Checklist for User-Centered Design
CS 252, Winter 2000

Initial Motivation
    Did the initial concept come from potential users?
Pre-Design Activities Involving Users
  Did the designers visit/simulate the user's workplace before beginning design?
  Did the designers discuss work goals with users?
  Did the designers observe/discuss how users currently structure that goal into tasks?
  Did the designers discuss why users do it that way?
  Did the designers discuss how users wish they could do it?
Pre-Design Activities Involving Analysis
  Did the designers analyze users' mental models of the current task structure?
  Did the designers do a usability evaluation of the existing system?
  Did the designers do/find a usability evaluation of competitive systems?
  Did the designers set usability performance measures based on those evaluations?
Early Design Activities Involving Users
  Did real users review/evaluate the initial design?
  Did the designers watch them to see where mismatches occurred between mental model and system?
  Did the designers query/clarify user feedback to arrive at a significant-majority opinion?
Design Activities Involving Analysis
  Did the designers actively incorporate user feedback into iteratively improved designs?
  Did the designers specifically analyze which features were not exercised by the users, and speculate as to why?
  Did the designers use that analysis to eliminate or re-design those features?
Later Design Activities Involving Users
  In later tests, did users specifically notice that their suggestions had been applied to re-design?
  In later tests, did users specifically say the new design was better?
  Were mechanisms set up for ongoing usability monitoring (hot-lines, evaluations, etc.)?

Point to Remember: Users choose whether or not to use a software product

User confidence is destroyed by "simple" incidents:

(1) a long period of work is lost because the product crashes
(2) repeated "interpretation" of messages is needed
(3) it takes a long time to do something that's seemingly simple and frequently needed
(4) it takes a lot of operations to do something that's seemingly simple and frequently needed
(5) there aren't obvious points of "closure" for sub-tasks
(6) lack of visual feedback makes it hard to tell if anything's happening
(7) changes-of-mind force the user to redo a lengthy series of operations