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11 - Desain, Prototipe Dan Konstruksi

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DESAIN, PROTOTIPE DAN KONSTRUKSI Week 11
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Page 1: 11 - Desain, Prototipe Dan Konstruksi

DESAIN, PROTOTIPE DAN KONSTRUKSI

Week 11

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Prototipe dan Konstruksi

Apa itu prototipe? Mengapa harus membuat prototipe Jenis prototipe :

Low fidelity High fidelity

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What is a prototype?

Di dalam bidang desain yang lain, prototipe adalah “small-scale model”:

Miniatur mobilMiniatur gedung / kota

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What is a prototype?

In interaction design it can be (among other things):a series of screen sketchesa storyboard, i.e. a cartoon-like series of scenes a Power point slide showa video simulating the use of a systema lump of wood (e.g. Palm Pilot)a cardboard mock-upa piece of software with limited functionality written in the target language or in another language

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Why prototype?

• Evaluation and feedback are central to interaction design

• Stakeholders can see, hold, interact with a prototype more easily than a document or a drawing

• Team members can communicate effectively• You can test out ideas for yourself • It encourages reflection: very important aspect

of design • Prototypes answer questions, and support

designers in choosing between alternatives

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What to prototype?

• Technical issues

• Work flow, task design

• Screen layouts and information display

• Difficult, controversial, critical areas

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Low-fidelity Prototyping

•Uses a medium which is unlike the final medium, e.g. paper, cardboard

•Is quick, cheap and easily changed

•Examples:sketches of screens, task sequences,

etc‘Post-it’ notesstoryboards‘Wizard-of-Oz’

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Storyboards

•Often used with scenarios, bringing more detail, and a chance to role play

•It is a series of sketches showing how a user might progress through a task using the device

•Used early in design

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Storyboard – how to fill a car with gas

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Sketching

•Sketching is important to low-fidelity prototyping

•Don’t be inhibited about drawing ability. Practice simple symbols

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Some simple sketches for low fidelity prototyping

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Using index cards

• Index cards (3 X 5 inches)

• Each card represents one screen

• Often used in website development

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A card-based prototype for booking a meeting in the shared calendar system

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‘Wizard-of-Oz’ prototyping

•The user thinks they are interacting with a computer, but a developer is responding to output rather than the system. •Usually done early in design to understand users’ expectations•What is ‘wrong’ with this approach?

>Blurb blurb>Do this>Why?

User

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High-fidelity prototyping

• Uses materials that you would expect to be in the

final product.

• Prototype looks more like the final system than a

low-fidelity version.

• For a high-fidelity software prototype common

environments include Macromedia Director, Visual

Basic, and Smalltalk.

• Danger that users think they have a full

system…….see compromises

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High-fidelity prototyping

Example 1 : Game RPG manasik haji (as3) prototipe versi 0.0

Example 2 : game (c++, OpenGL) fps, prototipe versi 0

Top down game

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Compromises in prototyping

•All prototypes involve compromises•For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality? •Two common types of compromise

• ‘horizontal’: provide a wide range of functions, but with little detail

• ‘vertical’: provide a lot of detail for only a few functions

•Compromises in prototypes mustn’t be ignored. Product needs engineering

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Construction

• Taking the prototypes (or learning from them) and creating a whole

• Quality must be attended to: usability (of course), reliability, robustness, maintainability, integrity, portability, efficiency, etc

• Product must be engineered

Evolutionary prototyping

‘Throw-away’ prototyping

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Menu design

•How long is the menu to be?

•In what order will the items appear?

•How is the menu to be structured, e.g. when to use sub-menus, dialog boxes?

•What categories will be used to group menu items?

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Menu design

•How will division into groups be denoted, e.g. different colors, dividing lines?

•How many menus will there be?

•What terminology to use? (results of requirements activities will indicate this)

•How will any physical constraints be accommodated, e.g. mobile phone?

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Faktor penting dalam pembuatan menu

Pilihan yang dapat diseleksi (tampilkan menu yang bisa dipilih oleh user, mudah dipelajari dan tidak membingungkan)

Informasi visual : Highlight Underline Shortcut Menempatkan tanda cek √ pada item terpilih Memberikan tanda panah untuk

memberitahukan terdapat submenu

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Faktor penting dalam pembuatan menu Contd.

Memiliki tanda elipsis (…) untuk menunjukkan bahwa seleksi dari pilihan memiliki dialog lebih lanjut

Membuat garis pemisah antara kumpulan dari perintah yang berhubungan

Akhir dari proses seleksi Menu menghilang setelah seleksi terjadi,

dan segera tergantikan untuk modul yang baru

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Tujuan dan struktur menu

Membuat task menjadi : jelas dan masuk akal, mudah dipahami, Mudah diingat oleh user

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Struktur menu

Menu tunggal (single menu)

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Struktur menu

Linear sequence

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Struktur menu

Tree structured menu

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Struktur menu

Acyclic Networks

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Struktur menu

Cyclic Networks

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Jenis Menu

Menu-menu tunggal Linear sequences dan multiple menu Tree-Structured menus Bentuk menu lainnya

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Jenis Menu - Menu-menu tunggal Menu-menu tunggal

Menmonic letters : pilihan item menggunakan huruf awal

Radio buttons : berbentuk radio (bulat)

Button choice : tampilan menu berbentuk tombol

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Jenis Menu - Menu-menu tunggal

Multiple selection (check boxes)

Pop up menus / context menus (exp: right click)

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Jenis Menu - Menu-menu tunggal Scrolling – list box

choice

Scrolling – combo box choice

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Jenis Menu - Menu-menu tunggal

Trackbar menu / alpha slider

Embedded Links / hyperlinks Main menu, iconic menus, toolbars atau

palletes

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Panduan membuat menu

Menyusun secara sistematis daftar menu tunggal

Menu yang mendalam atau melebar Seimbangkan lebar dan dalamnya menu

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Jenis Menu

Linear sequences dan multiple menu : menu yang memandu pengguna untuk proses yang kompleks. Contoh “clue cards” atau “wizard”

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Jenis Menu - Tree-structured menus Tree-structured menus : List view menus,

Tree view menus, tree- structured menus (gabungan dari list & Tree)

List View Menus

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Jenis Menu - Tree-structured menus

Tree View Menus

Tree-structured menus

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Jenis Menu

Bentuk menu lainnya Menu maps : efektif agar user terarah. Menu

menggunakan arah/dipetakan. Contoh : halaman awal pembuatan blog (blogspot)

Menu coolbar : mirip toolbar, hanya saja penampilannya lebih dinamis (misalnya barnya diklik dan diubah posisinya)

Acyclic dan cyclic networks : berguna untuk social relationship, transportation routing, scientific journal citation, namun dapat membingungkan dan tidak terarah

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Strategi mengelompokkan menu Kategori : pilihan dari tipe serupa

ditempatkan pada tempat yang sama Urutan yang lazim : contoh nama hari

dalam seminggu Jumlah pemakaian : pilihan yang sering

digunakan terletak dekat menu utama. Atau letakkan di paling atas

Tidak ada item menu yang terduplikasi (overlapping)

Gunakan istilah yang umum

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Urutan penampilan item menu Urutan alamiah:

Waktu Urutan angka Properti secara fisik

Jika pengurutan tidak memiliki hubungan : Urutan alfabet Pengelompokan item serupa Letakkan item yang paling sering digunakan

di atas-kiri Letakkan item yang paling penting di atas

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Icon design

•Good icon design is difficult•Meaning of icons is cultural and context sensitive•Some tips:

always draw on existing traditions or standardsconcrete objects or things are easier to represent than actions

•From clip art, what do these mean to you?

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Screen designTwo aspects:

• How to split across screens moving around within and between screenshow much interaction per screen?serial or workbench style?

• Individual screen designwhite space: balance between enough information/interaction and claritygrouping items together: separation with boxes? lines? colors?

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Screen design: splitting functions across screens

•Task analysis as a starting point

•Each screen contains a single simple step?

•Frustration if too many simple screens

•Keep information available: multiple screens open at once

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Screen design: individual screen design

•Draw user attention to salient point, e.g. colour, motion, boxing•Animation is very powerful but can be distracting•Good organization helps: grouping, physical proximity•Trade off between sparse population and overcrowding

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Information display

•Relevant information available at all times

•Different types of information imply different kinds of display

•Consistency between paper display and screen data entry

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Summary

•Different kinds of prototyping are used for different purposes and at different stages

•Prototypes answer questions, so prototype appropriately

•Construction: the final product must be engineered appropriately

•Conceptual design (the first step of design)

•Physical design: e.g. menus, icons, screen design, information display

•Prototypes and scenarios are used throughout design


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