User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers satisfaction to the user. The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product so that users are not forced to change their behavior and expectations to accommodate the product. The users thus stand in the center of two concentric circles. The inner circle includes the context of the product, objectives of developing it and the environment it would run in. The outer circle involves more granular details of task detail, task organization, and task flow. The term "User-Centered Design" was coined by Rob Kling in 1977 and later adopted in Donald A. Norman's research laboratory at the University of California, San Diego. The concept became widely popular as a result of the publication of the book User-Centered System Design: New Perspectives on Human-Computer Interaction in 1986. The concept gained further attention and acceptance in Norman's seminal book The Design of Everyday Things (originally called The Psychology of Everyday Things).

About this result
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Related courses (31)
HUM-378: Creativity and participatory design
Le cours réunit des étudiants de l'EPFL et de l'UNIL et tire parti de l'interdisciplinarité, de la créativité et du design participatif pour imaginer de nouveaux modes de vie, de travail et de cohabit
CS-486: Interaction design
This course focuses on goal-directed design and interaction design, two subjects treated in depth in the Cooper book (see reference below). To practice these two methods, we propose a design challenge
DH-411: Design research for digital innovation
How can we turn digital technologies and data into meaningful user experiences? How can we face societal issues raised by digital evolution? This course proposes an immersion in design research, user
Show more
Related lectures (147)
Human-Centered Design: Introduction
Delves into the significance of human-centered design in addressing complex problems by understanding human behavior and preferences.
Qualitative Research: Design Thinking Tools
Discusses the significance of qualitative research in design thinking and introduces key tools for need finding.
Influence Manipulation in Search Engines
Explores influence manipulation in search engines and the significance of scientific peer review and citation metrics.
Show more
Related publications (582)
Related concepts (19)
Human–computer interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
Paper prototyping
In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs – in this case, especially for designing and testing user interfaces. It is throwaway prototyping and involves creating rough, even hand-sketched, drawings of an interface to use as prototypes, or models, of a design. While paper prototyping seems simple, this method of usability testing can provide useful feedback to aid the design of easier-to-use products.
Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with.
Show more

Graph Chatbot

Chat with Graph Search

Ask any question about EPFL courses, lectures, exercises, research, news, etc. or try the example questions below.

DISCLAIMER: The Graph Chatbot is not programmed to provide explicit or categorical answers to your questions. Rather, it transforms your questions into API requests that are distributed across the various IT services officially administered by EPFL. Its purpose is solely to collect and recommend relevant references to content that you can explore to help you answer your questions.