Chapter 3 Reflection
For the
majority of this class we have focused on designing technology from a
user-based approach, using techniques like developing personas. Personas
are created for fictional people who would be the primary user of whatever
technology you are designing, in order to better understand what features to
include in the design. Even though these designs are then done with the
user as the focus, it does not mean that the user is always right. For
example, the more features a technology has the more complicated it becomes for
users. Using that logic, it should be understood that just because a user
asks for a new feature that does not mean you immediately add it. The
feature should be taken it into consideration and the designer should determine
whether the feature is inline with the larger goal of the company.
Along
with user-centered design, Hoekman also introduces us to activity-centered
design and self-design. Activity-centered design is simply designing a
product for people in a specific situation. Self-Design is where you
design a product for yourself and your team, after you are immersed in the
situation and do research like a contextual inquiry.
Thinking
about project #2, situation-centric approach research would have helped in the
design of a new interface because my team would have been able to see the
problems that people have, so that our solution wasn't as tailored to a
specific user and their situation. To do this we could have seen
different types of people in the same situation in order to determine a
solution for the majority of users in that situation.
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