Professional Documents
Culture Documents
• What is Design?
• Design Pioneers & Thinkers
You can analyze the past, but
1. Engineering Design
you need to design the future.
2. Industrial Design ~ Edward de Bono
3. Information Design
4. Environment Design
5. Experience Design
6. User eXperience Design
© Cárdenas, Christofher
¿Qué es Diseño? – What is Design?
Verbo: • Sustantivo:
© Cárdenas, Christofher
Things are designed, engineered & used
https://www.youtube.com/watch?v=Hner3FAiRnA
Metodologías de HCD 1 © Cárdenas, Christofher
What is Design?
© Cárdenas, Christofher
Engineering Design - Definición
© Cárdenas, Christofher
Engineering Design
© Cárdenas, Christofher
Metodologías de HCD 1 © Cárdenas, Christofher
Industrial Design
© Cárdenas, Christofher
Industrial Design
© Cárdenas, Christofher
Information Design
1. Location
2. Alphabet
3. Time
4. Category
5. Hierarchy
1. Location
2. Alphabet
3. Time
4. Category
5. Hierarchy
1. Location
2. Alphabet
3. Time
4. Category
5. Hierarchy
1. Location
2. Alphabet
3. Time
4. Category
5. Hierarchy
1. Location
2. Alphabet
3. Time
4. Category
5. Hierarchy
© Cárdenas, Christofher
Environment Design
~ Eliel Saarinen
• Architecture • Movies
• Landscaping • Simulations
• Signage • Software
© Cárdenas, Christofher
5. User Experience
Design
© Cárdenas, Christofher
User Experience Design
— Donald Norman
© Cárdenas, Christofher
Experience Design
You can design and create and build the most wonderful place
in the world. But it takes people to make the dream a reality.
~ Walt Disney
Experience design is a
methodology to make
people’s interactions
with complex systems
more pleasant.
Metodologías de HCD 1
Metodologías HCD - 2
Ing. Christofher Cárdenas M.Sc. Tó p i c o s E s p e c i a l e s I I
• How do we Design?
• Design Pioneers & Thinkers
• Design Methodologies Good design is good business.
1. Technology-Centered Design ~ Thomas Watson Jr.
2. Designer-Centered Design
3. User-Centered Design
4. Human-Centered Design
5. Universal Design
© Cárdenas, Christofher
Repaso … ¿Qué es Diseño?
Verbo: • Sustantivo:
© Cárdenas, Christofher
¿Recuerdan esta definición?
© Cárdenas, Christofher
From means to purpose
Desde el cómo o el medio hacia el propósito u objetivo
© Cárdenas, Christofher
Technology-Centered Design
Source: Krippendorff, K. (2006). The semantic turn: A new foundation for design.
Boca Raton, FL: CRC Press Taylor & Francis Group.
Source: Krippendorff, K. (2006). The semantic turn: A new foundation for design.
Boca Raton, FL: CRC Press Taylor & Francis Group.
Source: Mayer, R. E. (2005). Introduction to multimedia learning. In R.E. Mayer (Ed.), The
Cambridge Handbook of Multimedia Learning. New York: Cambridge University Press.
Source: Carr, J. (2011). Case study: Developing a SharePoint 2010 strategy. . . or how
setting it up and "getting it out there" is not a strategy. Bulletin of the American Society for
Information Science and Technology (Online), 37(2), 26-28.
© Cárdenas, Christofher
Designer-Centered Design
• Designer-Centered Design
• Co-Design
• Participatory Design
© Cárdenas, Christofher
User-Centered Design
Source: https://www.usabilityfirst.com/about-usability/introduction-to-user-centered-design/
• Affordances
• Signifiers
• Mapping
• Feedback Fundamental principles of
interaction with objects
• Conceptual Models
© Cárdenas, Christofher
User-Centered Design
© Cárdenas, Christofher
User-Centered Design – Affordances & Signifiers
© Cárdenas, Christofher
Hybrid of UCD and TCD
© Cárdenas, Christofher
From purpose to means
Desde el propósito u objetivo a los medios y el cómo
© Cárdenas, Christofher
https://www.youtube.com/watch?v=r2O5qKZlI50 © Cárdenas, Christofher
Human-Centered Design
Source: DIS, I. (2009). 9241-210: 2010. Ergonomics of human system interaction-Part 210: Human-centred
design for interactive systems. International Standardization Organization (ISO). Switzerland.
• Iterative process
Source: Giacomin, J. (2014). What Is Human Centred Design? The Design Journal 17(4), 606-623.
• Iterative practices
Source: Carr, J. (2011). Case study: Developing a SharePoint 2010 strategy... or how setting it up and "getting it out
there" is not a strategy. Bulletin of the American Society for Info Science and Technology (Online), 37(2), 26-28.
© Cárdenas, Christofher
Universal Design
Source: Demirbilek, O., Demirkan, H., 2004, Universal product design involving elderly users: a
participatory design model. Applied Ergonomics 35 (2004), pp. 361–370.
1. Equitable Use
2. Flexibility in Use
4. Perceptible Information
Metodologías de HCD 2
Introducción a
Human-Centered Design
Ing. Christofher Cárdenas M.Sc. Tó p i c o s E s p e c i a l e s I I
If the problem affects you. You must solve it. Complaining is not Productive.
― Vineet Raj Kapoor
Diciembre, 2019
Referencias bibliográficas
• Fuentes principales:
• Visualization, Analysis & Design – Tamara Munzner
• Artículos científicos relacionados
Exámenes escritos
Actividad Porcentaje
Parciales (2-3) 30 %
Asignaciones (tareas, talleres, trabajo en clase, prácticas, foros, 30 %
exposiciones, casos de estudio)
Portafolio 5%
Proyecto Final – Examen Semestral 35 %
Participaciones y quices (porcentage adicional) %
© Cárdenas, Christofher
Preguntas – Comentarios
• El propósito es demostrar que se ha hecho la la OJO:
lectura en cuestión y que se ha reflexionado al • Preguntar algo que podría googlearse fácilmente
respecto, así como facilitar el análisis en clase.
no es una buena pregunta.
• Debe entregarse antes de la medianoche del día
• Expresar sus sentimientos al respecto no es un
anterior a la clase. (ej. Miércoles 11:59PM)
buen comentario ("me gustó el artículo").
• Las preguntas/comentarios deben ser sobre • Sea claro: espero que la gramática y la ortografía
aspectos de la lectura que podrían hacerse
sean correctas.
mejor, son confusos, tienen limitaciones, etc.
• Sea conciso.
© Cárdenas, Christofher
Expectativas del Profesor
• Asistan a clase
• No todo el material estará en las diapositivas o en los libros.
• Leer los artículos o lecturas asignadas
• Estas lecturas les ayudarán a comprender mejor los temas y qué se ha
hecho/está haciendo actualmente.
• Pregunten
• Pidan ayuda cuando lo requieran
TED.com/speakers/don_norman
https://www.deepl.com/es/translator
© Cárdenas, Christofher
¿Qué es
Human-Centered Design?
Ing. Christofher Cárdenas M.Sc. Tó p i c o s E s p e c i a l e s I I
© Cárdenas, Christofher
Definición de HCD 1
Problem-finding Problem-solving
http://crowdresearch.stanford.edu/w/img_auth.php/f/ff/How_might_we.pdf
http://crowdresearch.stanford.edu/w/img_auth.php/f/ff/How_might_we.pdf
© Cárdenas, Christofher
problem-finding & problem-solving
© Cárdenas, Christofher
Características de HCD
© Cárdenas, Christofher
Ejemplos e Intuiciones en
Human-Centered Design
Ing. Christofher Cárdenas M.Sc. Tó p i c o s E s p e c i a l e s I I
© Cárdenas, Christofher
Tips
• Leer más de una vez el artículo (ojalá • Redacte las preguntas con el
en momentos diferentes) Esto brinda contexto adecuado para
una nueva perspectiva respecto a la comprender el enfoque de
primera lectura. pensamiento y análisis que ayude a
• Resaltar aspectos clave del artículo, comprender la pregunta.
ideas principales o similar.
• Lea posteriormente su pregunta
• Investigue, busque otras referencias o objetivamente y cuestiónese si en
puntos de vista de otros artículos realidad es una pregunta relevante
relacionados o expanda el y relacionada a las ideas claves del
conocimiento con las referencias del
artículo.
artículo en cuestión.
© Cárdenas, Christofher
Ejemplos e Intuiciones
© Cárdenas, Christofher
Cómo razonan las personas
How people reason
© Cárdenas, Christofher
Ejemplo – Data Quality Management
Enfoque Inicial
• Listar los registros en una sola pantalla e indicar la acción a realizar resaltado el registro
seleccionado.
© Cárdenas, Christofher
Ejemplo - Aircraft Location and Orientation
• Visualmente atractivo
• Permite el mapeo directo de
objetos reales
• Pistas de aterrizaje / objetivos
• Otros aviones
• Meteorología
• También muestra: hora, rumbo
altitud, inclinación, desviación y
traslación.
• Mapa matemáticamente riguroso
Thomas Eskridge – Florida Tech
© Cárdenas, Christofher
Starfield Metaphor
• Curva de arrastre
• Propulsión
• Velocidad de vuelo
• Puntos de diseño (Vs, Vx, Vy y Vne)
• Velocidad vertical
• Velocidad de giro estándar
© Cárdenas, Christofher
Potencia
© Cárdenas, Christofher
Qué valoran las personas
What people value
© Cárdenas, Christofher
Teleoperating Mobile Robots
© Cárdenas, Christofher
Affective Biofeedback – User State Estimation
(Tóth, 2015)
(Nummenmaa, 2014)
(Nummenmaa, 2013)
Ejemplos e Intuiciones en HCD © Cárdenas, Christofher
Electroencefalografía → Emociones
(Demos, 2005)
© Cárdenas, Christofher
Referencias
• Csikszentmihalyi, M., Abuhamdeh, S., Nakamura, J. E., Andrew, J., & Dweck, C.
S. (2005).
• Handbook of competence and motivation (pp. 598–608). New York, NY: Guilford
Publications.
• Demos, J. N. (2005). Getting started with neurofeedback. WW Norton &
Company.
• Nummenmaa, L., Glerean, E., Hari, R., & Hietanen, J. K. (2014). Bodily maps of
emotions. Proceedings of the National Academy of Sciences, 111(2), 646-651.
• Tóth, V. (2015). Measurement of Stress Intensity Using EEG. Computer Science
• Engineering B.Sc. thesis, Budapest University of Technology and Economics,
Faculty of Electrical Engineering and Informatics.
TED.com/speakers/david_kelley
― Paul Rand
Empathy
© Cárdenas, Christofher
Proyecto Semestral
• Una descripción corta que explique el objetivo general y qué hará el proyecto
en beneficio de los usuarios.
b. Presentación - Pitch
c. Evaluación escrita
Proyecto Semestral © Cárdenas, Christofher
HUMAN-CENTERED DESIGN OVERVIEW
Through research, teams immerse themselves in the situations in which their creations will be
utilized and observe the thoughts, actions, and experiences of people within them. This builds
empathy – a deep understanding of how and why people behave as they do. From this, teams
generate potential solutions and select those that have the most value and best-fit people’s
lives. Through prototyping, evaluation, and iteration, solutions are then evolved and produced.
DESIGN PRINCIPLES
Principles are beliefs that are used to form rules that guide how behave and decide what to do
in given situations. While there are many “design principles” there are 5 basic principles that
form the foundation for the human-centered design process:
1. Great design is based on observed, human need (human centricity).
In other words, in order to create effective solutions we have to see and understand
the challenges and opportunities that real people encounter in their lives.
3. To make good design decisions, we must first create possibilities to choose from.
When coming up with ideas, the first one you come up with won’t always be the best.
In fact it rarely is. To find effective, innovative solutions we need to create a large pool
of possible solutions that we can then examine and select from.
5. Great design is iterative. It leverages continuous learning and never truly ends.
The design process doesn’t end. A solution, in any form, presents an opportunity to
learn more about those who use it, there experiences, and the challenges and
opportunities it addresses. These learning should then be used to further refine and
evolve the solution.
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HUMAN-CENTERED DESIGN OVERVIEW
Divergent Thinking
During the divergent phase, individuals/teams work to collect as much information as possible
about the given prompt. In this phase any filtering or selectivity is minimized (if done at all) the
objective is to acquire as any insights or possibilities as can be.
Convergent Thinking
In the convergent phase, individuals and teams work towards decisions for their prompt by
examining the information gathered in the divergent phase and prioritizing, organizing and
eliminating information/options based on their objectives.
Emergent Thinking
The Diamond Model includes a third form of
thinking, emergent thinking, which occurs towards
the end of the divergent phase–after a variety of
insights/possibilities have been gathered–and into
the beginning of the convergent phase.
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HUMAN-CENTERED DESIGN OVERVIEW
Discover
A simple way to do this is to ask people to tell stories of their experiences, specific or
generalized. From these stories, teams can explore:
• Who: who are the various “actors” or people involved, as well as any systems or other
actor-like influencers that take in information and perform some kind of action based
on it.
• What: what do they do? What actions do they take or decisions too they make?
• When: when do these actions/decisions happen? What triggers them?
• Where: where do these things take place?
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HUMAN-CENTERED DESIGN OVERVIEW
• Why: what leads people to make the decisions or take the actions they do? How are
they processing information? How are emotions affecting things? What goals or
objectives do they have?
• How: how do they go about taking their actions? what tools do they use?
In addition to understanding the people involved, teams should also gather information about
the systems and tools that are currently related to the topic their exploring. These may be
solutions or products people are currently using, processes they use, etc.
Synthesize
With a wide variety of information gathered, now it comes time for the team not just to make
sense of it but to also determine how to use what they learn from it, what aspects of the topic
will be focused on, which aspects are most important, which aren’t?
Through this sense making of the information gathered during discovery teams develop
empathy, an understanding of how and why people think, feel and behave, for those they are
designing for. Teams compare, contrast and organize their information into groupings and
models that reflect what they’ve come to believe about the topic they’re exploring, the people
involved who will be affected by whatever solutions they come up with, the opportunities to
solve challenges and provide value, etc.
Additionally, the teams begin to define the characteristics, requirements and objectives for
their solution(s); the foundation for a vision of the future their solutions will give rise to for
users. These elements will help guide the team as they generate and select ideas as well as be
used to determine whether their creations are effective.
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HUMAN-CENTERED DESIGN OVERVIEW
Generate
Using the empathy, understanding, and vision found in the synthesize phase, teams now move
on to generating a pool of potential solutions for the challenges and opportunities they’re
looking to address. Emphasis here is placed on quantity over quality as teams aim to create a
diverse set of possibilities in order to maximize their potential for finding the most effective,
solutions.
Brainstorm-based activities and combined with quick, low fidelity communication and
exploration methods like sketching and visual thinking push teams to delve into different
aspects of challenges and uncover, combine, and recombine ideas to expand their possibilities.
Refine
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HUMAN-CENTERED DESIGN OVERVIEW
Stepping back from the ideas generated in the previous phase, teams can now examine what
they’ve come up with and begin to make decisions and further explore, develop and refine
selected solutions. Looking back to the understanding and vision developed through discovery
and synthesis, the team can critique ideas to determine which they feel present the most value
or will be the most effective in achieving their objectives and then work to further define those
ideas though prototyping.
Prototypes can then be used to provide initial observations for how people will make use of and
experience the solutions. This information can then be further used to refine and recombine
ideas until the final solutions begin to emerge.
Once some form of solution has been created it is deployed for people to use. This might be
and initial pilot or beta version or something more fully developed. Regardless, this stage
embodies perhaps the most important principle of any effective design process: that it doesn’t
end. A solution, in any form, presents an opportunity to learn more about those who use it,
there experiences, and the challenges and opportunities it addresses.
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HUMAN-CENTERED DESIGN OVERVIEW
As people use and interact with whatever solutions have been, steps should be taken by the
team to monitor their effect. This monitoring should be both qualitative and quantitative. The
information collected in this period is then fed back to initiate the design process again in order
to further iterate and evolve the solution(s).
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