Overview Proses Desain UI-VRE
Overview Proses Desain UI-VRE
(IMK)
Tim Dosen IMK
KK SIDE
Overview User-Centered
Design
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Interaksi Manusia dan Komputer
(IMK)
Tim Dosen IMK
KK SIDE
Overview User-Centered
Design
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Tujuan
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Overview User Centered Design (UCD)
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What is User-Centered Design?
An approach to UI development and system
development.
Focuses on understanding:
– Users, and
– Their goals and tasks, and
– The environment (physical, organizational, social)
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ISO on User-centered Design
ISO 13407 describes human-centered design
processes for interactive systems
Principles of human-centered design:
– Active involvement of users
– Appropriate allocation of function between user and
system
– Iteration of design solutions
– Multidisciplinary design teams
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What is a user-centered approach?
User-centered approach is based on:
– Early focus on users and tasks: directly studying
cognitive, behavioral, anthropomorphic & attitudinal
characteristics
– Empirical measurement: users’ reactions and
performance to scenarios, manuals, simulations &
prototypes are observed, recorded and analysed
– Iterative design: when problems are found in user
testing, fix them and carry out more tests
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A simple interaction design model
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1. Identifying needs and establishing
requirements
Some practical issues
Who are the users?
What are ‘needs’?
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Target users
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Users’ needs
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Brief overview of common methods to
gather user data
· Interviews
· Questionnaires
· Observation
· Choosing and combining
techniques
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2. Developing alternative designs
Competitive/Comparative Analysis,
– Try using similar services or products in order to find out:
Current trends in the marketplace
What expectations your users will have
What to do, what not to do
Interface conventions
“Must have” standard features
Heuristic Evaluation,
– Evaluate an existing interface (or new interface concept) based on set of
usability criteria
– Mostly used to highlight usability problems and deficiencies
– May or may not propose usability solutions
– Identified problem areas are addressed by subsequent design work
– Normally done with expert evaluators, but it can be a valuable tool for
anyone
– One detailed checklist: http://www.stcsig.org/usability/topics/articles/he-
checklist.html
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2. Developing alternative designs
Persona,
– Models of “archetypical” users culled from user research
– Each persona is a description of one particular “typical” user of your system
– Personas may be combined if they have the same (or sometimes overlapping) goals
– Places the focus on specific users rather than on "everyone”
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3. Building interactive versions of the designs
Start rough
Explore!
Use personas to keep the users in Design
view Prototype
Use scenarios to inform the
design
Get frequent feedback
Note user conventions
Make design artifacts public
Evaluate
May be expressed in a prototype
for usability testing
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4. Evaluating designs
Let users validate or invalidate the design
Ask the user to complete selected typical tasks (from scenarios)
and think aloud while they do it
Test early in the process
Can test with 3-5 users (or less!)
“Formal” testing
Measures “success”
– Set success criteria prior to testing (best done at the project
outset)
– Compare to baseline if you have one
– Have usability problems revealed in the heuristic evaluation been
addressed?
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4. Evaluating designs
Define what is to be tested
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Interaksi Manusia dan Komputer
(IMK)
Tim Dosen IMK
KK SIDE
THE USER INTERFACE (UI)
DESIGN PROCESS
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Proses Desain UI (14 Step)
Step 1 : Know Users • Step 8 : Clear text & message
Step 2 : Understand Business • Step 9 : Provide Effective
Function Feedback
Step 3 : Understand the Principles
• Step 10 : Internasionalization &
of Good Interface and Screen Accessibility
Design • Step 11 : Create Meaningful
Graphics,
Step 4 : Develop System Menu &
Icons, and Images
Navigation
• Step 12 : Choose Proper
Step 5 : Proper Windows Colours
Step 6 : Proper Interaction Device • Step 13 : Organize & Layout
Step 7 : Screen-based controls
Windows & Page
• Step 14 : Testing
Step 1 Know User
Tujuan :
1.Memahami pentingnya mengenal pengguna dari
aplikasi yang akan dibangun sebagai dasar untuk
merancang antarmuka perangkat lunak
2. Mendefinisikan Persona User antarmuka
perangkat lunak
Us
er
Pe
rs
on
a
Ex
am
ple
Us
er
Pe
rs
on
a
Ex
am
ple
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Us
er
Pe
rs
on
a
Ex
am
ple
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Step 2 Understand Business Function
Tujuan :
1.Memahami pentingnya mengetahui fungsi bisnis
berdasarkan Persona user sebagai acuan dalam
merancang antarmuka perangkat lunak.
2. Mengerti dan menerapkan setiap tahapan dalam
mengidentifikasi
alur kerja setiap task berdasarkan Persona User.
Step 3 Understand the Principles of Good Interface and Screen Design
Tujuan :
Menerapkan prinsip design interaksi dalam
merancang antarmuka perangkat lunak untuk
menghasilkan antarmuka perangkat lunak yang
baik.
Basic Design Principles :
Consistency, Simplicity, Context
Step 4 Develop System Menu &
Navigation
Tujuan :
Mahasiswa mampu merancang Struktur menu &
navigasi yang sesuai dengan prinsip UI
Struktur Menu
Primary windows
– Window utama yang muncul di layar saat sebuah aktivitas atau aksi dimulai
– Disebut juga application window / main window / parent window
– Merupakan titik utama aktivitas pengguna
Secondary windows
– Windows tambahan yang dapat berupa independent maupun dependent window
terhadap primary window-nya
– Dapat berupa modal maupun modeless
Dialog box
– Untuk memperluas dan melengkapi interaksi dengan aksi tertentu yang sangat terbatas
– Untuk menampilkan pesan, aksi singkat, atau tombol command (OK, cancel, dll)
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Gaya tampilan windows
Step 6 Proper Interaction Device
Tujuan :
Mahasiswa/i dapat mampu memahami karakteristik
setiap perangkat interaksi sehingga dapat memilih
perangkat interaksi yang tepat diterapkan dalam
desain UI.
SELECTING THE PROPER INPUT
DEVICE
Step 7 Screen Based Controls
Tujuan :
Mahasiswa/i mampu memilih dan menerapkan
screen-based controls yang tepat dengan kebutuhan
Controls examples
Or
If alphanumeric then
left justify
Or
If numeric then right
justify
Step 8 Clear Text & Message
Tujuan :
Mahasiswa/i mampu merancang teks dan pesan
yang tepat dan sesuai dengan prinsip UI
Which you prefer? Why?
Step 9 : Provide Effective Feedback
– Tujuan :
Mampu merancang feedback, guidance, dan
assistance dengan efektif .
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Step 10 Internasionalization &
Accessibility
• Localization
International • Cultural considerations
considerations • Writing text
• Using images and symbols
– Tujuan :
Mahasiswa/I mampu menerapkan Graphics, Icons,
Images yang sesuai dengan kebutuhan
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021
Step 12 Choose Proper Colors
– Tujuan :
Mahasiswa/I mampu menerapkan warna yang sesuai dengan
kebutuhan
Color
Pengaturan/
Pengorganisas Mempercepat Proses
Eksekusi Task dan
ian Layout fungsi
windows dan
halaman web
Meningkatkan User
yang baik Acceptance
Bagaimana menurut anda ketika
tampilan awal photoshop adalah
seperti ini??
Bagaimana menurut anda
ketika tampilan awal
photoshop adalah seperti
ini?? BANDINGKAN!!
Step 14 Testing
Tujuan :
Mahasiswa/i dapat memahami
konsep pengujian dalam desain UI
dan cara mengukur UI
Bahan bacaan
Wilbert O. Galitz,2007,The Essential Guide to User Interface Design:
An Introduction to GUI Design Principles and Techniques, Third
Edition, Wiley Publishing, p.71-102 (dan untuk pertemuan minggu depan
p.103-126)
https://uxmastery.com/what-does-a-user-centred-design-process-look-like/
http://
knowledge.hubspot.com/contacts-user-guide/how-to-create-personas
http://www.smashingmagazine.com/2014/08/a-closer-look-at-personas-pa
rt-1
/
http://webdesign.tutsplus.com/articles/defining-and-applying-personas-to-
ux-design--
webdesign-7561
http://
www.storyboardthat.com/articles/software-development/using-personas-to
-identify-your-target-customers
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THANK YOU
11/30/2021
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