User Centered Design

User-centred design (UCD) is a framework of processes (not restricted to interfaces or technologies) in which the needs, wants, and limitations of end users of a product, service or process are given extensive attention at each stage of the design process.

User-centred design can be characterized as a multi-stage problem solving process that not only requires designers to analyse and foresee how users are likely to use a product, but also to test the validity of their assumptions with regard to user behavior in real world tests with actual users at each stage of the process from requirements, concepts, pre-production models, mid production and post production creating a circle of proof back to and confirming or modifying the original requirements.

Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like.

The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product.

e-Learning

The e-Learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.

Cognitive research and theory suggest that selection of appropriate concurrent multimedia modalities may enhance learning, as may application of several other principles.

Gamification

The application of game elements a in non-gaming context offers a great potential regarding the engagement of senior citizens with information systems.

On this project, we suggest the application of gamification to routine tasks and leisure activities, namely physical and cognitive therapy, the gamification of real-life activities which are no longer accessible due to age-related changes and the application of game design elements to foster social interaction.

Furthermore, we point out important chances and challenges such as the lack of gaming experience among the target audience and highlight possible areas for future work which offer valuable design opportunities for frail elderly audiences.

Project

When developing user centred products, one of the very first concerns is to identify and characterize all users and user groups that may have an interest, be involved in or afected by the products' development and introduction into the market.