Frequently asked questions about user-centered design
What is user-centered design?
User-centered design is designing a product around evidence about the people who will use it rather than assumptions about them. Real users are involved from the start, the design is tested with them, and it changes based on what they do.
What are the principles of user-centered design?
Four carry the method: involve real users early, design iteratively, design for the whole experience rather than only the screens, and build accessibility in from the start instead of auditing for it at the end. ISO 9241-210 sets out a fuller list along the same lines.
What are the stages of the user-centered design process?
Research, define, design, then test and iterate. Research is interviews and observation, define turns that into scenarios and requirements, design produces information architecture, wireframes and prototypes, and testing puts those prototypes in front of real users. The fourth stage loops back to the first.
Is human-centered design the same as user-centered design?
In everyday use, yes, and most teams use the terms interchangeably. The one distinction is scope: human-centered design covers problems where the people affected are not all users of a product, while user-centered design is aimed at people using one.
What is the difference between UX design and user-centered design?
UX design is the discipline and the job. User-centered design is the method a UX designer uses to do that job well. A team can call itself a UX team and never put a design in front of a real user, which is the difference in practice.
Why does user-centered design matter?
It moves discovery of problems from after launch to before it, when changing things is cheap. More people finish the task, fewer support questions repeat, accessibility comes as standard, and design arguments end with evidence rather than seniority.
How do you start user-centered design with a small team?
Pick one flow, find five people who will use it, make a clickable prototype or even paper drawings, run five twenty-minute sessions in one afternoon, write three lines per session, and change something the same week. No researcher, lab or budget line is required.
How many users do you need for a usability test?
Five per round is what most teams run, with several rounds rather than one large one. The first two sessions usually surface most of what a round will find, and running three rounds of five teaches more than one round of fifteen.
Do you need personas?
Only if they are built from real interviews. Personas invented in a workshop are fiction that gets quoted as evidence for years. A small team is usually better served by two honest sentences per user type, or by scenarios describing one person doing one task in a specific situation.
When does user research get wasted?
When personas are invented from nothing, when a survey is written by somebody who already knows the answer they want, when a usability test happens after the build is finished and the schedule cannot absorb the findings, and when the output is a long report nobody reads.
How does user-centered design affect a project's cost and timeline?
The start is slower and the finish is faster. The cost moves rather than grows, because research hours are fewer than the hours spent rebuilding a flow that shipped wrong. Budgets genuinely grow only when a team commissions a research programme larger than the product needs.
What does accessibility have to do with user-centered design?
Accessibility is user-centered design applied to people using a screen reader, a keyboard, a magnified display or a phone in bright sunlight. Built in from the start it costs almost nothing; audited at the end it produces structural problems that are expensive to fix.