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Dosen Pengampu UAS – GIS A

Muhammad Jazman, S.Kom., M.Sc

GEOGRAFIS INFORMATION SYSTEM

Oleh  :
RISKY DWI NURROHMAN
NIM : 11753101887

Semester/ Kelas : 6/C

JURUSAN SISTEM INFORMASI


FAKULTAS SAINS DAN TEKNOLOGI
UNIVERSITAS ISLAM NEGERI SULTAN SYARIF KASIM RIAU
2020
Applying simulation experience design methods to creating
serious game-based adaptive training systems
In conclusion, the Simulation Experience Design Method treats an entire serious game or
game-based adaptive training system as a system of experiences that occur in an emergent,
adaptive cultural context that continually changes as player understanding is updated and
incorporated back into game play. We have observed in practical use and through user
anecdotal feedback and preliminary data that the Simulation Experience Design Methodology
supports the goals of adaptive training systems: to (1) engender communication opportunities
for players to learn about their strengths and weaknesses, (2) receive real-time in-game
assessment feedback on their performance, and (3) share diverse solutions and strategies
during, between, and after game play in order to update and adapt players’ understanding.
The Simulation Experience Design Method supports the goals of serious games and game-
based adaptive training systems by providing designers with a coherent framework and
corresponding design cycle with which to conceptualize the experience design process for
computer games. The methodology incorporates aspects of serious game design, social-
process simulation, HCI experience design, and interaction design personas. Finally, by
treating intercultural communication as a core value, the individual cultural backgrounds the
players bring to their experiences are considered strengths, not design liabilities. As we strive
to create engaging serious games, differing cultural values of designers, developers,
stakeholders,

and players create a myriad of complications and competing desires or expectations.


Designers can mitigate frustrations and design serious games and serious game-based
adaptive training systems for improved multicultural interactions by fostering a climate of
cultural sensitivity in their own design teams (Mudur, 2001). Additionally a community-
based culture of understanding that updates with new contributions from individuals will in
turn engender an emergent culture of thoughtful participation, increased risk taking (due to
the creation of a safe learning environment), and sharing of novel solutions. Supporting these
design details at the system level will eventually make their way into game-play and finally
into co-created narratives that players can take with them out of the game and into real life.
Needs, affect, and interactive products –
Facets of user experience
In analogy to Sheldon and colleagues’ (2001) work on satisfying life events, the present study
explored the idea of the fulfilment of basic needs as a source of positive experience with
interactive products and technologies (e.g., mobile phones, mp3-playes, navigation devices).
We selected 7 out of the 10 suggested needs that we found especially appropriate and
promising in the context of interactive technologies. The present study’s results suggest that
experiences can indeed be categorized by the primary need they fulfil. Our study further
revealed a clear relationship between need fulfilment and positive affect, with stimulation,
relatedness, competence and popularity being the salient and contributing needs. Moreover,
the results hint at qualitative differences at least between competence and stimulation or
relatedness experiences. The actual need was also reflected in the particularities of the
affective experience, with stimulation and relatedness having been accompanied by positive
excitement and interest, whereas competence was accompanied by strength, activity and a
mixed (positive, negative) affective experience. Our final analysis of the link between need
fulfilment, affect and product perception provided an insight into the underlying processes
that transform experiences into product perceptions. As expected, need fulfilment was related
to hedonic and not to pragmatic quality perceptions. Whether experiencedneed fulfilmentwas
subsequentlyreflectedin hedonic quality perceptions depended on the belief that the product
was – at least to a certain extent – responsible for the experience (i.e., attribution). The
evident, but small correlation between general need fulfilment and pragmatic quality was
entirely mediated by positive affect – in other words a ‘‘halo”-effect.
The Human Side of Software as a Service: Building a Tighter Fit
between Human Experiences and SOA Design Practices
All obstacles mentioned above make clear the importance of adding UX in the SOA
design loop. We paved the road to human experience-centric SOA that uses explicitly UX in
the design of services and their composition and deployment. We also highlighted the
problems of engaging the large diversity of users in UX-driven service design.

Neomillennial user experience design strategies: Utilizing social


networking media to support "always on" learning styles
The use of current and emerging social networking technologies offers neomillennial
learners the flexibility and ability to create learning communities, and revisit content as
needed. These emerging technologies are clearly moving us in the education community
closer toward Tim Berner-Lee’s ideal of using the Web as “an information space through
which people can communicate . . . by sharing their knowledge in a pool.” In this world of
increased Web-based social interaction meeting the unique needs of neomillennial learning
styles are the bottom line. Neomillennial students expect interactive, engaging content and
course material that motivates them to learn through challenging pedagogy, conceptual
review, and learning stye adaptation. This approach offers neomillennial learners flexible,
self-paced, customizable content available on-demand (via RSS feeds). Interactive and
engaging content motivates students to learn through the course materials and apply them
according to their own intrinsic learning goals. However, course designers should be careful
not to use social networking for the sake of using social technology, and should keep in mind
how the use of any type of technology element can support student learning—individually
and as a collective group. In the 21st Century classroom, the neomillennial “always on”
student will control the how, what, and when a task is completed. Social networking media
engages the user in the content and allows them to be included as an active participant as they
construct a learning landscape rooted in social interaction, knowledge exchange, and
optimum cognitive development with their peers.

Towards a UX Manifesto
The aim of this paper rather than providing a holistic model of UX is to understand
UX as a useful concept for product design. The following sections will summarize principles,
policies and plans on a way towards a common understanding of UX.

Investigating and promoting UX practice in industry: an


experimental study
This article has presented an experimental study conducted with software companies
to investigate and promote usability engineering and UX methods. It has followed a research
methodology that triangulated different methods. It started with a survey conducted in
southern Italy, whose aim is to inspect the usability engineering practices in software
development companies. It replicated a similar survey performed three years earlier in
northern Denmark. These surveys highlighted some issues, which required a more in-depth
analysis. Specifically, the goal was to understand why developers, who appeared clearly
motivated to increase the usability of their products, did not actually adopt usability-
engineering methods in their development processes. Thus, three further steps were carried
out: they consisted in semi-structured interviews of project leaders of software companies, a
focus group with employees of different levels in a company, and a study conducted to
explore UX practices in industrial context by collaborating with practitioners. The article has
discussed the results of the study and provided suggestions on methods that companies can
easily integrate in their software development practices. An interesting issue that emerged in
the study, on which both HCI and SE researchers have devote attention in order to change the
current situation, is to convince public organizations that they have to explicitly mention
usability and UX requirements in the Calls for Tenders for ICT products. This way,
companies will be obliged to consider these requirements. To make it possible, usability and
UX requirements that are objectively verifiable have to be defined, so that they can be clearly
specified in the Calls. The study has also provided more evidence on the fact that usability
researchers have to be more careful in transferring academic work into practical value for
industry. As we said in (Ardito et al. 2011), we believe “it is responsibility of academics to
translate scientific articles, which formally describe evaluation methods, into something that
makes sense for companies and it is ready to be applied”. As a further contribution, this
article confirms the value of the research method, called Cooperative Method Development
(Dittrich et al. 2008). This method involves the cooperation between researchers and
practitioners to carry out qualitative empirical research, identify critical aspects and possible
improvements of their development process, and, finally, implement and evaluate such 22
improvements. The active involvement of the practitioners in the overall CMD process, along
with the feedback they get from evaluating the obtained improvement, were instrumental in
persuading them about the urgency and necessity to address usability and UX in their
development processes.

Current Challenges for UX Evaluation of Human-Robot


Interaction
The purpose of this paper has been to address the role and relevance of incorporating UX
methods and techniques in HRI, resulting in an increased knowledge of how to successfully
evaluate user experience of social robots. We have identified three challenges highlighting
the need to adopt an iterative UX design process, to incorporate UX goals to ensure positive
UX, and to acquire an understanding of how to apply UX evaluation principles in theory and
in practice. The third challenge should not be underestimated: the sophistication of UX
methodologies is often overlooked by HRI researchers and their full power goes untapped.
By employing the various methods and techniques in HCI and UX evaluation, we can narrow
the gap and synthesize the different approaches to social interaction in HRI identified by
Dautenhahn [1] (see Figure 1). If the issues and the challenges that we have raised in this
paper are addressed, and we believe that they can be, there is great reason to be optimistic
that what we know from UX can be successfully applied to HRI. As a result, HRI will benefit
and the users of robots will benefit even more. Acknowledgments. The authors wish to thank
Beatrice Alenljung and David Vernon for input and valuable comments. This work is
financially supported by the Knowledge Foundation, SIDUS project AIR (Action and
intention recognition in human interaction with autonomous systems).

Applied UX and UCD Design Process in


Interface Design
The mixed UCD and UX model proposed here is practised at an institution of higher learning
for training young interface designers, and is holistic and iterative in nature beginning from
the start of a design project. It encompasses several user-centered and HF-related methods
throughout the design process. This paper also reviewed PDPs available in the literature and
in industry, and shares an applied UCD-UX model in interface design practise. Further
development of the UCD model is possible such as quantifying its validity, its extent of use
and its feasibility in various context of use. Applied HF methods are proposed to be applied
in the various stages of the model. An important factor is that the UCD model for interface
design must provide flexibility, sustenance and scalability. Several design processes are
available in the literature and in the design industry. Interface designers face the challenge of
providing solutions to physical (tangible) and non-physical (intangible) products. Design
processes are usually implemented to provide a structure, map, planning and some form of
cognitive feedback to the design team within an organization to achieve desired results.
However, it is observed that the adoption of a UCD process model should not be taken lightly
as it involves all levels of an organisation’s commitment to make it feasible in due course.
Further work will also look at the level of possible adoption, return on investment,
institutional affordances and other external factors.

The Dark (Patterns) Side of UX Design


In this paper, we have provided an overview of the landscape of dark patterns from the
perspective of UX practitioners, describing the breadth of these patterns as they currently
exist and the potential uptakes for HCI research and UX practice in further defining this
ethical and value-laden phenomenon. We have recharacterized existing practitioner-led
notions of dark patterns to reflect the strategies that designers activate when manipulating the
balance of user and shareholder value, supporting both ethically-focused UX practice and
future HCI scholarship regarding ethics and values.

Integrating Agile and User-Centered Design A Systematic


Mapping and Review of Evaluation and Validation Studies of
Agile-UX
to consider the organizational context of the industry subjects they are studying. This is
because Agile-UX methodologies may not be implemented as expected in organizations
where there is a lack of support for the integration of Agile and UX. For example, in order to
provide support for LDUF, Sprint 0, and One Sprint Ahead in practice, these practices need
to be given a fair shot at being implemented correctly. Industry practitioners may also want to
consider what type of support they offer the Agile and UX team before they implement the
suggested practices from literature. The studies of our review have confirmed that there is a
wide variety of how well the practices and artifacts which were described in literature can be
applied. One of the major problems which was identified with Agile-UX integration among
different studies was that the UX-designer was over worked and overly distributed among the
Agile teams. This also contributed to a lack of the “UX big picture”, which was identified as
very important to the success of integration. Some of the recommended practices and artifacts
that were identified from evaluation and validation studies were: concept maps, cognitive
walkthrough variants, workshops, lofi prototypes, interviews, scenarios, and meetings with
users. For academics, this study suggests two major ways to advance the field of Agile-UX
research. First, academics should endeavor to conduct more evaluation and validation studies,
in partnership with practitioners, to evaluate how well existing approaches to Agile-UX are
working. Specifically, we note that there are very few papers reporting the results of focus
group, action research, experiment, and survey studies. Second, this study demonstrates that a
significant amount of existing literature on Agile-UX comes from practitionercreated
experience reports. These studies are difficult to compare to more rigorous work, like
evaluation papers, making it difficult to use systematic mapping and review approaches to
understand what the state of the field as a whole is. The investigation of new techniques for
investigating existing literature in this field and others represents a large, unaddressed area
for future work.
DAFTAR PUSTAKA

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