01 II3131 Pengantar Desain Interaksi

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Desain Interaksi

Definisi, Usability & User


Experience

II3131 Human Computer Interaction

K1 Adi Mulyanto/Nasy’an Taufiq Al Ghifari


K2 Fitra Arifiansyah/Nasy’an Taufiq Al Ghifari
Program Studi Teknik Informatika
Institut Teknologi Bandung.
Tujuan Perkuliahan 2

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

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What is Design

“Design is a plan for arranging elements in such a


way as best to accomplish a particular purpose”
Charles Eames

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What is interaction design? 4

Interaction Design:
Designing interactive The design of spaces
products to support for human The design of the

‘‘ the way people


communicate and
interact in their
everyday and working
lives.
‘‘ communication and
interaction.

Winograd
(1997)
‘‘ interaction between
users and product.
Involve elements like
aesthetics, motion,
sound, space, and
many more.
Sharp, Rogers, and
Preece
(2019) ’’ ’’ ’’
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What to design 5

Need to take into account:


● Who the users are
● What activities are being carried out
● Where interaction is taking place

Need to optimize the interactions users have


with a product:
● So that they match the users’ activities and needs

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Goals of interaction design

Develop usable products


● Usability means easy to learn, effective to use, and provides an
enjoyable experience
● Involve users in the design process

To create product that enable the user to achieve their


objectives in the best way possible

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Dan Saffer, Designing for Interaction:


Creating Innovative Applications and
Devices (Voices That Matter) 2nd Edition

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The user experience (UX) 8

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)

Cannot design a user experience−only can design for a user experience

Experience or User Experience is not about technology, industrial design, or


interfaces. It is about creating a meaningful experience through a device. (Marc H.)

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Defining user experience

Hassenzahl’s (2010) model of the user

‘‘ How users perceive a


product, such as whether a
smartwatch is seen as sleek
or chunky, and their
emotional reaction to it,
experience

Pragmatic: how simple, practical, and


obvious it is for the user to achieve their
goals
such as whether people
have a positive experience Hedonic: how evocative and stimulating
when using it. the interaction is to users

Hornbæk and Hertzum


(2017) ’’
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User experience goals 10

Desirable aspects

Satisfying Helpful Fun


Selecting terms to convey a Enjoyable Motivating Provocative

person’s feelings, emotions, Engaging Challenging Surprising


Pleasurable Enhancing sociability Rewarding
and so forth can help
Exciting Supporting creativity Emotionally fulfilling
designers understand the Entertaining Cognitively stimulating Experiencing flow
multifaceted nature of the
user experience Undesirable aspects

Boring Unpleasant
Frustrating Patronizing
Making one feel guilty Making one feel stupid
Annoying Cutesy
Childish Gimmicky
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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

Easy to remember how to use

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Visibility of System Status

https://usabilitygeek.com/heuristic-evaluation-introduction/
Neelanjana Dutta

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Match Between System and Real Worlds

Neelanjana Dutta

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User Control and Freedom

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Consistency and Standards

Word (top), Excel (middle), and PowerPoint (bottom).

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Error Prevention 17

Neelanjana Dutta

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Recognition rather than Recall 18

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Flexibility and Efficiency of Use 19

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Aesthetic and Minimalist Design 20

Aesthetically pleasing designs can


provide memorable experiences
that differentiate a brand.
idle
However, interfaces should only
include necessary elements, with
high informational value.

Clarity will always win over visual


flourish. On hover

https://www.nngroup.com/articles/aesthetic-minimalist-design/

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Help Users Recognise, Diagnose, and 21

Recovers from Errors

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Help and Documentation 22

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Usability goals & User Experience goals

Utility
Usability is a component of user
experience (UX) design. Usability

Are there trade-offs between the two Desirability


kinds of goals?
For example, can a product be both fun Brand Experience
and safe?
UX

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Interaction Design Methods 24

Activity-centered Design System Design Genius Design User-centered Design

● 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?

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Basic Activities of Interaction Design

01 Discovering requirements

02 Designing alternatives

03 Prototyping alternative
designs
Evaluating product and its user
04 experience throughout

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Core characteristics of interaction design 26

Users should be involved throughout


01 the development of the project

Specific usability and user experience


goals need to be identified, clearly
documented, and agreed to at the
beginning of the project

03 Iteration is needed through the core


activities

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Help designers 27

Understand how to design interactive products that fit with what


people want, need, and may desire
Appreciate that one size does not fit all (for example, teenagers are
very different to grown-ups)

Identify any incorrect assumptions they may have about particular


user groups. (for example, not all old people want or need big fonts)

Be aware of both people’s sensitivities and their capabilities

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Creativity is the key to success


in the great education

Terima Kasih
Program Studi Teknik Informatika
Institut Teknologi Bandung.

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