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IB Design Technology
SL · Lesson 03 · User-Centred Design
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Lesson 03 · Unit 1

User-Centred Design

Design with users—not just for an imagined “average person.”

80 minutesA2.1 + B1.1People at the centre
Guiding question: How does understanding user needs directly impact the design of products and services?01
Today’s destination

By the end of class, you should be able to…

01

Explain UCD

Describe UCD and explain how users are involved across its five stages.

02

Use the U-T-E lens

Analyse the user, task and environment together.

03

Recognize trade-offs

Explain advantages and disadvantages of a UCD approach.

04

Apply usability thinking

Use user evidence to identify design opportunities.

Success check: explain the concept accurately, then use it to make a justified design decision.
Know it → use it → explain the evidence.02
User-centred design

UCD begins with empathy.

Understanding needs, wants, limitations and behaviours helps designers avoid solving the wrong problem.

Needs

What must work?

Requirements linked to function, safety, access or task completion.

Wants

What would improve the experience?

Preferences may influence desirability but still need evidence.

Limitations

What constrains use?

Physical, sensory, cognitive, contextual or environmental constraints.

Empathy turns assumptions into questions.03
UCD framework

UCD has its own five stages.

Research → Concept → Design → Implementation → Launch. Users should be involved throughout. These stage names are related to—but not interchangeable with—the DP design process labels from Lesson 2.

01
Research

Investigate users, tasks, environments and needs.

02
Concept

Keep user needs visible while possible directions are explored.

03
Design

Develop and test the proposed product with users.

04
Implementation

Keep users involved as the developed design is put into use.

05
Launch

Continue learning from users when the product reaches real use.

UCD stages: Research → Concept → Design → Implementation → Launch.04
U-T-E

Use the User–Task–Environment lens.

UCD teams develop a deep understanding of all three because the same person can struggle with a product in one situation and succeed in another.

User

Who is interacting?

Characteristics, capabilities, behaviour, needs and motivations.

Task

What are they trying to do?

Sequence of actions, goals, difficulty and critical points.

Environment

Where does use happen?

Physical, social and technological context can change the design requirement.

Do not analyse the user in isolation.05
Apply it

Same product, different context

A reusable water bottle is easy to open at a desk but difficult for a cyclist wearing gloves.

What explains the difference best?

Choose before you reveal the feedback.06
Better understanding through different disciplines

Complex user problems rarely belong to one expert.

Designer

Experience + form

Connects user needs to product decisions and prototypes.

Engineer

Function + performance

Tests feasibility, loads, mechanisms or technical performance.

Human factors

People + interaction

Studies capabilities, behaviour and usability.

Manufacturer

Production reality

Adds insight about materials, construction and repeatability.

Different disciplines reduce blind spots.07
Evaluate UCD

Why UCD is powerful—and demanding.

UCD can improve relevance and usability, but involving real users takes planning, time and careful interpretation.

Advantage

Evidence-based decisions

Direct user involvement helps reveal real needs and pain points.

Advantage

Better fit to diverse users

Testing can expose requirements a designer would not predict alone.

Challenge

Time + access

Recruiting users and gathering useful feedback can be difficult.

Challenge

Conflicting needs

Different users may want incompatible things; the designer must justify trade-offs.

User input informs design; it does not automatically make every request a requirement.08
Method preview

Choose methods that reveal different kinds of evidence.

MethodUseful for
Field research / observationSeeing actual behaviour, context and unspoken difficulties.
InterviewsExploring motivations, explanations, priorities and experiences.
SurveysCollecting responses from a broader user population efficiently.
Focus groupsExploring reactions and discussion among several users.
Task analysisBreaking a goal into steps to identify critical points for improvement.
The next lessons go deeper into these methods.09
Synthesis

Personae represent patterns found in research.

A primary persona should be grounded in user-centred research—not invented to make the project look professional.

Evidence-based

“Frequently carries a laptop and lunch between buildings; values one-hand access.”

Traceable to observed behaviour and interview data.

VS
Invented

“Alex loves technology and hates boring products.”

Sounds detailed, but may have no research behind it.

A persona is a research synthesis tool—not creative writing.10
Usability

Usability objectives make experience testable.

B1.1 requires five usability objectives that can be applied when evaluating a product.

Learnability

Can competence be learned?

After a defined period of training, can the user operate at the required level of competence?

Efficiency

How quickly can the task be done?

Once learned, does the design support fast, effective use?

Memorability

Can the user return later?

Is it easy to remember how to use after a gap?

Errors + satisfaction

What goes wrong—and how does it feel?

Consider mistakes, recovery and overall user response.

We will analyse all five in detail later.11
Apply it

UCD in a design decision

Three users say a pill organizer is hard to open. One user has reduced hand strength; another has long fingernails; the third struggles to see which compartment is open.

What is the strongest UCD response?

Choose before you reveal the feedback.12
Important distinction

User evidence informs professional judgement.

Listen

What do users report?

Preferences, frustrations and priorities matter.

Observe

What do users actually do?

Behaviour can reveal needs users do not verbalize.

Evaluate

What is feasible + responsible?

Safety, technical constraints and conflicting requirements still need designer judgement.

UCD ≠ blindly implementing every request.13
8-minute field lens

Analyse a classroom object using U-T-E.

Choose a chair, desk, door handle, water fountain or backpack.

User

Who uses it? What capabilities or limitations matter?

Task

What sequence must the user complete?

Environment

What physical/social context affects use?

Opportunity

What evidence would you still need before redesigning?

Observe first. Redesign later.14
Vocabulary lab

Eight UCD terms to retrieve

Retrieve first. Then check.

TermUser-centred design (UCD)Click to reveal
MeaningA design process that pays particular attention to potential users by involving them through research, concept, design, implementation and launch.
TermEmpathyClick to reveal
MeaningUnderstanding users’ needs, motivations, behaviours and difficulties from their perspective.
TermNeedClick to reveal
MeaningA requirement important to successful or safe task completion.
TermWantClick to reveal
MeaningA user preference that may improve desirability or experience.
TermLimitationClick to reveal
MeaningA factor that constrains a user’s ability or the context of use.
TermMultidisciplinary teamClick to reveal
MeaningA team combining different areas of expertise to understand and solve a design problem.
TermPersonaClick to reveal
MeaningA research-based representation of attributes found in a user population.
TermUsability objectiveClick to reveal
MeaningA lens for evaluating interaction such as learnability, efficiency, memorability, errors or satisfaction.
Say the meaning before you flip the card.15
Knowledge check

Can you retrieve it without looking back?

1. What three elements should a UCD team understand deeply?
The user, the task and the environment.
2. Why is a persona not simply an invented character?
It should represent attributes derived from user-centred research.
3. Give one advantage and one challenge of UCD.
Example: advantage—evidence reveals real user needs; challenge—user access, time or conflicting needs can complicate the process.
4. Name the five usability objectives.
Learnability, efficiency, memorability, errors and satisfaction.
5. Name the five stages of UCD and explain the key idea that connects them.
Research, concept, design, implementation and launch. The key idea is that potential users remain involved throughout the process; these names are distinct from the five DP design process sections.
Say the answer first. Then reveal it.16
AO2 / AO3 practice

Apply UCD to an unfamiliar product.

Prompt: A public ticket machine is being redesigned for a busy railway station. Explain two ways a UCD approach could improve the redesign.
Strong direction: involve intended users through methods such as observation/interviews to identify task difficulties and context; then test prototypes with users and use feedback to refine interaction, reducing errors or improving efficiency. Each point should connect a method to a design consequence.
Method → evidence → design consequence.17
Exit ticket

Before you leave…

1. Define UCD without using the phrase “design for users.”
2. Explain why user, task and environment must be considered together.
3. Name the five UCD stages in order.
Next lesson

User-Centred Research Methods

Keep the evidence chain moving: user → research → decision → test.

Review before next time
Explain today’s key ideas without notes, then apply one idea to a different product, user or design context.
Lesson complete18 slides
Designed by David Xu · © 2026 David Xu. All rights reserved.Educators and students are welcome to use these materials for non-commercial teaching and learning with attribution. Please share the original link when possible. Reposting, redistributing modified copies, removing attribution, or commercial use requires prior permission.
IB Design Technology SL · Lesson 0318
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