interaction and communication flow are key
analytical concepts; and has helped to build the
pedagogical material for the courses “Usability
Assessment for Industrial Designers” and
“Gadget Development and Prototyping”, which
are currently offered at the faculty, subjects that
are unique from the design perspective and are
not offered in other campuses for the ID program.
This is particularly important because gadget
prototyping is not common in the ID programs in
Mexico.
3. Methodology: prototype development
“Music House” is a gadget prototype that was
developed along the teaching of four courses of
the Industrial Design program at UABC
FCITEC: Design Workshop V, Design
Methodology III, Usability Assessment for
Industrial Designers, and Gadget Development
and Prototyping. Throughout these courses
several user research methods applied in the field
of design were implemented in order to develop
fully functional technological devices. These
methods come from diverse disciplines such as
software design, ergonomics and UX/UI design,
which include cognitive task analysis, user
personas and cognitive architecture modelling;
and are used to analyze and design user
interfaces. Some of these methods are described
in their application to develop “Music House” as
follows.
3.1 User Personas
Considering the amount of information traces
that internet users leave, it is expected to be used
as input for product and service design. With this
in mind, user personas [28-29] represent large
segments of the population that share qualities
that are translated to design decisions that will
help the product to be successful in desirability,
functionality, and other aspects. It can be said
that “Personas are based on the behaviors and
motivations of real people we have observed and
represent them throughout the design process”
[30, p. 75].
Personas, along with documentary research, were
used to define the “Music House” users,
narrowed down as 4-7-year-old infants,
preschoolers and early elementary schoolers that
are learning how to write. Learning in this age
group is often aided with ludic exercises and
games, which consist in pattern learning through
music, images and symbols.
With these characteristics in consideration, the
principal concern in “Music House” is the child’s
cognitive development, centered in the emergent
alphabetization process, that is to say reading and
writing as activities that emerge within the child
and occur in relation to language experiences.
For that reason, it is advisable to have (or design)
an interactive environment [31].
Children from 3-5 years of age experience a rapid
development of linguistic, socioemotional and
cognitive competences; and for that reason it is
important to promote the use of creativity and
imagination with learning stimuli through playful
activities, singing and reading [32]. This is the
base for “Music House” user requirements, that
pointed to a musical toy that helps to learn words
through kinetic, acoustic and visual activities.
3.2 Cognitive Task Analysis
Cognitive task analysis (CTA) methods are used
to understand the complexity of user activities
and are widely used across disciplines. In ID,
CTA are used as a non-empirical usability
method to help the designer outline the
relationship between the interface (digital or
analog) and the user. With this information, it
will be clearer to define the quantity of steps to
perform a task and the interaction with controls
(i.e. buttons, handles, etc.). According to Klein