





Human-centred Design & Ethical research
Human-centred design is quite simply design that is aimed at improving people’s lives. However, it’s not as easy as it looks. Designers operate within social, economic, stylistic and financial contexts which impact the ways that conceive and resolve solutions to problems. Students in VCD understand that Good Design places people, communities and societies first.
When students are discovering information to help them frame a design problem they use ethical research methods. They develop empathy with people involved in the sphere that surrounds their design process. These include the client, target audiences or users and other stakeholders.
Takeaways

Good to go
Human-centred design & research
Human-centred design is design that is aimed at improving people's lives by placing the needs of people, communities, and societies first. It is about creating effective, fair, and just solutions to problems or needs that affect the lives of people, believing that designers can create the change that is needed for the good of humankind and putting the people you are designing for at the heart of the process.
- Human-centred design requires empathy and suspending judgment
This approach involves developing empathy by stepping into other people's shoes to understand their lives and perspectives. Students must learn to suspend their judgment and embrace ambiguity, allowing themselves to dream, ponder, and make unconscious connections. - Ethical research principles are essential when working with people
When discovering information to frame design problems, designers must use ethical research methods that operate within principles of consent, confidentiality and anonymity, respect and transparency. These principles ensure that research is conducted responsibly and that participants' rights are protected. - Stakeholders must be identified and consulted throughout the design process
Stakeholders are individuals or groups that have a vested interest in an issue and can be affected by design decisions, including those from communities or institutions. Stakeholders should be consulted and involved throughout the design process to ensure solutions meet as many people's needs as possible.
A matter of priorities

Spheres of influence

Human-Centred Design
Large and small scale projects
Examples of Human-Centred design frequently tackle large-scale problems such as transportation infrastructure projects and health and sanitation systems, yet can also be on smaller scales such as the design of ergonomic objects or intuitive and accessible interactive experiences.
Before you learn about the principles of Human-Centred design, take a look at the four examples shown below. There is one in each of the VCD fields of design.
Environments
Neighborhood Project CoDesign Studios, 2019
Objects
Aeron Chair Don Chadwick and Bill Stumpf, 1994
Messages
Aeroplane safety cards The Interaction Group
Interactive experiences
Digital hub for students, teachers and parents Portable
Portable sought to create a single online platform where students, teachers, parents, carers and department staff could connect and communicate.
“To explore how the frustrations caused by inconsistent information and user experience, Portable was commissioned by the Department for its outside, user-centred perspective. We set out to uncover what each user group needs and wants from an education hub, and what their experience with the hub could look like.
While stakeholders often have predefined ideas about the end result of technological implementations, Portable approached this project by stepping away from a solution-oriented approach, instead bringing its user-centred design expertise to achieve a real understanding of the users and their experiences.
We set out to define a student-centred hub that allows parents and carers, teachers, staff and students to connect, collaborate, engage and communicate about the student’s entire education journey.”
Portable (Accessed 25 May 2023)

What is human-centred design?
Empathy
“Empathy is the capacity to step into other people’s shoes, to understand their lives, and start to solve problems from their perspectives. Human-centred design is premised on empathy, on the idea that the people you’re designing for are your roadmap to innovative solutions…”1. Building empathy opens up new channels for innovation. “Immersing yourself in another world not only opens you up to new creative possibilities, but it allows you to leave behind preconceived ideas and outmoded ways of thinking.”1 But moving away from the familiar, and embarking on the path to Discovery can be challenging for the student designer. Here they are asked to embrace ambiguity.
- p22 Field Guide to Human-Centred Design. By IDEO.org. 1st Edition, 2015. Accessed 21 May 2023.
Suspend Judgement
Students develop the capacity to search and discover. They suspend their judgement and find out what others think, in the ways they think. In our world, where students are pushed to learn and recall knowledge after knowledge, giving themselves the licence to dream and ponder, to be inspired by other needs and sometimes making unconscious connections is challenging. To design an innovative solution means that as students begin the process – the result is unknown. On their way, divergent thinking will reveal many different ways a problem could be framed and solved. In a similar way, analysing data with convergent thinking strategies will yield new and previously unknown perspectives. Students develop the confidence to allow them to hold and process numerous parallel ideas simultaneously.
Two useful resources
To find out exactly how to work using Human-Centred design methodology, download these two amazing resources.
Both of these guides are structured for our design process. The Human-Centred Design Playbook uses an enhanced version of the UK Double Diamond whereas the Field Guide to Human-Centred Design is segmented into sections that mirror similar approaches.
The strategies in the Human-Centred Design Playbook and the IDEO Field Guide to Human-Centred Design frame behaviours designers can use to reach deeper understandings by empathising with people, listening to different perspectives and revealing data about ideas. They are presented in an order that roughly corresponds with the sequential progress through the design process. They can be used as frameworks to support research, analysis of information, generation of ideas or ideation, prototyping of ideas and presentation of ideas for feedback in collaborative forums such as the design critique or pitch.
Human-Centred Design Playbook
Helpful strategies in the Human-Centred Design Playbook include;
- Low-fidelity prototyping
- Stakeholder interviews
- Desktop research
- Landscape review
- Research synthesis
- User testing
- Service safari
- Affinity diagramming
- User scenarios
- Wireframe
- Design principles (Caution, not VCD design principles!)
The Field Guide to Human-Centred Design by IDEO.
Helpful strategies in the IDEO Field Guide to Human-Centred Design include;
- Frame a Design Challenge
- Build a team
- Secondary Research
- Interviews
- Define your Audience
- Immersion (done locally)
- Guided Tour
- Download your Learnings
- Top Five
- Find Themes
- Insight Statements (or Headlines in Project Zero)
- Explore your Hunch
- Create Frameworks (similar to the Four Field Matrix)
- Brainstorm
- Bundle ideas
- Design Principles (Caution, not VCD design principles!)
- Determine What to Prototype
- Rapid Prototyping
- Get Feedback
- Integrate Feedback and Iterate
- Define Success
- Create a Pitch
Using Human-Centred design in the design process
Human-Centred design is about understanding the needs and desires of people as stakeholders in a design project. As student designers, we need to be mindful that H-C-D methodology can be used at every stage of the Double Diamond design process.
Here are three examples of how human-centered design can be applied at each stage of the design process:
Discover

- User Research
Conduct interviews, observations, and surveys to understand the needs, motivations, and pain points of the target users. This helps designers gain insights into user behaviour and preferences, ensuring that the design solution is tailored to their requirements. - Contextual Inquiry
Engage with users in their natural environment to observe their interactions, challenges, and goals. This method allows designers to uncover hidden insights and design opportunities that may not be evident through traditional research methods. - Competitive Analysis
Analyse competitor products and services to identify gaps, strengths, and weaknesses. This helps designers understand the existing market landscape and informs the design direction.
Define

- Persona Development
Create fictional representations of target users based on research findings. Personas capture different user groups' characteristics, needs, and goals, helping designers empathise with users and make design decisions aligned with their preferences. - Empathy Mapping
Visualise user emotions, behaviours, and pain points to foster empathy and deeper understanding. Empathy maps serve as a reference during the design process, ensuring that user needs are considered and addressed. - User Journey Mapping
Map out the user's end-to-end experience to identify touchpoints, pain points, and opportunities for improvement. This technique helps designers pinpoint critical moments and design solutions that enhance the overall user experience.
Develop

- Co-creation Workshops
Collaborate with users, stakeholders, and peers to generate ideas, explore possibilities, and iterate on design concepts. This participatory approach ensures that users have a voice in the design process and encourages diverse perspectives to drive innovation. - Prototyping and Iteration
Build low-fidelity prototypes to quickly validate design ideas and gather feedback from users and peers. This iterative process allows designers to refine their solutions based on user input, ensuring a more user-centred and effective final product. - Usability Testing
Conduct user tests on prototypes or early versions of the product to identify usability issues and areas for improvement. This method helps designers validate design decisions and make informed iterations based on user feedback.
Deliver

- Design Guidelines and Standards
Create a set of guidelines that capture the design principles, visual style, or interaction patterns to maintain consistency and enhance the user experience across different touchpoints. - Accessibility Considerations
Ensure the design is accessible to users with disabilities by adhering to accessibility standards and guidelines. This involves providing alternative text for images, designing for colour blindness, ensuring proper keyboard navigation, etc. - User Documentation
Provide clear and concise user documentation, such as user guides to help users understand how to interact with the product effectively.
task

Show I know ...
1.1 Frame a human-centred design problem
1.2 Redesigning a classroom
1.3 Designing a Community Engagement Project
Jump to
Ethical research

Empathising with people is listening to their needs. (Image: Fizkes@shutterstock.com).
Seeing information correctly
There are many ways designers find out about users and target audiences. They can make site visits, sketching taking photos and notes, they can conduct interviews and record the conversation, can create surveys that rank feelings, preferences and opinions and can convene focus groups where selected or random members of an audience sample different goods or watch alternative movie endings and give their reactions.
Each of these activities is used to create qualitative information and quantitative data that can be sorted, analysed and used to draw conclusions, revealing trends.
Principles of ethical research
As you would also be aware, collecting and storing information about people is a sensitive issue. People have the right to know what information is being collected and how it is being used. Ethical design research operates within principles including consent, confidentiality, respect and transparency.
Researchers must approach the task with a genuinely open mind and be prepared to listen. They are invited to remember that research is done to find out and understand – not to dismiss or confirm assumptions or predetermined ideas!
Consent
Students should obtain informed consent from participants before their involvement in research. They clearly explain the purpose, procedures (including how their information will be used and for how long) and benefits of the research method, before beginning and allow participants to make an informed decision about their participation. Students should consider what kind of information is necessary for their study and if personal information such as age and gender are part of the study this should be presented clearly to potential participants. Consent should be voluntary, and participants should have the freedom to withdraw at any time. Consent is particularly important if researchers intend to photograph, film or record on-site or online. Researchers should document the consent processes appropriately.
Confidentiality and anonymity
Students should safeguard participants' privacy and confidentiality by ensuring that their personal information remains secure. They use pseudonyms or codes to anonymise participants' identities in any data collected or reported. When processing or sharing their research findings, they must do so in a way that participants’ identities cannot be linked with their responses. This is particularly important in student research where their findings are in folios that may be viewed by peers, teachers, assessors or visitors to a College exhibition.
Respect
Students should treat participants with respect, dignity, and sensitivity. They ensure that the research process is inclusive and free from discrimination or unintended bias. Students should carefully consider how they are forming their sample group in order to achieve true and unbiased results. They should be mindful that participants are doing the researcher a favour so they should approach people in an open and collaborative way, remembering everyone’s opinion is valid. That’s why students are conducting research.
Transparency
Students should be transparent and accurate in reporting research findings. They should consider the limitations, potential biases, and the ability to make generalisations from their research.
Simplified ethical survey program

Set up your survey using the categories shown above. Students will have several questions in the bottom two categories.

Click 'Responses' to see the results of a survey. They will be represented visually. This will help to identify the priorities of students' sample groups.

Results can also be processed and analysed in Google Sheets or Excel. If several questions were giving numerical data, they could be compared to identify the sample group's priorities or interests.

When your survey includes several questions to gather quantitative data, enter the formula to create the average of all the responses in each column. Students can use this information to create priorities for their communication need.

Finally, responses to qualitative questions need to be synthesised and any trends spotted and reported in the presentation of insights.
task

Show I know ...
2.1 Ethical Research?
2.2 Consent
2.3 Prior assumptions
Jump to
Stakeholders

Who's involved?
Part of the planning stage for conducting research using the Human-Centred design methodology is to do a ‘horizon scan’ to discover who (individuals, communities, institutions) might benefit or alternatively, be disadvantaged by creating a design innovation in a particular area of the community.
Business models use the terms primary and secondary stakeholders. They define primary as people who have a direct financial stake in a business operation like an employee, a client or a customer and secondary stakeholders as those with an interest that is not connected with the financial operation. These include communities and competitors. VCE Visual Communication Design does not distinguish between primary and secondary stakeholders but when students are determining who might be involved, benefit or, be disadvantaged by a design solution they should be mindful that stakeholders may exist in layers. For example, the direct stakeholders in a device to help aged people open cans are the client and the user. However, on another layer, indirect stakeholders are those who may have an interest in different aspects of the product. For example, carers might be concerned about the ergonomics of the hand grips and environmental activists will certainly protest about the use of non-renewable and non-recyclable plastic for the body of the opener!
VCD Stakeholders
The VCD Study Design (2024-2028) p. 19 identifies stakeholders as any people involved in a design project, who have an interest in the process or the outcome. This includes people who might influence the defining of a Design Problem and those who are involved in creating Design Solutions to solve the problems.
By contrast, when referring to Human-Centred design the term stakeholders refers mainly to people who have a 'stake' in the project outcome. For example; If a school wanted to build a new, large performing arts centre on its grounds a range of stakeholders would need to be identified and consulted with. These would include; school leaders, parents, grandparents, the local council, neighbours, members of the college alumni and local business owners. These are the people who stand to win or lose from the completion of the project.

Who and what's at stake?
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