IDEO’s Human Centered Design Toolkit

IDEO’s Human Centered Design Toolkit is a free innovation guide for NGOs and social enterprises.

Human-Centered Design (HCD) is a process used for decades to create new solutions for companies and organisations. HCD can help you enhance the lives of people. This process has been specially-adapted for organisations like that work with people in Africa, Asia, and Latin America. HCD will help you hear people’s needs in new ways, create innovative solutions to meet these needs, and deliver solutions with financial sustainability in mind.

The Toolkit is divided into four sections that can be downloaded individually or together:

  1. The Introduction will give an overview of HCD and help you understand how it might be used alongside other methods.
  2. The Hear guide will help your design team prepare for fieldwork and understand how to collect stories that will serve as insight and inspiration. Designing meaningful and innovative solutions that serve your customers begins with gaining deep empathy for their needs, hopes and aspirations for the future. The Hear booklet will equip the team with methodologies and tips for engaging people in their own contexts to delve beneath the surface.
  3. The Field Guide and Aspirations Cards are a complement to the Hear guide; these are the tools your team will take with them in order to conduct research.
  4. The Create guide will help your team work together in a workshop format to translate what you heard from people into frameworks, opportunities, solutions, and prototypes. During this phase, you will move from concrete to more abstract thinking in identifying themes and opportunities and back to the concrete with solutions and prototypes.
  5. The Deliver guide will help catapult the top ideas you have created toward implementation. The realisation of solution includes rapid revenue and cost modeling, capability assessment, and implementation panning. The activities offered in this phase are meant to complement your organisation’s existing implementation processes and may prompt adaptations to the way solutions are typically rolled out.

Download the complete toolkit (PDF, 30.5MB)

Lund’s Expert Ratings of Usability Maxims

Published in the Ergonomics in Design journal in 1997 [1], Arnold Lund collected and created this list of 34 rules-of-thumb (given below in order of priority) that were found particularly useful during the design process by colleagues working in the human-computer interaction (HCI) design field.

The list is still as relevant today as it was back in 1997.

  1. Know thy user, and YOU are not thy user.
  2. Things that look the same should act the same.
  3. Everyone makes mistakes, so every mistake should be fixable.
  4. The information for the decision needs to be there when the decision is needed.
  5. Error messages should actually mean something to the user, and tell the user how to fix the problem.
  6. Every action should have a reaction.
  7. Don’t overload the user’s buffers.
  8. Consistency, consistency, consistency.
  9. Minimize the need for a mighty memory.
  10. Keep it simple.
  11. The more you do something, the easier it should be to do.
  12. The user should always know what is happening.
  13. The user should control the system. The system shouldn’t control the user. The user is the boss, and the system should show it.
  14. The idea is to empower the user, not speed up the system.
  15. Eliminate unnecessary decisions, and illuminate the rest.
  16. If I made an error, let me know about it before I get into REAL trouble.
  17. The best journey is the one with the fewest steps. Shorten the distance between the user and their goal.
  18. The user should be able to do what the user wants to do.
  19. Things that look different should act different.
  20. You should always know how to find out what to do next.
  21. Don’t let people accidentally shoot themselves.
  22. Even experts are novices at some point. Provide help.
  23. Design for regular people and the real world.
  24. Keep it neat. Keep it organized.
  25. Provide a way to bail out and start over.
  26. The fault is not in thyself, but in thy system.
  27. If it is not needed, it’s not needed.
  28. Color is information.
  29. Everything in its place, and a place for everything.
  30. The user should be in a good mood when done.
  31. If I made an error, at least let me finish my thought before I have to fix it.
  32. Cute is not a good adjective for systems.
  33. Let people shape the system to themselves, and paint it with their own personality.
  34. To know the system is to love it.

References

  1. Lund, A. M. (1997). Expert ratings of usability maxims. Ergonomics in Design, 5(3), 15-20. A study of the heuristics design experts consider important for good design.

Ten Steps to Personas

Personas are fictional characters created to represent the different user types within a targeted demographic that might use a site or product. Personas are useful in considering the goals, desires, and limitations of the users in order to help to guide decisions about a product, such as features, interactions, and visual design. Personas are most often used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), however they are also used in industrial design.

A user persona is a representation of the goals and behaviour of a real group of users. In most cases, personas are synthesised from data collected from interviews with users. They are captured in 1–2 page descriptions that include behaviour patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design.

The use of personas as a technique was popularised by Alan Cooper in his 1999 book The Inmates are Running the Asylum. The book outlines the general characteristics, uses, and best practices for creating personas.

So, how do you actually go about creating a persona or a set of personas for your project? The following is based upon work carried out by Dr. Lene Nielsen in her 2004 thesis and published in HCI Vistas.

Finding the Users

The initial step is to get hold of as much knowledge of the users as possible.

Questions asked:

  • Who are the users?
  • How many are they?
  • What do they do within the system?

Methods used:

  • Contextual interviews
  • Online surveys
  • Observations
  • Second-hand information
  • Reports (e.g. from marketing)
  • Cultural probes

Documents produced:

  • Reports

Building an Hypothesis

Working with personas really means focusing on users in a certain context, which originates from the project that is being researched. Often companies have a certain way of talking about their users, or should we say customers, which does not take into account the different context in which the users use a website or a system.

Questions asked:

  • What are the differences between the users?

Methods used:

  • Looking at the material
  • Labelling groups of people

Documents produced:

  • A draft description of the target groups

Verifications

The focus here is on finding data that supports the initial patterns and at the same time supports the personas descriptions and the scenario writing.

Questions asked:

  • Data for personas — What are the likes/dislikes, needs and values?
  • Data for situations — What are the areas of work and work conditions?
  • Data for scenarios — What are the work strategies and goals. What are the information strategies and goals?

Methods used:

  • Quantitative data collection

Documents produced:

  • Reports

Finding Patterns

Questions asked:

  • Does the initial labelling hold true?
  • Are there other groups to consider?
  • Are all equally important?

Methods used:

  • Categorisation
  • Task analysis

Documents produced:

  • Descriptions of categories

Constructing Personas

A crucial step is what to include in a persona’s description and how to avoid creating stereotypes if at all possible. The purpose of a persona is not to describe users as such, but to create solutions that use the needs of the persona as a starting point.

Questions asked:

  • What are their basic attributes — name, age, gender?
  • What is their psyche — introvert/extrovert?
  • What is their background — occupation and interests?
  • What are their emotions and attitude towards technology, the company or the information needed?
  • What are their personal traits?

Methods used:

  • Categorisation

Documents produced:

  • Descriptions of categories

Defining Situations

The real purpose of the personas is to create scenarios from the descriptions. Each need or situation is the beginning for a scenario.

Questions asked:

  • What is the need of this persona?
  • What is the situation?

Methods used:

  • Looking for situations and needs in the data

Documents produced:

  • Catalogue of needs and situations

Validation and Buy-in

Personas are often viewed as a means for communicating users (read: customers) to developers and stakeholders, but it is as much about a process that ensures a user-centered development.

Questions asked:

  • Do you know someone like this?

Methods used:

  • People who know (of) the persona read and comment on the persona descriptions

Dissemination of Knowledge

Not only do personas need to be distributed to everybody on the project, but also the data behind the personas and how and for what you are to use the personas. Many projects forget to inform and teach developers and designers on how to use the personas, how to think in scenarios or how to use them in the use-cases.

Questions asked:

  • How can we share the personas with the organisation?

Methods used:

  • Posters
  • Meetings
  • Emails
  • Events

Creating Scenarios

A scenario is like a story, it has a main character (the persona) a setting (somewhere the action takes place), it has a goal (what the persona wants to achieve), it has actions that lead to the goal (interactions with the system/website/device), and last but not least, it has obstacles that block the way to the goal. Scenarios should be both positive and negative.

Questions asked:

  • In a given situation, with a given goal, what happens when the persona uses the technology?

Methods used:

  • The narrative scenario, using personas, descriptions and situations to form scenarios

Documents produced:

  • Sceanrios
  • Use Cases
  • Requirement Specifications

On-going Development

Finally, always update information on the personas, afterall you may find some interesting scenarios that weren’t originally considered, or new situations in which the system/website/device is used. Indeed you may discover new personas!

Questions asked:

  • Does new information alter the personas?

Methods used:

  • Usability tests
  • Focus groups
  • Surveys (online)