality Function Deployment (QFD) • Mass customisation (Davidow& Malone,1992;Zell,97) • User focus • Cultural and social context • Value added • Differentiation Source: Les Wynn, DMI 2000 Production focus Quality Cost Delivery Customer first Customer focus Design

  3. Changing Role of Design The Doing and Thinking designer Emotion product Innovative product Styled product The Doing designer

  4. Emerging Tendencies Specialization User Centered Strategic Role Compelling Experience Mass Customization Standardization Profit Centered Passive Role Enriching Function Mass Production Artificial Obsolence Sustainability

  5. What Is Usability? • Usefulness Degree to which users can successfully achieve goals/complete tasks   • Effectiveness Ability of users to accomplish goals with speed & ease   • Learnability Ability to operate the system to some defined level of competence after some predetermined amount of training   • Satisfaction Attitude of users, including perceptions, feelings and opinions of the product   *Booth, Paul. An Introduction to Human-Computer Interaction. London: Lawrence Erlbaum Associates, 1989

  6. GAP ISO-9241-11 Shackel (1984) Jordan (1998) Nielsen (1999) Bevan (1991) Keinonen (1998) Norman (1988) USABILITYTHEORY & METHODS USABILITYPRACTICE

  7. Project Overview

  8. Overall research design of PhD project

  9. User-centered design

  10. User-centered design

  11. User-centered design: not just testing

  12. Testing: just do it

  13. User-centered design

  14. Product Development Actors • collects market information • defines marketing strategy • Coordinates development • Sets priorities for product • designs physical appearance product development = multidisciplinary Market Intelligence Product Manager Industrial Designer • designs user interface • technology and production • evaluates and improves • usability Interaction Designer Development Engineer Usability Specialist

  15. 10 (hands on) tips for user-centered product development

  16. 1 What means usability to us ?

  17. 2 Why do we actually want this? (define the value of usability)

  18. 3 Don’t let designers just ride their hobbyhorse

  19. 4 Safe what has been proved to be good (UI ‘paradigm’, product generations, knowledge management)

  20. 5 Innovate when it makes sense

  21. 6 Implement understanding (from user research and user testing)

  22. 7 Let designers learn (user tests and after-sales feedback)

  23. 8 Give designers rich information

  24. Information

  25. 9 Think concept AND product

  26. Making the right product, making the product right. (Bill Buxton)

  27. 10 Design for Consumer AND User

  28. (bron: creating passionate users)

  29. (bron: creating passionate users)

  30. Before and after… • Consumer • functionality • results • aesthetics • brand • price • User • results • reliability • user friendliness

  31. Market research or usability ?

  32. Consumer demands

  33. Facilitating human-centred design:the ‘Ping-pong’ model Brief: from management questions to research questions Communication results: conclusions and recommendations

  34. Monitoring Monitoring of products available in the market to get a clear picture of the context of use and performance of a product or product group. .

  35. Inspiration . Inspiration is capturing the context of productuse; by using context mapping tools deeper insight in peoples aspirations and needs is gained.

  36. (Tuuli Matelmaki, 2005)

  37. Exploration Exploration is searching for what interaction and/or relation can or should take place in using the product and what aspects are relevant for this interaction and/or relation. .

  38. Evaluation . Evaluation of the concept(s) of the product. This is testing the way the different interactions/relations work out in a qualitative way.

  39. Verification Verification will take place in a quantitative research to verify if the, expected, interactions work in the right way. .

  40. Communication Designers’ timescales are often pressured, due to commercial pressures, so if research is not presented in an usable format, it will be discarded or ignored.

  41. Why early evaluation and testing? • The costs to ‘repair’ mistakes: Analysis & Design Implementation Maintenance phases $ 1,000 $ 6,000 $ 60,000 costs Source: Hawksmere - ISO seminar material

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