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Learning to See

by Oliver Reichenstein Learning to design is learning to see, an adventure that gets more and more captivating the further you go. A love letter to my profession… Our mind is not a camera. Seeing is not a passive act. We see what we expect to see, or, as Anaïs Nin put it so beautifully: “We don’t see things as they are, we see them as we are.” The idea that our perception is as much a result of what we are able to know as of what we expect to find is not new. “Up to now it has been assumed that all our cognition must conform to the objects; but […] let us once try whether we do not get further […] by assuming that the objects must conform to our cognition.” In the meantime, cognitive psychology has followed Kant’s “Copernican Revolution-in-reverse”. “Perceptual set is a tendency to perceive or notice some aspects of the available sensory data and ignore others. […] perceptual set works in two ways: 1. The way expectation can influence our cognitive set can be illustrated quite easily: Related:  Teaching User-Centered Design

The UX of Learning While many desk-shackled students may wish they were napping rather than enduring yet another monotonous lecture, learning is by no means confined within the classroom. In fact, we engage in focused learning activities every day. Think of the last time you ordered a book, booked a flight, or bought a car. Learning is a complex process with distinct stages, each with corresponding tasks and emotions. A hierarchy of learning#section1 According to Benjamin Bloom’s landmark 1956 study, we can classify learning in a hierarchy of six levels, where each level forms the foundation for the next. Fig. 1: Bloom’s Taxonomy of Learning. Learning as a process#section2 While Bloom’s Taxonomy reveals the many levels of learning, understanding how these levels flow together in practice is crucial. Fig. 2: A representation of the learning process from Carol Kuhlthau’s paper “Inside the Search Process.” Initiation Initiation is the phase where you become aware that you need information. Explore#section4

International Standards A more recent version of this list can be downloaded. Standards related to usability can be categorised as primarily concerned with: the use of the product (effectiveness, efficiency and satisfaction in a particular context of use) the user interface and interaction the process used to develop the product the capability of an organisation to apply user centred design The standards described here are divided into these categories, and are listed in the table below. Development of ISO standards Standards for HCI and usability are developed under the auspices of the International Organisation for Standardisation (ISO) and the International Electrotechnical Commission (IEC). The main stages of development of international standards and abbreviations (ZZ) used for the document types are shown below: Usability definitions ISO 9241-11: Guidance on Usability (1998) This standard (which is part of the ISO/IEC FDIS 9126-1: Software Engineering - Product quality - Part 1: Quality model (2000) .

Human-Centered Design Course Thread Bibliography | Course Threads Login or Sign Up Human-Centered Design more » Design is pervasive in our lives, as we spend most of our time interacting with human-made tools, objects, services, and information spaces. Check out Berkeley Institute of Design graduate student Lora Oehlberg's introduction of the Human-Centered Design Thread: More Pop-up Content Design is pervasive in our lives, as we spend most of our time interacting with human-made tools, objects, services, and information spaces. Common to all courses included in the Design Thread is the notion that designers have a unique practice or way of knowing what distinguishes design from art (creation which is accountable to the vision of the artist); engineering (the application of scientific and mathematical principles to practical ends); and science (the development of generalizable knowledge through observation, experimentation and hypothesis testing). Announcements March 13: Course Threads Movie Night- "Pi" Search for Courses View all

ISO 9241 ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-computer interaction. It is managed by the ISO Technical Committee 159. It was originally titled Ergonomic requirements for office work with visual display terminals (VDTs).[1] From 2006 on, the standards were retitled to the more generic Ergonomics of Human System Interaction.[2] As part of this change, ISO is renumbering some parts of the standard so that it can cover more topics, e.g. tactile and haptic interaction. Ergonomics of Human System Interaction[edit] The revised multipart standard is numbered in series as follows: 100 series: Software ergonomics200 series: Human system interaction processes300 series: Displays and display related hardware400 series: Physical input devices - ergonomics principles500 series: Workplace ergonomics600 series: Environment ergonomics700 series: Application domains - Control rooms900 series: Tactile and haptic interactions

What Is Design If Not Human-Centered? The explosive growth of interest in human-centered design raises bigger questions about traditional design education, training, and practice. Late last week, IDEO.org—the nonprofit spinoff of design and strategy giant IDEO—announced a first-of-its-kind, five-week, experiential training program in the art and science of Human-Centered Design for Social Innovation. The program is run in partnership with +Acumen, the outreach arm of social impact investment pioneers, Acumen. Human-centered design expressly involves the investigation of social problems, analysis of knowledge, engagement of users, and prototyping or iteration of solutions. Beyond its projects, popular fellowship program, and new educational initiative, IDEO.org’s online network, HCD Connect, is perhaps the clearest indicator of the accelerating interest in this type of work. The explosive growth of interest in human-centered design raises bigger questions about traditional design education, training, and practice.

Starter League UX Design: How to Define Your User Base & Position Your Product It’s Week #3 of the UX Design class I’m taking at The Starter League. After covering top visual design techniques and research methods last week, we dove right into affinity diagramming, user modeling, and product vision. It’s not as complicated as it sounds, I promise. Affinity Diagramming We left off last week’s recap with some field and survey research tips. Research is critical in the field of UX because, well, the most important thing is people and how they interact with the world, and thus, whatever it is you’re trying to build. That’s where affinity diagramming comes in. Affinity diagramming is the technique of taking a bunch of separate “items”—like statements made by users during field research, observations made by researchers, data points collected from surveys, etc. Let me back up for a minute. That’s when affinity diagramming became my best friend. Based on the field research we did, here’s the affinity diagram my group created (plus, one of my teammates being funny): Quadrants

Home - UW HCDE 518 The Starter League UX Design: Top Visual Design Techniques and Research Methods It’s Week #2 of the UX Design class I’m taking at The Starter League. After covering UX design heuristics last week, we dove right into these three topics: Visual Design PrinciplesConducting SurveysConducting Field Research Visual Design Principles Visual design principles are essentially the aesthetic rules you should be mindful of whenever you create something (like any website). 1.) Unity is the extent to which all of the elements in your design are clearly associated with one another. 2.) Hierarchy is the established order of elements being viewed. There are various ways you can communicate hierarchy to users, including: Location of certain informationColor schemesSize of elementsTone and length of any textUse of eye-catching imagery (faces, fires) – baby faces and puppies are always a hit! 3.) The idea with this visual design tactic is to basically eliminate things on the page that take away from the information you’re really trying to communicate. 4.) Fluid Design 1.) 2.) 3.) Surveys

Master of Science in Human Centered Design & Engineering Stack Overflow founder presents: Gorgeous, modern Internet forums Praise the Lord and pass the Diet Mountain Dew! Jeff Atwood, founder of developer hive Stack Overflow, has aimed his mighty brain at forums. “Forums are the dark matter of the web, the B-movies of the Internet. But they matter,” Atwood writes on his personal blog. The problem: They’re hideous, with design templates that haven’t changed much since the dawn of the Internet. Atwood says Discourse will eventually do for forums what WordPress did for blogs. “Hah!” The proof is, as they say, in the pudding. One downside: Because Discourse relies heavily on JavaScript magic, very modern browsers are required. Another downside: If you’ve already got a robust online community forum, you can pretty much get your hopes down. From the Discourse About page: VentureBeat is studying mobile monetization.

ACM SIGCHI Curricula for Human-Computer Interaction : 4. HCI Curriculum Designs Last updated: 2009-07-29 Accesses since 1997-04-17: 134,574 Table of Contents In 1985, the ACM SIGCHI workshop on curricula in HCI (Mantei, 1985) proposed the development of courses in HCI. Since then, numerous individual courses have been developed and instituted in many parts of the world. The previous chapter has extended this work by proposing and describing an integrated set of four prototypical courses. Some institutions, however, may wish to go further in structuring and providing HCI education for their students, and may even wish to take a leadership role in the development of entire curricula as opposed to only individual courses. We begin by suggesting one constraint that should be imposed on such designs, namely, that an HCI undergraduate curriculum generally should be embedded within an existing disciplinary curriculum rather than made to stand on its own. 4.1 HCI-oriented, not HCI-centered Programs {p. 56} 4.2 Base Disciplines for an HCI Orientation {p. 57}

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