Nau mai, haere mai ki te whārangi "End-User"! This page will help you understand one of the most important aspects of creating digital solutions: the people who will actually use them.
Define what an "end-user" is in the context of digital technologies.
Explain why understanding the end-user is crucial when designing and developing digital outcomes.
Identify different types of end-users for various digital technologies.
Recognize the impact of designing for the end-user.
Before we delve into understanding end-users, it's helpful if you have a basic grasp of:
Digital Devices: Can you identify common digital tools and objects around you?
Input & Output: Do you understand how people interact with digital devices by giving information (input) and receiving information (output)?
Quick Check: Think about your mobile phone. What kind of digital device is it? What are some ways you input information, and how does it give you output? If you're unsure, visit the linked pages first!
An end-user (kaiwhakamahi mutunga) is the person or group who will actually use a digital product, system, or service. They are the final users – not the creators, but the people who interact with the technology.
You are an end-user when you use an app, play a game, or browse a website!
Understanding the end-user is crucial in digital technologies because we create solutions for people, and if an outcome isn't designed with its users in mind, it can be difficult or frustrating to use. A good digital outcome meets the needs, preferences, and abilities of its end-users.
The needs of the end-user should drive the design and development process – this is called user-centered design.
Here's how end-users influence practice:
Identifying Problems: Digital solutions solve problems that affect people (potential end-users).
Researching Needs: Designers gather feedback from users to understand their goals, frustrations, tech abilities, and cultural context (e.g., how Manaakitanga – showing respect and care – ensures the tech is appropriate).
Designing for Experience: Solutions are created to be usable, useful, and enjoyable. This involves decisions about the User Interface (UI).
Testing with Users: Prototypes are tested by real end-users. Their feedback helps improve the design, ensuring the outcome is "fit for purpose."
Whanaungatanga (Relationships/Connection): Designing for end-users builds connections. Digital outcomes are created by people, for people, embodying Whanaungatanga by fostering positive relationships and meeting community needs.
Activity 1: Who Uses It?
Task: For each digital outcome below, brainstorm who the main end-users would be and what their different needs might be.
A video game (e.g., Minecraft)
A music streaming app
A basic photo A smart doorbell camera
Unplugged: Discuss your ideas with a partner or group.
Why this activity helps: This helps you identify potential users and their requirements (DDDO PO1, DDDO PO2). It also supports understanding context and taking end-users into account (CT PO2, DDDO PO4, DDDO PO5, DDDO PO6).
Evidence: Create a Google Doc or Google Slide outlining your chosen digital outcome and listing its main end-users with at least two different needs for each.
Activity 2: Design for a Friend
Task: Think of a small, everyday problem a friend or family member has.
Activity: Imagine designing a simple digital solution for them.
Why this activity helps: This helps you describe a need or opportunity and potential user(s) (DDDO PO1). It also develops your ability to take end-users into account and propose solutions for issues (DDDO PO4, DDDO PO5).
Evidence: In a Google Doc or Google Slide, identify:
The specific end-user.
Their exact problem.
One key feature your solution would need to solve their problem effectively.
(Optional: You could even sketch your solution and insert a picture of it into your Doc/Slide!)
Activity 3: Good vs. Bad User Experience
Task: Choose two similar apps or websites (e.g., two different news apps, two different streaming services, or two different school-related websites).
Activity: Use both for a few minutes.
Why this activity helps: This helps you evaluate user interfaces in relation to their efficiency and usability (CT PO4, CT PO6, CT PO8), and identify and evaluate design considerations related to end-users (DDDO PO3, DDDO PO4, DDDO PO5, DDDO PO6).
Evidence: Create a Google Slide presentation with two slides (one for each app/website). For each, describe:
Which app/website you chose.
One thing you found easy or enjoyable as the end-user.
One thing you found confusing or frustrating as the end-user.
(Optional: Include screenshots of what you liked/disliked).
Check your understanding of end-users.
Multiple Choice: Who is an end-user of a new mobile game?
a) The person who codes the game.
b) The person who tests the game before it's released.
c) The person who plays the game after it's released.
d) The person who creates the marketing for the game.
Why this assessment helps: This assesses your ability to define what an end-user is in context (DDDO PO1).
Short Answer: Imagine you are designing a website to help Year 7 ākonga learn about New Zealand history. Name two characteristics of your end-user (Year 7 ākonga) that you would need to consider during your design process.
Why this assessment helps: This assesses your ability to describe potential users and their requirements (DDDO PO1), and to take end-user considerations into account for a specific purpose (DDDO PO3, PO4).
Scenario: Your school wants a new digital system for students to borrow library books. You are the developer. Who are the primary end-users, and what is one thing you would do to understand their needs before you start building the system?
Why this assessment helps: This assesses your ability to identify end-users for a given context and understand the importance of user research in a design process (DDDO PO1, DDDO PO4, DDDO PO5).
An end-user is the person who ultimately uses a digital outcome.
Understanding end-users is vital for creating usable, useful, and enjoyable digital technologies.
User-centered design involves researching user needs, designing with them in mind, and testing with real users.
Considering end-users aligns with Māori values like Manaakitanga and Whanaungatanga, fostering respectful and connected interactions with technology.
Research "User Experience (UX) Design" and "User Interface (UI) Design."
Find videos online about "user testing" sessions.
Look for articles on "human-centered design.
Now that you understand the crucial role of the End-User, you're ready to explore how this concept connects to other areas in Digital Technologies. Understanding the end-user is a springboard for learning about:
User Interface (UI): How do we design the visual parts of technology so end-users can easily interact with them?
Design Process (Iterative Development): How do we use a structured approach to create digital outcomes that meet end-user needs?
Digital Ethics & Society: Explore the broader moral and societal impacts of digital technologies on end-users and communities.
You can explore these topics next to see how all the pieces of Digital Technology fit together!