You are previewing User-Centered Design.

User-Centered Design

Cover of User-Centered Design by Travis Lowdermilk Published by O'Reilly Media, Inc.
  1. Dedication
  2. Special Upgrade Offer
  3. Preface
    1. Is This Book Right for Me?
    2. Conventions Used in This Book
    3. Using Code Examples
    4. Safari® Books Online
    5. How to Contact Us
    6. Acknowledgments
      1. People Who Helped Me Write This Book
      2. People Who Helped Me with Life
  4. 1. Our World Has Changed
  5. 2. What Is User-Centered Design?
    1. UCD Is Not Usability
    2. UCD Is Not Subjective
    3. UCD Is Not Just Design
    4. UCD Is Not a Waste of Time or Money
    5. UCD Is Not a Bug Report
    6. UCD Is Not a Distraction
  6. 3. Working with Users
    1. What If I Don’t Have Access to Users?
      1. Knowing When to Listen to Users and When to Not
    2. Dealing with Different Types of Users
      1. The Information Overloader
      2. The Control Freak
      3. The Devil’s Advocate
    3. Dealing with Negativity
  7. 4. Having a Plan
    1. How Do I Know Which Plan Is Right for Me?
    2. Creating a Team Mission Statement
    3. Defining Your Project
    4. Collecting User Requirements
    5. Creating Functional Requirements
    6. Documenting Data and Workflow Models
    7. Documenting Prototypes
    8. Reviewing Your Documentation
  8. 5. Creating a Personal Manifesto
    1. Exercising Restraint
    2. Building a Narrative
    3. Creating Personas
    4. Creating Scenarios
  9. 6. Creativity and User Experience
    1. Having User-Experience Goals
    2. Creativity Requires Courage and Hard Work
      1. Pick Up a Pencil
      2. Creative Freedom
      3. Understanding Your Goal
      4. Steal (I Mean Borrow) from Others
    3. Creativity Requires Questioning
  10. 7. Design Principles
    1. Principle of Proximity (Gestalt Principle)
    2. Visibility, Visual Feedback, and Visual Prominence
    3. Hierarchy
    4. Mental Models and Metaphors
      1. Progressive Disclosure
      2. Consistency
      3. Affordance and Constraints
      4. Confirmation
      5. Hick’s Law
      6. Fitt’s Law
  11. 8. Gathering Feedback
    1. How Many Users Will I Need?
    2. Surveys
    3. Conducting Interviews
    4. Task Analysis
    5. Heuristic Evaluation
    6. Storyboarding
    7. Using Prototypes
    8. A/B Testing
  12. 9. Usability Studies
    1. What Are Usability Studies?
    2. Creating a Testing Plan
      1. Introduction
      2. Reassurance
      3. Testing Guidelines
      4. Tasks
      5. Conclusion
      6. Thanks
    3. What You’ll Need
      1. Stopwatch
      2. Notepad
      3. Environment
      4. Spreadsheet or Database
      5. Cameras or Audio Recording
    4. Conducting the Study
    5. Don’t Hesitate to Practice
    6. Compiling Your Findings
  13. 10. You’re Never Finished
    1. It’s Impossible to Get It Right the First Time
    2. Be Prepared to Reboot
    3. Final Thoughts
  14. 11. Other Resources
    1. Twitter
    2. Tools for Prototyping
    3. Websites
  15. A. Sample Project Template
    1. Template
    2. Project Title
      1. Software Development Life Cycle Project Template
      2. Software Development Life Cycle Summary
      3. Project Details
      4. User Requirements
      5. Specifications Sheet (Functional Requirements)
      6. Data and Workflow Models
      7. Data Processes
      8. Prototypes
      9. Maintenance Notes
    3. Example Persona
      1. Dan Welks
    4. Sample Script for a Usability Study
      1. Introduction to Study
  16. B. References
  17. Index
  18. About the Author
  19. Colophon
  20. Special Upgrade Offer
  21. Copyright

Appendix A. Sample Project Template



We refer to our template as a Software Development Life Cycle (SDLC). This does not reflect an all-encompassing SDLC. Many firms have more elaborate development processes and documentation. As with all recommendations in this book, this template should be used as a starting point that you should change to fit your needs.

Project Title

Software Development Life Cycle Project Template

Mission Statement

Software Development Life Cycle Summary

The intent of this document is to collect, define, and organize project details and requirements. The template is designed to be iterative, meaning that it will evolve over the life of the project.

The template includes the following key sections:

  1. Project Details: These include the summary of the project. They’re designed to collect the following information:

  2. Title: The title or codename of the project.

  3. Description: A summary defining the objective of the project.

  4. Stakeholders: Members who are involved with or have requested the project.

  5. Impact Assessment: The observed or intended impact of the project deliverable: Who will be affected by this project? How many users? What business processes will be changed as a result of this project?

  6. User Requirements: The requirements of the project, as specified by the user. The user requirements section includes a signature of agreement. As requirements evolve, many iterations of the user requirements sheet may be included.

  7. Specifications Sheet (Functional Requirements) ...

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