After gathering real qualitative and quantitative data the author's put forth a process by which they create synthetic, representative personas engaging in simulated behavioral modeling scenarios. These approximations become the users for their design process. Though this audience is, like any audience, a necessary fiction, it is a reasoned, scientific, data produced fiction, not the imaginings of design team. Creating Cooper's personas, is an expensive (time/money) undertaking, but those who implement their plan have the advantage of user that pushes back against the process.
Two other things about this text. First, the end product Cooper's process creates seems to be a simplified, easier to use application. They continually stress simplification and refinement of design and implementation. An example that resonated with me is the advice to remove the computer from your concept of the product, think instead only of the application. The implication being the computer is a tool for the desires of the use, and not and imposing entity or limitation.
Second, though Cooper's process is aimed at simplification, it is not simple to implement. This book seems to be an exhaustive resource covering each step of the design phase in great detail. The one challenge I have from this is the need to scale down their process to my own limited resources and budget. That being said, even shadows of their process will help my design and end result.
Key Concepts:
Design
"The conscious and intuitive effort to impose meaningful order." Victor Papanek
Human-oriented design activities
- Understanding users' desires, needs, motivations and contexts.
- Understand business, technical, and domain opportunities, requirements and constraints.
- Synthesize this knowledge as a foundation for creating products whose form, content, and behavior is useful, usable and desirable, as well as economically and technologically feasible.
Design based on and understanding of users and cognitive principles, combined with aesthetic choice.
Goals
An expectation of an end condition achieved through organized activities and steps. Products should be designed to attain goals, not showcase features.
Goal Directed Design Process
Research (user and domain) > Modeling> Requirements (economic and technical) > Framework (define design structure and flow) > Refinement > Support.
Research Phase employs ethnographic field study techniques, to provide qualitative data about potential and/or actual users. Study will produce an emergent set of behavior patterns used during modelling phase to create persona helpful in establishing goals for product creation. (Chapter 4)
Modelling Phase is where behavior and work flow patterns discovered through research are synthesized into domain and user models that become test mules for measuring goal achievement during product development. These models are called personas, which are detailed composite archetypes representing groupings of behaviors, attitudes, aptitudes, goals and motivations observed through research. These represent users during the modelling phase. Mental modelling is also used to represent technical and business requirements. ( Chapter 5)
Requirements Definition Phase is a bridge between users (represented by personas), and the technical, business and functional (developed through mental models) are reconciled into a document that defines all of these needs.
Framework Definition Phase is where the overall product concept is placed into a framework for the product's behavior, visual design and physical form. An interaction framework definition is the end result of a designer's using interaction design principles to develop interaction design patterns containing general solutions to previously analyzed problems. The interaction framework definition becomes the template for testing input vectors and form factors. Also this definition will give rise to a visual framework and a visual language strategy.
Refinement Phase continues, from the Framework Definition phase, adding interaction details. User input is still included through persona interaction including key path and validation scenarios. Visual refinement continues. The end result of this phase is a form and behavior specification, a detailed documentation, in print or interactive media, of the actual design.
Development Support Phase is where the designers help solve unforeseen development issues, including helping prioritizing design solutions when deadlines/budgets encroach on original plans.