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People-centered Design

  • People?
  • Centered?
  • Design?
  • Experience
  • Quality?
  • Data
  • People?
  • Centered?
  • Design?
  • Experience
  • Quality?
  • Data

Creating a chance to view natural behaviour

When designing some of the earliest wireless headphones (once Bluetooth was good enough to deliver a brand-appropriate quality experience) it became important to know the basis on which people might choose one pair of headphones over another.

Surveys and question / answer in focus groups had led to the conclusion that brand expectations and impression were very dominant, along with visual design. Neither audio quality or comfort figured very strongly, which seemed strange.

So, we arranged an unfocus group or two with the intention of trying to get closer to the authentic decision-making process. Much of the discussion followed fairly normal focus group ideas, but we had asked them to bring in their current headphones or earphones and we put ore time into talking about how they had chosen them. And we had numerous examples of headphones around the room for them to discuss as well.

At the end of the group they were free to go and pick up $100 on the way out, or else they could stay and choose one of the sample headphones we had been discussion, which all had a value between $150-250. What followed was an 45-60 minute long discussion between various pairs of participants that was dominated by discussion of audio quality and comfort and hardly touched on visual design and brand.

And yet, their final choices as they left with their new headphones were based on visual design and brand reputation – all the audio quality and visual design discussions left them feeling confused and very unsure of their preferences.

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Don’t write interview guides

If you are going to meet with users and do some qualitative research then I hope you have had it drilled in to you to carefully construct an interview guide. Now, I ask you to remember that lesson, but throw away the interview guide!

Themes

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Making better things, or making things better?

Are we (UX, design and product management professionals) expending enough energy on reflecting on what works and what doesn't. Today it still seems to be the case that people argue for the financial (commercial) benefits of UX or of design, without addressing the question about the quality of that design

Methods / Tools

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Customer Encounters

Finding new ways to encounter customers is a vital part of a healthy people centred design culture. At Harmony, staff were required to listen in on Technical Support phone calls for a minimum of hours every month. This was very effective in shifting the culture. Going out into the world

Unfocus Groups

Using the ideas of participatory design workshops, combined with IDEO's focus on the more extreme and less typical users, Unfocus Groups bring people together to express their needs through construction and participation rather than through words.
People-centered Design
  • People?
  • Centered?
  • Design?
  • Experience
  • Quality?
  • Data
  • People?
  • Centered?
  • Design?
  • Experience
  • Quality?
  • Data

info@peoplecentereddesign.org

© 2025 David Gilmore