1. People

B1(dot)1 User-centred Design

B1.1 User-Centred Design

Introduction: Designing for real people 👥

When students looks at a product like a phone, backpack, water bottle, or school desk, it may seem simple at first. But every successful product is usually designed with real users in mind. That is the idea of user-centred design. In IB Design Technology SL, this means designing by focusing on the people who will use, buy, maintain, or be affected by a product or system.

The big idea is this: good design is not just about making something look attractive. It is about making something work well for specific people in a specific context. A chair for a child, a wheelchair ramp, and a kitchen tool for an elderly person all need different design choices because the users have different needs, abilities, and goals.

Learning objectives

By the end of this lesson, students should be able to:

  • explain the main ideas and terms linked to user-centred design,
  • apply IB Design Technology SL reasoning to user needs and product decisions,
  • connect user-centred design to the wider topic of People,
  • summarize why user-centred design matters in design,
  • use examples and evidence to support design choices.

What is user-centred design?

User-centred design is a design approach that puts the user at the centre of the design process. Instead of starting with an idea and forcing people to adapt to it, the designer starts by understanding the people first.

This involves asking questions such as:

  • Who will use the product?
  • What do they need to do with it?
  • What problems do they face?
  • What body size, strength, age, or abilities do they have?
  • Where and how will they use it?

In IB Design Technology, this idea fits into the broader theme of People because design must respond to human needs, preferences, safety, comfort, and inclusion. A product that ignores users may be unusable, unsafe, or unpopular.

A simple example is a school chair. A user-centred chair design should consider seat height, back support, comfort during long lessons, durability, and whether students of different sizes can use it easily. A chair that looks modern but causes discomfort is not successful user-centred design.

Key terms and ideas

To understand B1.1, students should know several important terms.

User: the person or group who uses a product or system.

Target user: the specific group the design is intended for, such as teenagers, children, athletes, or people with limited mobility.

User needs: the requirements, wants, and problems that the design should address.

Ergonomics: the study of how products, systems, and spaces fit the human body and its movements. Ergonomic design helps reduce discomfort and injury.

Anthropometrics: measurements of the human body, such as hand span, shoulder width, or sitting height. Designers use these measurements to size products appropriately.

Accessibility: how easily people with different abilities can use a product, building, or system. Accessible design supports inclusion.

Inclusivity: designing so that a wide range of people can use a product, not just one “average” user.

Feedback: information from users about what works and what does not work.

These ideas are connected. For example, when designing a bottle for teenagers, a designer may use anthropometric data to decide the grip size, apply ergonomics to improve comfort, and test the bottle with users to get feedback.

How the user-centred design process works

User-centred design is usually not a single step. It is a process that repeats. Designers learn about users, create a solution, test it, improve it, and repeat if needed.

A common sequence is:

  1. identify the user and their needs,
  2. research the context and problems,
  3. develop ideas,
  4. prototype the design,
  5. test with users,
  6. evaluate feedback,
  7. refine the product.

This process is important because real users often notice problems that the designer missed. For example, a water bottle might seem easy to carry during design sketches, but user testing may show that it is too wide for small hands or too slippery when wet.

In IB Design Technology, this process supports evidence-based decision-making. Instead of saying “this design is better because it looks nice,” a student should explain why a design meets user needs using research, measurements, observations, and testing results.

Example: designing a lunchbox

Imagine students is designing a lunchbox for secondary school students. User-centred design would involve asking whether students need separate compartments, whether the lunchbox fits in a bag, whether it is easy to open quickly, and whether it keeps food fresh.

If research shows that many students struggle with lunchboxes that leak, the designer might choose a secure seal. If students have only a short break, the lunchbox should open easily. If the target users are younger students, bright colors and simple latches might be useful. This shows how the design changes based on user needs.

Researching users and avoiding assumptions

A major part of user-centred design is research. Designers should not guess what users need. They should gather information through observation, interviews, questionnaires, testing, or existing data.

There are two broad kinds of research:

  • primary research, which the designer collects directly, such as surveys or interviews,
  • secondary research, which comes from existing sources, such as books, websites, reports, and standards.

Good research helps designers avoid harmful assumptions. For example, a designer might assume that all students have the same hand size, but measurements show a wide range. A designer might assume that everyone can read a display easily, but some users may have visual impairments or may use the product in bright sunlight.

Inclusion is a major part of this topic. If a product is only comfortable for one type of user, then it excludes others. In user-centred design, the goal is not always to make one product for every person, but to design with awareness of different needs and to reduce barriers where possible.

Real-world example: public transport ticket machines 🚆

A ticket machine should be usable by many people: teenagers, adults, elderly users, people with disabilities, and visitors who may not speak the local language well. User-centred design would consider screen height, button size, text clarity, screen contrast, audio prompts, and simple instructions.

If the screen is too high, some users may not reach it. If the text is too small, some users may struggle to read it. A well-designed machine uses clear layout, accessible controls, and understandable symbols. This is a strong example of designing for people in a public context.

Prototyping, testing, and improving

In user-centred design, prototypes are essential. A prototype is an early model used for testing ideas. It does not have to be perfect. In fact, rough prototypes can be very useful because they help users give feedback early.

Testing helps the designer answer questions such as:

  • Is the product comfortable?
  • Is it easy to understand?
  • Can users complete the task quickly?
  • Does it meet the intended purpose?
  • Are there any safety concerns?

Feedback then leads to improvement. This is called iteration. A design may go through several versions before it becomes effective.

For example, if students designed a phone stand for online learning, users might say the angle is too steep, or the stand slips on a desk. The designer could then widen the base or change the material. This is a practical demonstration of user-centred design in action.

Testing should also consider whether the design works for a variety of users, not only the designer’s friends. A good test group may include different ages, sizes, and abilities. This makes the results more reliable and more useful.

Why user-centred design matters in People 🌍

The topic of People in IB Design Technology SL focuses on how design responds to human needs, responsibility, and inclusion. User-centred design sits at the heart of this because it connects design decisions to real human experiences.

It matters for several reasons:

  • Safety: products should not harm users.
  • Comfort: products should feel manageable and pleasant to use.
  • Usability: products should be easy to understand and operate.
  • Accessibility: people with different abilities should be able to use them.
  • Sustainability of use: products that work well are more likely to last and stay in use.

A product that fails these criteria may be abandoned, wasted, or even dangerous. A user-centred approach helps reduce those risks.

This idea also connects to ethical design. Designers have a responsibility to think about who benefits from the product and who might be excluded. For example, if a digital interface uses only color to show information, users with color vision differences may struggle. A user-centred designer would include text, icons, or patterns as well.

Conclusion

User-centred design is a core idea in IB Design Technology SL because it keeps the focus on people, not just products. By researching users, using ergonomics and anthropometrics, building prototypes, and testing with feedback, designers can create better solutions for real needs. students should remember that user-centred design is about making thoughtful, inclusive, evidence-based decisions. It links directly to the broader topic of People because design always affects human life, comfort, safety, and access.

Study Notes

  • User-centred design means designing with the user’s needs, abilities, and context at the centre.
  • Key terms include $user$, $target\ user$, $user\ needs$, $ergonomics$, $anthropometrics$, $accessibility$, and $inclusivity$.
  • Designers should research users instead of guessing what they need.
  • Primary research includes surveys, interviews, and observations.
  • Secondary research includes books, websites, reports, and standards.
  • Prototypes help designers test ideas early and improve them using feedback.
  • Iteration means repeating the design-test-improve cycle.
  • Good user-centred design improves safety, comfort, usability, and accessibility.
  • This topic is part of People because it focuses on designing for human beings in real situations.
  • A strong IB answer should explain design choices using evidence from user needs and testing.

Practice Quiz

5 questions to test your understanding

B1(dot)1 User-centred Design — IB Design Technology SL | A-Warded