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  2. User-centered design - Wikipedia

    en.wikipedia.org/wiki/User-centered_design

    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. [4] User-centered design applies cognitive science principles to create intuitive, efficient products by understanding ...

  3. Usage-centered design - Wikipedia

    en.wikipedia.org/wiki/Usage-centered_design

    Usage-centered design. Usage-centered design is an approach to user interface design based on a focus on user intentions and usage patterns. It analyzes users in terms of the roles they play in relation to systems and employs abstract (essential) use cases [1] for task analysis. It derives visual and interaction design from abstract prototypes ...

  4. Use-centered design - Wikipedia

    en.wikipedia.org/wiki/Use-centered_design

    Use-centered design is a design philosophy in which the focus is on the goals and tasks associated with skill performance in specific work or problem domains, in contrast to a user-centered design approach, where the focus is on the needs, wants, and limitations of the end user of the designed artifact. Bennett and Flach (2011) [1] have drawn a ...

  5. User experience design - Wikipedia

    en.wikipedia.org/wiki/User_Experience_Design

    User experience design is a conceptual design discipline rooted in human factors and ergonomics. This field, since the late 1940s, has focused on the interaction between human users, machines, and contextual environments to design systems that address the user's experience. [4] User experience became a positive insight for designers in the ...

  6. Use case - Wikipedia

    en.wikipedia.org/wiki/Use_case

    t. e. In software and systems engineering, the phrase use case is a polyseme with two senses: A usage scenario for a piece of software; often used in the plural to suggest situations where a piece of software may be useful. A potential scenario in which a system receives an external request (such as user input) and responds to it.

  7. The Design of Everyday Things - Wikipedia

    en.wikipedia.org/wiki/The_Design_of_Everyday_Things

    620.8'2—dc20. The Design of Everyday Things is a best-selling [1] book by cognitive scientist and usability engineer Donald Norman. Originally published in 1988 with the title The Psychology of Everyday Things, it is often referred to by the initialisms POET and DOET. A new preface was added in 2002 and a revised and expanded edition was ...

  8. User innovation - Wikipedia

    en.wikipedia.org/wiki/User_innovation

    User innovation refers to innovation by intermediate users (e.g. user firms) or consumer users (individual end-users or user communities), rather than by suppliers (producers or manufacturers). [1] This is a concept closely aligned to co-design and co-creation, and has been proven to result in more innovative solutions than traditional ...

  9. Contextual inquiry - Wikipedia

    en.wikipedia.org/wiki/Contextual_inquiry

    Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the contextual design methodology.A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher watches the user in the course of the user's normal activities and discusses those activities with the user.