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12 IMK GoalDirectedDesign 1 Publish (Optimized)
12 IMK GoalDirectedDesign 1 Publish (Optimized)
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EVOLUTION OF
GOAL DIRECTED DESIGN
SOFTWARE DEVELOPMENT PROCESS
Build/Test Ship
About Face (Cooper, et.al., 2014)
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• Contoh :
• Contoh :
‣ Input semua alamat
‣ Efisiensi cetak alamat-
‣ Atur ukuran dan layout
alamat pada tiap amplop
amplop
dalam 1 perintah cetak
‣ Cetak amplop
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DEFINITION DEFINITION
• Design of behavior requires: • User Interaction design is not merely a matter of aesthetic choice
‣ greater knowledge of context ‣ it’s based on an understanding of users and cognitive principles
‣ an understanding of • Interaction design :
- the user’s relationship with the product from before purchase to ‣ the design of product and system behavior
end of life
• Goal Directed Design
- how the user wants to use the product, in what ways, and to
‣ a method to address a kind of behavior-oriented design
what ends
‣ it provides a complete process for understanding users’ goals,
needs, and motivations
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Modeling Modeling
Research Research
of users and of users and
users and the domain use context users and the domain use context
Abstracting
Framework Understanding Framework
Requirements de nition of design Requirements de nition of design
structure and ow structure and ow
de nition of user, business, de nition of user, business,
and technical needs and technical needs Representing
Structuring
Re nement Re nement
of behaviors, form, of behaviors, form,
and content Support and content Support
Implementation
development needs development needs
*component activities of interaction design Evaluation
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INTERVIEW INTERVIEW
• Kelompok pertanyaan
• Close ended questions
‣ berorientasi pada tujuan, sistem, workflow, dan sikap
‣ jawaban singkat
• Dorong users untuk bercerita
‣ jawaban dengan pilihan, mis. “ya” atau “tidak”
‣ lakukan penelitian terlebih dahulu mengenai problem domain atau
‣ begin with: “did you”, “do you”, or “would you”
orang yang akan diwawancara
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• Here are some goal-oriented questions to consider • Here are some system-oriented questions to consider
‣ Goals : what is the purpose of using the system? ‣ Function : what are the most common things you do with the
product?
‣ Opportunity : what activities currently waste your time?
‣ Frequency : what parts of the product do you use most?
‣ Priorities : what is most important to you?
‣ Preference : what are your favourite aspects of the product?
‣ Information : what helps you make decisions?
What drives you crazy?
‣ Failure : how do you work around problems?
‣ Expertise : what shortcuts do you employ?
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• Here are some workflow-oriented questions to consider • Here are some attitude-oriented questions to consider
‣ Process : what did you do when you first came in today? what did ‣ Aspiration : what do you see yourself doing five years from now?
you do after that?
‣ Avoidance : what would you prefer not to do? what do you
‣ Occurence and recurrence : how often do you do this? what procrastinate on?
things do you do weekly or monthly, but not every day?
‣ Motivation : what do you enjoy most about you job (or lifestyle?)
‣ Exception : what constitutes a typical day? what would be an What do you always tackle first?
unusual event?
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Activity 2.1
Goal Subgoal 2
Activity 2.2
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PERSONAS PERSONAS
• A user models
‣ the main characters in a narrative, scenario-based approach to
design
‣ are not real people
‣ assembled from the behaviors and motivations of the many actual
users encountered in research
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Demographic
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PERSONAS PERSONAS
‣ The best way:
to design for specific types of individuals with specific needs
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PERSONAS PERSONAS
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CREATION PROCESS • Types of variables :
3 ‣ Activities : what the user does; frequency and volume
• Types of variables :
‣ Attitudes : how the user thinks about the product domain and
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‣ Activities technology
‣ Attitudes 5 ‣ Aptitudes : what education and training the user has; ability to
‣ Aptitudes learn
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‣ Motivations ‣ Motivations : why the user is engaged in the product domain
‣ Skills 7 ‣ Skills : user abilities related to the product domain and technology
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‣ Development support
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