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Ignition Learning — Activity Sheet

Human-centred design & UX principles

Technologies · Year 12

Name: ______________________Date: ____________

Human-centred design puts real user needs, behaviours and limitations at the centre of the design process, rather than designing purely around what's technically possible or aesthetically appealing. User experience (UX) design focuses on how a product feels to actually use — including usability (how easily and efficiently a task can be completed), accessibility (whether the design works for people with diverse abilities, including those using screen readers or with limited motor control), and user research (methods like interviews, surveys and usability testing used to understand real user needs before and during design, rather than relying purely on designer assumptions).

Example

A usability test might reveal that most users can't find a website's checkout button because it's visually similar to other, less important buttons on the page — a designer relying purely on their own intuition might never notice this, but observing real users attempting the task directly surfaces the problem.

Key terms

Usability:
How easily and efficiently a user can complete a task using a product.
Accessibility:
Whether a design works for people with diverse abilities and needs.
User research:
Methods like interviews and usability testing used to understand real user needs.

Questions

  1. 1. Human-centred design puts at the centre of the process:

    • Real user needs, behaviours and limitations
    • Only what is technically possible, with no other consideration
    • Only visual aesthetics, with no other consideration
    • A concept unrelated to how a product will actually be used
  2. 2. Usability refers to:

    • How easily and efficiently a task can be completed
    • A concept unrelated to how a product is actually used
    • Only how visually attractive a design is
    • Something that has no bearing on user experience
  3. 3. Accessibility in design means:

    • A design works for people with diverse abilities and needs
    • A design is deliberately made to work for only a single group of users
    • A concept unrelated to how usable a design is for different people
    • Something only relevant to physical, not digital, products
  4. 4. User research includes methods such as:

    • Interviews, surveys and usability testing
    • Only guessing what users might want, with no direct research
    • Methods that never involve any actual users
    • A concept unrelated to understanding user needs
  5. 5. A usability test can reveal:

    • Problems real users encounter that a designer might not otherwise notice
    • Nothing useful about how a design actually performs
    • Only information already obvious to the designer beforehand
    • A concept unrelated to evaluating a design
  6. 6. Screen readers are an assistive technology relevant to:

    • Accessibility for users with visual impairments
    • A concept unrelated to accessibility
    • Only users with no disabilities of any kind
    • Something with no connection to how a design is used
  7. 7. Human-centred design differs from designing purely around technical possibility because it:

    • Prioritises real user needs and behaviours over what is merely technically achievable
    • Always ignores technical constraints entirely, regardless of feasibility
    • Has no meaningful distinction from a purely technology-first approach
    • Never considers any user needs at any stage of the process
  8. 8. Why might observing real users attempt a task reveal problems a designer's own intuition would miss?

    • A designer is often deeply familiar with their own product in ways typical users are not, making it easy to overlook confusion or friction points a fresh user would encounter
    • A designer's intuition always perfectly predicts how every user will experience and interact with a product
    • Observing real users never actually reveals any information a designer wouldn't already know
    • Designer familiarity with a product has no bearing on their ability to predict user confusion
  9. 9. Why might designing for accessibility from the start of a project often be more effective than trying to add accessibility features after a design is largely finished?

    • Accessibility considerations can influence fundamental structural and interaction decisions, which are often far harder and more costly to change after a design is already built
    • The timing of when accessibility is considered has no genuine bearing on how effectively it can be implemented
    • Retrofitting accessibility features after a design is finished is always exactly as easy as designing for accessibility from the start
    • Accessibility is a consideration that only ever needs to be addressed once a product is already complete
  10. 10. Why might relying solely on designer assumptions, without any user research, risk producing a product that doesn't actually meet real user needs?

    • A designer's own assumptions and experiences may not reflect the genuine needs, contexts or limitations of the actual target users
    • Designer assumptions are always exactly as accurate as directly researching real user needs and behaviours
    • User research provides no additional insight beyond what a designer could reasonably assume on their own
    • A product's success has no genuine connection to whether it reflects real user needs
  11. 11. Why might a survey and a usability test reveal different, complementary types of information about user experience?

    • A survey can capture users' stated opinions and preferences, while a usability test reveals how users actually behave when genuinely attempting a task, which can sometimes differ from what they report
    • Surveys and usability tests always reveal exactly identical information about user experience with no meaningful difference
    • What users report in a survey is always guaranteed to exactly match how they actually behave in practice
    • These two research methods provide no genuinely complementary insight into user experience
  12. 12. Why might a wireframe or low-fidelity prototype be used to test a design concept before investing time in a polished, high-fidelity version?

    • A simple, rough version can be tested and revised quickly and cheaply, allowing major structural or usability problems to be identified before significant time is invested in visual polish
    • Testing with a rough, low-fidelity prototype provides no genuine value compared to only ever testing a fully polished version
    • A high-fidelity, polished design is always exactly as quick and cheap to revise as a simple wireframe
    • The fidelity level of a prototype has no genuine bearing on how efficiently a design concept can be tested and revised
  13. 13. Why might designers use "personas" (fictional profiles representing typical user types) to help guide design decisions?

    • Personas can help a design team stay focused on the needs, goals and context of representative real users, rather than defaulting to the designer's own assumptions or preferences
    • Personas have no genuine bearing on how a design team approaches its decision-making process
    • Fictional user profiles always provide exactly the same value as directly researching genuine, individual real users
    • Designers only ever use personas as a decorative exercise with no actual influence on design decisions
  14. 14. Why might designing with accessibility in mind (like sufficient colour contrast or clear navigation) often improve the experience for all users, not just those with specific access needs?

    • Many accessibility improvements — like clearer navigation or better contrast — tend to reduce cognitive and visual effort for everyone, not only for users who strictly require them
    • Accessibility features only ever benefit a narrow group of users with no wider benefit to anyone else
    • Improving accessibility always makes a product measurably worse for users without specific access needs
    • There is no genuine overlap between accessibility improvements and general usability improvements
  15. 15. Why might a genuinely human-centred design process require iterating on a design based on user feedback, rather than finalising it after a single research round?

    • Initial designs often surface new questions or unexpected user behaviours, so testing an updated design against real users again helps confirm whether the changes actually solved the original problem
    • A single round of user research is always completely sufficient to identify and resolve every meaningful design issue
    • Iterating on a design based on user feedback provides no genuine additional value beyond an initial research round
    • User behaviour and feedback never change or reveal anything new after an initial design iteration
  16. 16. Why might designers face a genuine trade-off between simplifying an interface for ease of use and providing enough functionality for power users who need more advanced features?

    • Reducing visible complexity can make a product easier for new or casual users to learn, but may also hide or remove functionality that more experienced users rely on, requiring a genuine balance between these competing needs
    • There is never any genuine trade-off between simplicity and functionality in interface design
    • Power users and casual users always have exactly identical needs and preferences regarding interface complexity
    • Simplifying an interface always improves the experience for every single type of user with no possible downside
  17. 17. Why might usability testing with a genuinely diverse group of users (different ages, abilities and technical familiarity) produce more reliable insights than testing with a narrow, similar group?

    • A narrow testing group may share blind spots or assumptions that don't reflect the full range of ways a diverse real-world user base might interact with and understand the product
    • Testing with a narrow, similar group of users always produces exactly as reliable insights as testing with a genuinely diverse group
    • The diversity of a usability testing group has no genuine bearing on how reliable or generalisable its resulting insights are
    • Different user groups always interact with and understand a given product in an identical way, regardless of their background
  18. 18. Why might genuinely human-centred design sometimes require a business to make trade-offs against short-term commercial goals, like intentionally reducing addictive design patterns?

    • Some design patterns that maximise short-term engagement can conflict with genuine user wellbeing, meaning a business committed to authentic human-centred design may need to accept some reduced engagement metrics in favour of ethical design choices
    • Human-centred design and short-term commercial goals are always perfectly aligned with no possible tension between them
    • Reducing addictive design patterns always increases short-term engagement metrics with no trade-off involved
    • Ethical considerations in design have no genuine bearing on business decisions about engagement-focused features
  19. 19. Why might a product designed and tested only with users from one cultural or linguistic background risk performing poorly for users from a different background?

    • Assumptions about layout, imagery, colour meaning or language that feel intuitive to one cultural group may not translate directly to another, so testing with a narrow group can miss genuine usability issues elsewhere
    • A product's cultural or linguistic testing background has no genuine bearing on how well it performs for users from a different background
    • Design assumptions about layout, imagery and language are always universally intuitive across every cultural and linguistic group
    • Testing with users from a single cultural background always produces results that generalise perfectly to every other background
  20. 20. Why might measuring only quantitative usability metrics (like task completion time) without any qualitative feedback risk giving an incomplete picture of user experience?

    • A user might complete a task quickly but still find the experience frustrating or confusing, so qualitative feedback can reveal important context that pure timing data alone would miss
    • Quantitative metrics like task completion time always fully capture every meaningful aspect of a user's actual experience
    • Qualitative feedback provides no genuine additional insight beyond what quantitative usability metrics already reveal
    • A fast task completion time always guarantees a user found the experience genuinely satisfying and frustration-free
  21. 21. Understanding human-centred design and UX principles mainly helps you to:

    • Evaluate how well a product's design reflects genuine user needs, usability and accessibility
    • Assume designer intuition alone is always sufficient to produce a genuinely usable, accessible product
    • Ignore the role user research plays in identifying real usability problems
    • Treat accessibility as relevant only to a narrow group of users with no wider benefit

Answer key (parent copy)

  1. 1. Real user needs, behaviours and limitations
  2. 2. How easily and efficiently a task can be completed
  3. 3. A design works for people with diverse abilities and needs
  4. 4. Interviews, surveys and usability testing
  5. 5. Problems real users encounter that a designer might not otherwise notice
  6. 6. Accessibility for users with visual impairments
  7. 7. Prioritises real user needs and behaviours over what is merely technically achievable
  8. 8. A designer is often deeply familiar with their own product in ways typical users are not, making it easy to overlook confusion or friction points a fresh user would encounter
  9. 9. Accessibility considerations can influence fundamental structural and interaction decisions, which are often far harder and more costly to change after a design is already built
  10. 10. A designer's own assumptions and experiences may not reflect the genuine needs, contexts or limitations of the actual target users
  11. 11. A survey can capture users' stated opinions and preferences, while a usability test reveals how users actually behave when genuinely attempting a task, which can sometimes differ from what they report
  12. 12. A simple, rough version can be tested and revised quickly and cheaply, allowing major structural or usability problems to be identified before significant time is invested in visual polish
  13. 13. Personas can help a design team stay focused on the needs, goals and context of representative real users, rather than defaulting to the designer's own assumptions or preferences
  14. 14. Many accessibility improvements — like clearer navigation or better contrast — tend to reduce cognitive and visual effort for everyone, not only for users who strictly require them
  15. 15. Initial designs often surface new questions or unexpected user behaviours, so testing an updated design against real users again helps confirm whether the changes actually solved the original problem
  16. 16. Reducing visible complexity can make a product easier for new or casual users to learn, but may also hide or remove functionality that more experienced users rely on, requiring a genuine balance between these competing needs
  17. 17. A narrow testing group may share blind spots or assumptions that don't reflect the full range of ways a diverse real-world user base might interact with and understand the product
  18. 18. Some design patterns that maximise short-term engagement can conflict with genuine user wellbeing, meaning a business committed to authentic human-centred design may need to accept some reduced engagement metrics in favour of ethical design choices
  19. 19. Assumptions about layout, imagery, colour meaning or language that feel intuitive to one cultural group may not translate directly to another, so testing with a narrow group can miss genuine usability issues elsewhere
  20. 20. A user might complete a task quickly but still find the experience frustrating or confusing, so qualitative feedback can reveal important context that pure timing data alone would miss
  21. 21. Evaluate how well a product's design reflects genuine user needs, usability and accessibility