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Dasar Desain Interaksi

Dasar Desain Interaksi. Dasar Desain Interaksi. Desain: apa itu, intervensi, tujuan, kendala Proses Desain apa yang terjadi ketika Pengguna siapa mereka, apa yang mereka menyukai ... Skenario kaya cerita desain Navigasi menemukan jalan sekitar Anda sistem Iterasi dan Prototipe

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Dasar Desain Interaksi

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  1. Dasar Desain Interaksi

  2. Dasar Desain Interaksi • Desain: • apa itu, intervensi, tujuan, kendala • Proses Desain • apa yang terjadi ketika • Pengguna • siapa mereka, apa yang mereka menyukai ... • Skenario • kaya cerita desain • Navigasi • menemukan jalan sekitar Anda sistem • Iterasi dan Prototipe • tidak pernah benar pertama kalinya!

  3. Apa Itu Desain ? mencapai tujuan dalam keterbatasan • Tujuan – Maksud • Untuk siapa?, mengapa mereka menginginkannya • Kendala • bahan, platform • Hasil bernilai jual

  4. Aturan Desain • Umumnya : • Pahami material yang ada • Pada IMK : • Pahami komputernya : • Kemampuan, tools, kapasitas, platforms • Pahami pengguna : • Psikologi, sosial, kesalahan manusia pada sistem • Dan dari interaksi user terhadap sistem

  5. Kesalahan Manusia • laporan kecelakaan .. • aircrash, kecelakaan industri, kesalahan rumah sakit • Pertanyaannya, mau menyalahkan manusia? • tetapi … • tiang beton retak karena terlalu banyak beban berat • menyalahkan tiangnya? Tidak…tetapi…. kesalahan desain • kita tahu bagaimana berperilaku beton di bawah tekanan • manusia salah adalah normal • kita tahu bagaimana pengguna berperilaku di bawah tekanan • sehingga desain untuk itu! • memperlakukan pengguna setidaknya dari bentuk fisik!

  6. Fokus Dari Sistem the user

  7. Siklus Hidup Software Dengan Model Air Terjun

  8. Waterfall Model

  9. Kekurangan Dari Model Ini Adalah • Adanya kesulitan dalam mengakomodasi perubahan setelah proses dijalani. • Fase sebelumnya harus sudah lengkap dan selesai dikerjakan sebelum ke fase berikutnya.

  10. Masalah Dalam Waterfall • Perubahan sulit dilakukan karena sifatnya kaku : • Cocok untuk kebutuhan yang dikumpulkan secara lengkap. • Perubahan ditekan sekecil mungkin. • Umumnya digunakan untuk rekayasa sistem yang besar dimana proyek di kerjakan di beberapa tempat.

  11. scenariostask analysis guidelines principles precisespecification interviews ethnography what is there vs. what is wanted dialoguenotations evaluation heuristics architectures documentation help Proses Desain what iswanted analysis design implement and deploy prototype

  12. Langkah-langkah • Kebutuhan • apa yang ada dan apa yang diinginkan ... • Analisa • pemesanan dan pemahaman • Desain • apa yang harus dilakukan dan bagaimana untuk memutuskan • Iterasi dan prototyping • mendapatkan sesuatu dengan benar ... dan menemukan apa yang benar-benar dibutuhkan! • Implementasi dan penyebaran • membuat dan mendapatkan hal itu di luar sana

  13. … bagaimana bisa dilakukan semuanya ! ! • Terbatasnya waktu  design trade-off • Kegunaan? • Menemukan masalah dan memperbaikinya? • Memutuskan apa yang harus diperbaiki? • System yang sempurna yang di desain buruk • Terlalu baik  terlalu banyak upaya dalam desain  

  14. Fokus ke User • Ketahuisiapapemakainya • Persona (karakter) • Caritahukebiasaan/budayanya

  15. Ketahui Siapa Pemakainya • siapa mereka? • mungkin dia tidak seperti Anda! • berbicara dengan mereka • mengawasi mereka • menggunakan imajinasi Anda

  16. Persona • Menjelaskan contoh user • Tidak diperlukan user yang nyata • Digunakan sebagai pengganti user • Apa yang dipikirkan Joni • Rincian masalah • Dibuat se-nyata mungkin

  17. Cari tahu Kebiasaan/Budayanya • pengamatan langsung • di rumah • psikiatri pasien • paket probe • item ke prompt tanggapan • umpamanya kaca untuk mendengarkan pada dinding, kamera, kartu pos • diberikan kepada orang-orang untuk terbuka di lingkungan mereka sendiri, mereka merekam apa yang bermakna bagi mereka • digunakan untuk • menginformasikan wawancara, ide-ide prompt, desainer enculture

  18. the systems main screen remove user confirm info and help management messages start add user add user remove user navigation design struktur lokal - layar tunggalstruktur global - keseluruhan situs

  19. levels • widget choice • menus, buttons etc. • screen design • application navigation design • environment • other apps, O/S

  20. the web … • widget choice • screen design • navigation design • environment • elements and tags • <a href=“...”> • page design • site structure • the web, browser,external links

  21. physical devices • widget choice • screen design • navigation design • environment • controls • buttons, knobs, dials • physical layout • modes of device • the real world

  22. think about structure • within a screen • later ... • local • looking from this screen out • global • structure of site, movement between screens • wider still • relationship with other applications

  23. local from one screen looking out

  24. goal seeking goal start

  25. goal seeking goal start progress with local knowledge only ...

  26. goal seeking goal start … but can get to the goal

  27. goal start goal seeking … try to avoid these bits!

  28. four golden rules • knowing where you are • knowing what you can do • knowing where you are going • or what will happen • knowing where you’ve been • or what you’ve done

  29. top level category sub-category web site this page live links to higher levels where you are – breadcrumbs • shows path through web site hierarchy

  30. things other things more things the thing from outer space beware the big button trap • where do they go? • lots of room for extra text!

  31. modes • lock to prevent accidental use … • remove lock - ‘c’ + ‘yes’ to confirm • frequent practiced action • if lock forgotten • in pocket ‘yes’ gets pressed • goes to phone book • in phone book … ‘c’ – delete entry ‘yes’ – confirm… oops !

  32. global between screens within the application

  33. the system info and help management messages add user remove user hierarchical diagrams

  34. the systems info and help management messages add user remove user hierarchical diagrams ctd. • parts of application • screens or groups of screens • typically functional separation

  35. navigating hierarchies • deep is difficult! • misuse of Miller’s 7 ± 2 • short term memory, not menu size • optimal? • many items on each screen • but structured within screen see /e3/online/menu-breadth/

  36. think about dialogue what does it mean in UI design? Minister: do you name take this woman … Man: I do Minister: do you name take this man … Woman: I do Minister: I now pronounce you man and wife

  37. think about dialogue what does it mean in UI design? • marriage service • general flow, generic – blanks for names • pattern of interaction between people • computer dialogue • pattern of interaction between users and system • but details differ each time Minister: do you name take this woman …

  38. main screen remove user confirm add user network diagrams • show different paths through system

  39. main screen remove user confirm add user network diagrams ctd. • what leads to what • what happens when • including branches • more task oriented then hierarchy

  40. wider still between applications and beyond ...

  41. wider still … • style issues: • platform standards, consistency • functional issues • cut and paste • navigation issues • embedded applications • links to other apps … the web

  42. Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell ABCDEFGHIJKLM NOPQRSTUVWXYZ screen design and layout basic principles grouping, structure, order alignment use of white space

  43. basic principles • ask • what is the user doing? • think • what information, comparisons, order • design • form follows function

  44. available tools • grouping of items • order of items • decoration - fonts, boxes etc. • alignment of items • white space between items

  45. Billing details: Name Address: … Credit card no Delivery details: Name Address: … Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) 7 3.71 25.97 …… … … … grouping and structure logically together  physically together

  46. order of groups and items • think! - what is natural order • should match screen order! • use boxes, space etc. • set up tabbing right! • instructions • beware the cake recipie syndrome!… mix milk and flour, add the fruit after beating them

  47. ABCDEFGHIJKLM NOPQRSTUVWXYZ decoration • use boxes to group logical items • use fonts for emphasis, headings • but not too many!!

  48. alignment - text • you read from left to right (English and European)  align left hand side boring but readable! Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess fine for special effects but hard to scan

  49. alignment - names • Usually scanning for surnames  make it easy!   Alan Dix Janet Finlay Gregory Abowd Russell Beale Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell  Alan Dix Janet Finlay Gregory Abowd Russell Beale

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