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01 II3131 Pengantar Desain Interaksi
01 II3131 Pengantar Desain Interaksi
01 II3131 Pengantar Desain Interaksi
Desain Interaksi
01 Memahami apa itu desain interaksi, lingkup, karakteristik, dan tujuannya
Usability
02 Memahami apa itu Usability dan kriterianya
User Experience
03
Memahami apa itu user experience
Interaction Design:
Designing interactive The design of spaces
products to support for human The design of the
Winograd
(1997)
‘‘ interaction between
users and product.
Involve elements like
aesthetics, motion,
sound, space, and
many more.
Sharp, Rogers, and
Preece
(2019) ’’ ’’ ’’
Program Studi Sistem dan Teknologi Informasi
Institut Teknologi Bandung.
What to design 5
User experience (UX) refers to any interaction a user has with a product or service
● The way people feel about it and their pleasure and satisfaction when using it, looking at it,
holding it, and opening or closing it
● “Every product that is used by someone has a user experience: newspapers, ketchup bottles,
reclining armchairs, cardigan sweaters.” (Garrett, 2010)
● Encompasses all aspects of the end-user's interaction with the company, its services, and its
products. (Nielsen and Norman, 2014)
Desirable aspects
Boring Unpleasant
Frustrating Patronizing
Making one feel guilty Making one feel stupid
Annoying Cutesy
Childish Gimmicky
Program Studi Sistem dan Teknologi Informasi
Institut Teknologi Bandung.
Usability goals 11
Effective to use
“Usability is a measure of
how well a specific user in Efficient to use
a specific context can use a
product/design to achieve a Safe to use
defined goal.”
Have good utility
Easy to learn
https://usabilitygeek.com/heuristic-evaluation-introduction/
Neelanjana Dutta
Neelanjana Dutta
Neelanjana Dutta
https://www.nngroup.com/articles/aesthetic-minimalist-design/
Utility
Usability is a component of user
experience (UX) design. Usability
● Good for intense, ● Good for large-scale ● Good for rapid project ● Understand unfamiliar
focused, complex designs ● Possible to het a “purer” domains
activities ● System of systems vision and more radical ● Empathy with users-focus
● Refining task flows ● Models for large teams jumps in products on people
● Making actions mode ● Not good for small project ● Flexible ● Can catch problems (and
efficient ● Very analytical ● Not good for opportunities) up front
● Not good for big picture inexperienced designers ● Hard for people to evaluate
rethinking ● Need domain knowledge (and generate) new product
● Can de-skill users ● Can be very, very wrong ideas
● Are you focused on the
RIGHT users?
● User goals can be slippery
● Does it scale?
01 Discovering requirements
02 Designing alternatives
03 Prototyping alternative
designs
Evaluating product and its user
04 experience throughout
Terima Kasih
Program Studi Teknik Informatika
Institut Teknologi Bandung.